自2016年买量开始全面爆发之后,直到今日依然是游戏厂商最重要的来量方式之一。有人说买量之所以如此火爆,是因为厂商首次将流量的主动权握到了自己手上,让很多中小团队得以生存。11月10日,游戏茶馆举办了一期以“买量分享”为主题的圆桌会活动,在与业内人士的交流中发现,买量并没有完全解决小型游戏团队来量困难的问题,并且来量困难也不是他们遇到的唯一问题。这些小团队的处境远远比我们想的艰难得多,席间渠道和发
Since 2016 after the outbreak of a quantity to start, until today is still one of the most important way to the amount of game makers. Some people say that buy amount is so hot, because the manufacturer will flow with the initiative in own hand, for the first time for many small and medium-sized group survival. On November 10, the game tea house held a period to "buy amount to share" as the theme of the roundtable, found in the communication with the personage inside course of study of, buy quantity does not completely solve the problem of small amount of game team to difficult, and difficult to quantity also is not the only problem they meet. These small team situation is far more difficult than we think, at channels and to send