Recently, I communicated with two big players in the industry. They incubate an e-sports community inside the big factory, which aroused my interest.
The first user needs of its products are: some large-scale events (such as the S10 of League of Legends) last for a long time, and there will be many sources of information; in order to avoid user omission, make a product to serve this group of hard-core e-sports Enthusiasts, let them finish the content they are interested in every day); the current product form is the earliest instant (the black is the previous RSS version).
Its landing page slogan: exclusive to your interactive discussion community, gathering the most hardcore e-sports game users, here is the game home that understands you best.
Guessing from the current country email list information: it should be expected to find the top hardcore players through the early and immediate RSS subscription form, play down from high latitudes, and build a community from top to bottom.
This process of developing a community from a tool to monetization is to start from a single point of a gadget, quickly acquire users, and then let these users attract each other, leave personal information and user relationships, socialize, and stick to them; and then establish interaction The mechanism of discussion; finally try to realize, and then introduce various partners to become a platform, so that there is enough room for imagination in the future.
1. Research on user needs and opportunities for current products
1. User needs research
Because I am not a follower of e-sports events, I found a few users who follow event information to conduct research.
User A: Female, a classmate who operates the game community; does not watch information, but will book all the games he wants to watch, and follow the games through several common platforms (Weibo is the information attention of the team's Weibo, station B is to watch live broadcasts, Hupu It is to look at comments, play plus is to look at rankings and event reservations).
User B: Male, state-owned enterprise employee, senior DOTA player; will subscribe to ti's information, but is only interested in live broadcasts, battle teams, and results; he thinks the feature that attracts him the most is "spinach".
User C: Male, Internet product manager, senior 2D, game enthusiast; I will pay attention to the events every day, but will not watch the whole process, only watch the replays (edited) of the daily events, and the live broadcast of the last few games.
I got the trend on the content structure of the community at the internal sharing meeting of a well-known game community of a major manufacturer. The vast majority of users pay more attention to more professional content such as OGC and PGC, especially those officially released as Lord; and the content of UGC is indeed relatively long tail.