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IoT in Gaming: A Case Study on Make Fortnite Skins
技术
- 网络与连接 - 网关
- 传感器 - 液位传感器
适用行业
- 城市与自治市
- 电信
适用功能
- 采购
用例
- 时间敏感网络
服务
- 培训
挑战
Max 是 Make Fortnite Skins 的创始人,他继承了父亲对游戏和技术的热情。他注意到市场上存在一个空白,即游戏玩家对流行的在线视频游戏《堡垒之夜》的皮肤感兴趣。然而,他几乎没有编码经验,这给创建满足这一需求的平台带来了挑战。此外,Max 不确定他的网站能吸引多少潜在流量,尽管他在 Fortnite Reddit 子版块上相当活跃,并成功地将多篇帖子放到了首页。我们面临的挑战是创建一个用户友好的平台,能够满足《堡垒之夜》社区的需求并获得巨大的吸引力。
关于客户
制作《堡垒之夜》皮肤的主要客户是游戏玩家,特别是玩《堡垒之夜》的玩家。这些人有兴趣为他们的角色使用独特的皮肤来定制他们的游戏体验。客户群可能精通技术并且欣赏游戏的最新趋势。他们活跃在 Reddit 等在线平台上,参与有关游戏的讨论。该网站的迅速流行表明客户重视新颖性,并能快速探索与其游戏兴趣相关的新资源。客户还可能受到涵盖游戏内容的流行媒体和 YouTube 频道的影响。
解决方案
Max 选择使用 Bubble,该平台允许具有最少编码经验的用户创建应用程序和网站。他发现学习过程出奇地简单和流畅。在接触 Bubble 后的三周内,Max 就发布了其应用程序的全功能版本。他利用自己在 Fortnite subreddit 上的活跃表现来宣传他的网站,期望他的想法的新颖性能够吸引大量访问者。他的策略奏效了,他的网站一夜之间大受欢迎,第一天的访问量就超过了 15 万次。该网站在《福布斯》、IGN 和《每日邮报》上得到专题报道,并得到几个大型 YouTube 频道的推广,进一步扩大了其影响范围。
运营影响
数量效益
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