Xinxin Entrepreneurial Talents 2011

This article contains AI-generated translation.

 Author

## Introduction

接下来就看，就看你的了。接下来有请第一位上场的达人——米哈游。萌系休闲游戏，掌声有请。
Host: Next, let's see, it's all up to you. Next, we invite the first talented person to take the stage — miHoYo, moe and casual games. Please give them a round of applause.

刘伟：各位评委老师，各位现场的创业前辈，你们好。我是来自上海交通大学，米哈游创业团队的刘伟。
Liu Wei: Dear judges and teachers, esteemed entrepreneurs present here, hello. I am Liu Wei from the miHoYo entrepreneurship team of Shanghai Jiao Tong University.

我们团队的创业项目是虚拟偶像计划。我们的核心产品是萌系移动游戏。所谓萌系移动游戏，是指在手机和平板电脑上玩的以萌系动漫人物为主角的动漫游戏。主角一般为甜美可爱的美少女设定的动漫游戏。这种类型的游戏一般深受宅男的喜爱。
Our entrepreneurial project is the Virtual Idol Project. Our core product is a moe-style mobile game. By cute-style mobile game, we mean an anime game played on smartphones and tablets that features cute anime characters as the main protagonists. The main characters are usually sweet and lovely girls. This type of game is highly favored by otakus.

我们自己也是宅男，所以我们深刻理解宅男的需求。其实宅男是一群很好、很善良、很友爱却又很可怜的人。他们内心有着强烈的跟异性交流的需求，却因为巨大的心理压力不敢行动，很苦恼、很孤单、很寂寞的人。我们就是要解决宅男的这种需求。
We ourselves are otakus, so we deeply understand the needs of otakus. In fact, otakus are a group of good, kind, and friendly but also unfortunate individuals. They have a strong desire to communicate with the opposite sex, but due to tremendous psychological pressure, they are afraid to take action, leading to a lot of distress, loneliness, and solitude. We aim to address this need of otakus.

所以我们游戏的最大特点是除了保证游戏的好玩性之外，我们更注重通过游戏塑造玩家喜欢的虚拟角色，打造一个虚拟偶像的概念。
Therefore, the greatest characteristic of our game is not only ensuring its entertaining nature but also focusing on shaping virtual characters that players love, creating the concept of a virtual idol.

我们知道要打造一个虚拟偶像是需要一个漫长的过程。因此我们是以苹果iOS和安卓的移动游戏作为一个切入点，投放以萌系少女为主题的系列游戏，让宅男们能享受随时随地被拯救的感觉。
We understand that building a virtual idol requires a lengthy process. Therefore, we take Apple iOS and Android mobile games as an entry point and release a series of games with a moe girl theme, allowing otakus to enjoy the feeling of being rescued anytime, anywhere.

然后我们的梦想是让每一个宅男都能拥有一个得以精神寄托的虚拟偶像，从此告别孤单跟寂寞。然后我们游戏的话有三个显著的特点。
Our dream is to let every otaku have a virtual idol to find spiritual solace and bid farewell to loneliness and solitude. And our game has three notable features.

第一点是都比较轻松有趣，容易上手，因为宅男已经承受了很巨大的心理压力了，我们希望他们能够很简单的玩游戏，能够享受随时随地都能够被拯救的感觉。
The first point is that our games are relatively light-hearted, enjoyable, and easy to pick up. Since otakus already endure significant psychological pressure, we hope they can play games in a simple manner and experience the feeling of being rescued anytime, anywhere.

第二个是我们的游戏都是针对智能手机和平板设备这种触摸设备来设计的，就是给一个玩家一个独特的游戏体验和一个情感诉求。比如说我们的好感度系统就是利用这个触摸的特性。
The second point is that our games are designed for touch devices such as smartphones and tablets, providing players with a unique gaming experience and emotional appeal. For example, our affinity system utilizes the touch feature.

第三点也是我们游戏最大的一个特点，就是我们的游戏都会有一个非常萌的女性角色，就是说我们的游戏不但要好玩，而且还要有魅力。
The third point, which is also the biggest feature of our games, is that they all feature extremely moe female characters. This means that our games not only need to be fun but also possess charm.

然后这边这一个，右边这个形象的话就是我们刚刚推出的游戏的一个虚拟形象，然后她就是一个典型的美少女的设定。然后大家可以有视频可以看。
Then on this side, we have the image of the virtual character from our recently launched game. She embodies a typical beautiful girl design. You can watch videos of her.

然后我们知道要塑造一个虚拟偶像，需要一个漫长的过程，而且我们也需要有很多的途径，让我们的粉丝跟我们的虚拟偶像进行互动。因此我们是以移动游戏作为切入点，但是当我们的游戏积累了一定的粉丝，当我们游戏有了一定的玩家之后，我们会将我们的虚拟偶像产品扩展到互动媒体、在线文学、在线游戏，直到实现我们的终极目标拓展到周边市场。
We understand that shaping a virtual idol requires a long process, and we need multiple avenues for our fans to interact with our virtual idol. Therefore, we take mobile games as the starting point. However, once our game accumulates a considerable number of fans and players, we will expand our virtual idol products to interactive media, online literature, online games, and eventually reach our ultimate goal of expanding into the merchandise market.

当然我们知道这是一个非常漫长的过程，所以我们是一个游戏作为切入点，希望一步一步的积累我们的玩家和粉丝。
Of course, we are aware that this is a very lengthy process. That's why we use a game as the starting point, hoping to gradually accumulate players and fans step by step.

我们团队的核心成员一共有四位，都是上海交大本科加研究生的计算机宅男。然后我们团队的创始人蔡浩宇是一个典型的天才型技术宅男。蔡浩宇是五岁的时候开始玩电脑游戏，八岁的时候开始做动画，参加全国少年儿童大赛获二等奖，当时最小的选手。12岁的时候被评为中国首批13位小院士之一。初中和高中期间一直致力动画的创作，最后是因为物理竞赛才保送进交大的。
Our core team consists of four members, all computer otakus who graduated from Shanghai Jiao Tong University, both undergraduate and graduate programs. Our founder, Cai Haoyu, is a typical genius-type tech otaku. He started playing computer games at the age of five and began creating animations at the age of eight. He participated in the National Children's Competition and won a second prize, being the youngest participant at that time. At the age of 12, he was recognized as one of the first 13 young academicians in China. During middle school and high school, he dedicated himself to animation creation and was admitted to Shanghai Jiao Tong University through a physics competition.

然后我们从大学就认识了，都是惺惺相惜的宅男。所以我们从09年开始，一直致力于虚拟偶像的探索。我们在零九年的时候想以开源软件的方式创立开源文学社区《FreeWriting》。想以开源的方式来做一个轻小说。
We have known each other since university and share a mutual understanding as otakus. So, starting from 2009, we have been committed to exploring virtual idols. In 2009, we wanted to establish an open-source literature community called *FreeWriting* to create light novels in an open-source manner.

之后我们参加了中科院计算所的技术创新大赛并获得了银奖，获得了20万的启动基金。当时我们的项目是基于Flash插件的网络游戏平台。这个网游平台的话，玩家可以在线编辑人物和场景，然后分享给其他的玩家，这是一个典型的游戏2.0的概念。
Later, we participated in the Technology Innovation Competition held by the Institute of Computing Technology, Chinese Academy of Sciences, and won a silver award, along with a startup fund of 200,000 RMB. At that time, our project was a web game platform based on the Flash plugin. In this platform, players could edit characters and scenes online and share them with other players, embodying the concept of next-generation games.

今年的时候盛大推出的《零世界》，实际上就是基于我们这个理念，就是说我们当时这个理念还是比较先进的。然后之后的话我们我们自己研发了基于Adobe Flash的引擎Misato引擎。Misato引擎是一款2.5D斜45度的一款引擎，它拥有非常好的物理渲染效果和性能，在业界也得到了一定的盛誉。
Earlier this year, Shanda launched *World Zero*, which is actually based on our concept. Our concept was considered quite advanced at that time. Subsequently, we developed our own engine called Misato Engine, which is based on Adobe Flash. The Misato Engine is a 2.5D isometric engine with excellent physics rendering effects and performance. It has also gained some recognition in the industry.

之后我们受邀参加Flash开发大赛的一个主题，就我们的Misato引擎做了一个主题发言。这个名字Misato就来源于我们最喜欢的动漫《新世纪福音战士》。
Later on, we were invited to participate in a Flash development competition, where we gave a presentation on the theme of our Misato Engine. The name "Misato" comes from our favorite anime, *Neon Genesis Evangelion*.

然后之后我们基于Misato引擎开发了一款游戏《娑婆物语》，获得了盛大麻球首届Flash大赛的校园总冠军。之后我们跟盛大合作推出了《泡泡英雄》，也就是盛大泡泡堂系列的首个网页版。
Using the Misato Engine, we developed a game called *Legend of Saha* and won the campus championship in the first Shanda Maqiu Flash Competition. We then collaborated with Shanda to release *Bubble Hero*, the first web version of Shanda's *Bubble Fighter* series.

从今年开始，我们致力于原创iOS游戏的创作，推出了我们的首个萌系少女系列游戏《FlyMe2theMoon》。《FlyMe2theMoon》是一款典型的萌系少女休闲解谜游戏，它在9月30号的时候发售的，到现在为止大概有一个3,000份的一个下载量。因为我们这个都是没有做任何推广的情况下，所以我们会跟发行商签订一个发行协议。
Starting from this year, we have been dedicated to creating original iOS games and released our first moe girl-themed series game, *FlyMe2theMoon*. *FlyMe2theMoon* is a typical cute-girl casual puzzle game. It was released on September 30th and has received approximately 3,000 downloads so far. Since we haven't done any promotion, we will sign a distribution agreement with a publisher.

《FlyMe2theMoon》上线三天之后就在苹果应用商店首页得到了一个日本区、美国区和中国区的推荐。它在日本区大受欢迎。
Just three days after its release, *FlyMe2theMoon* was featured on the homepage of the Apple App Store in the Japanese, American, and Chinese regions. It has gained great popularity in the Japanese region.

然后我们就规划大概是这样子，就是说当我们的游戏积累已经完成之后，我们会推出一个互动平台，让我们的粉丝更好的跟我们的虚拟偶像进行互动。
Our plan moving forward is to launch an interactive platform once our game has accumulated a substantial user base. This platform will allow our fans to interact better with our virtual idols.

谢谢大家！
Thank you, everyone!

## Judge interaction

每一家企业将会有六分钟的一个演讲。我们也会有工作人员来给大家进行一个时间的提示。那么接下来让我们进行一个九分钟的评委的互动。刚刚我听的最多就是两个字——宅男。那我第一次对宅男有这么一个清晰而全面的认识。原来宅男是这个样子的…原来宅男还这么能说。来来来，让我来听听评委老师是什么样的看法。
Host: Each company will have a six-minute presentation. We will also have staff members to provide everyone with a time reminder. So, next, let's have a nine-minute interaction with the judges. Just now, the phrase I heard the most was two words—"otaku" (zhái nán). It's my first time having such a clear and comprehensive understanding of "otaku." So, it turns out that this is what an otaku looks like... and they can also speak so well. Come on, let me hear what the judges think.

### Qi Yuwei

祁玉伟 上海新中欧创投总经理：我问两个问题啊。第一个，你说的这个有萌感是吧？那么，你说的就是你们这个产品啊，到底是什么样的萌感和宅男之间什么关系？这一个第二个问题，目前的竞争对手就是做着同类那个谁，他们做的是什么程度？
Qi Yuwei: I have two questions. The first one, you mentioned that it has a moe feeling, right? So, when you say that, are you referring to your product? What kind of moe feeling is it, and what is the relationship between that and the otaku culture? Now, for the second question, currently, your competitors are doing the same kind of thing. What level are they operating at?

刘伟：这样子，我觉得是，其实很多人看一个萌的，他觉得其实宅男对于萌的体验是很多方位的。比如说这样一个虚拟的人物，大家会觉得他很萌。另外，也可可能另外一个是就就像一个小小的兔耳朵，宅男也会觉得很萌。所以，宅男的这种情感需求是非常微妙的。有的时候就是你看到我们这个虚拟偶像，我感觉得其实我们这个就是一个典型的宅男喜欢的叫傲娇的设定。傲娇是什么？就是傲气的。傲娇的就是娇气的娇。就说这种女孩子可能看起来会一看起来会比较的骄傲，让人不敢接受。但是当你走近的时候，你会发现其实她的内心很需要保护。
Liu Wei: In this regard, I think that when many people see something "moe," they believe that the experience of otakus with regard to "moe" encompasses various aspects. For example, when it comes to a virtual character like this, people find them cute. Additionally, it could be something as small as a pair of bunny ears that can also be considered cute by otakus. Therefore, the emotional needs of otakus are quite delicate. Sometimes, when you see our virtual idol, I feel that they embody the typical preferences of an otaku, with a character trait called "tsundere." What is "tsundere"? It refers to being haughty. "Tsundere" means being both arrogant and delicate. It describes a type of girl who may appear proud and unapproachable, but when you get closer, you'll realize that deep down, she craves protection.

特别萌的这种…
Host: Especially cute...

刘伟：所以，我们在我们的游戏里面就特别注重这种情感，这种体验的体验的这种交流。这是我们的一个萌感的体现。然后我们的竞争对手的话，实际上国内的话，因为这块是个比较细分的市场，做的人比较少。做的比较多的是有苏州有一家做得比较好的企业是叫猫玉米。他们以前是做galgame，就是那种动漫画。然后你点一下这一张图片，点一下就一张图片。然后他们现在也都是这种相关的系列游戏。但是由于我们也跟他们交流过，但因为他们是做美术出身嘛，他们的研发实力比较弱，所以他不管是做移动游戏还是做在线游戏，这种交互感都都不太好。所以我们觉得我们跟他交流的时候觉得，就是说我们就算跟他们竞争，他们已经是在零八年就开始做了，我们还是有一定的可能能够胜出啊。而且我们觉得我们特别热爱这个东西，我们之前在交大的时候是在校学生，是没有什么钱，然后也没有什么其他的资助。就是我们这个做这个东西做了一年啊，然后我们最辛苦的时候是每周工作七天，每天工作十几个小时。但是我们觉得我们也很开心，就因为享受这种被拯救的感觉。
Liu Wei: So, in our game, we pay special attention to this kind of emotion and the experience of interaction. It is a manifestation of our "moe" feeling. As for our competitors, in the domestic market, it's a relatively niche market with fewer players. One notable company in Suzhou called Maoyumi has been doing quite well. They used to focus on "galgames," which are those anime-style visual novels. You click on an image, and it reveals another image. Currently, they also develop games within the same genre. However, we have had conversations with them, and since they primarily come from an art background, their development capabilities are relatively weak. Whether it's mobile games or online games, the interactive experience is not very good for them. Therefore, even if we compete with them, considering they have been around since 2008, we still have a certain possibility of coming out on top. Moreover, we feel a special passion for this. When we were students at [Shanghai] Jiao Tong University, we didn't have much money or other support. We worked on this project for a year, and the hardest time was when we worked seven days a week, over ten hours a day. But we still felt happy because we enjoyed the feeling of being saved or rescued by this pursuit.

我觉得，我觉得就是别人很少有，就是做做萌系游戏的人很少有有我们有这么有技术做技术的人。很少有有我们像这么热爱。那我们觉得我们做这个市场的话还是有一定的竞争力的。谢谢。
I feel that, I feel that very few others, especially those who make moe-style games, have the technical expertise and passion like we do. There are very few people in the technical field who have the same level of enthusiasm. Therefore, we believe that we have a certain competitive edge in this market. Thank you.

国际的话，我们主要就是这种，说来自日本。然后，日本的话，这方面的竞争对手我们也看过，就是日本的话，比如说像日本，他们现在推出的是他们有推出的是系列比较像“朗读少女”系列的游戏。但是，他们有一个特点就是，因为这种东西到后期的话，因为宅男的特性是一定要有声音的，因为宅男听到这个声音就会情感这个激荡。这个后期的话是需要有支持的。这个，就是说我们现在来讲，我觉得在我们本土化，我们跟日本竞争也是有一定的本土优势。
Speaking from an international perspective, our focus is mainly on Japan. Regarding Japan, we have also looked into the competition in this field. For example, in Japan, they have released games that are similar to the "Reading Girl" genre. However, they have one characteristic, which is that in the later stages of development, because of the nature of otakus, there must be sound involved. When otakus hear this sound, it stirs their emotions. This requires support in the later stages. Therefore, speaking in terms of localization, we believe that we have certain advantages in competing with Japan on our home turf.

### Huang Haiyan

黄海燕 上海张江企业孵化器总经理：我想，我想问问一个问题啊，就是说其实现在也看到蛮多的针对于这个细分领域市场的一些游戏啊。我想问一下，到你40岁的时候，你大概对自己的定位是什么？也就是说，你的这个公司会继续做类似于这个，这个给宅男玩的这个游戏吗？你的未来的想法是什么？
Huang Haiyan: I want to ask a question. Currently, we see quite a few games targeting this niche market. I want to ask, what do you envision for yourself when you turn 40? Specifically, will your company continue making games similar to these games for otakus? What are your future plans?

刘伟：呃，我，我前面有提到，就是我们的定位是宅男，就宅男是指16岁到39岁的宅男。我们这才是一个是一个游戏，我们以游戏作为入口，制造一个叫虚拟或者虚拟偶像。就说其实我有之前也听过一些大概30几岁的投资人聊过嘛，就是他们也说30几岁的男人也会有这样一种情感冲动。然后是这样的话，就是说他们有一颗年轻的心，像这种很萌的美少女，他们也是他们，很多很多人跟我表示过，这个30岁的男人，他们也非常喜欢这个东西，只要你真的把这个产品做好，把这个情感体验做好，这个16岁到39岁的男人都是通吃的。
Liu Wei: Um, I mentioned earlier that our target audience is otakus, specifically otakus aged 16 to 39. Our game serves as an entry point to create [something] virtual or [a] virtual idol. You see, I've had conversations with some investors in their thirties beforel, and they also mentioned that men in their thirties can experience these emotional impulses. The thing is, they still have a youthful heart, and they really like adorable, cute girls. Many people have expressed to me that these 30-year-old men really enjoy this kind of thing. As long as you truly make a good product and deliver a satisfying emotional experience, men aged 16 to 39 will be captivated by it.

### Li Liwei

李立伟 青云创投合伙人：你那个，呃，我的理解是宅男和这个萌系列之间的，这个沟通应该是比较个人化、个性化私密的。你的这个游戏里有社区的概念吗？
Li Liwei: You see, um, from my understanding, the communication between homebodies and this moe genre is quite personal, individualized, and intimate. Does your game incorporate the concept of a community?

刘伟：嗯，我们，我，我们现在现在还没有。因为我们这个所谓最终一个互动的，因为宅男，其实跟普通的社交网站它有一个很大的差别。一般的社交网站是一个人跟人之间的互动，但我们未来提出的社交网络不是人跟人，是人跟我们的虚拟偶像之间的互动啊。所以我们做出这个网站，就算我们做不是我们不做这个网站，我们做一个宅男跟我们虚拟偶像的互动平台，也是侧重于他们跟虚拟偶像之间互动。比如说你今天早上起来会有一个很萌的女孩跟你说，你要起床了，你今天有一个meeting是在几点几点的。就是这样，类似这种类型的就是我们就算作为一个互动的平台，也是侧重于宅男跟虚拟偶像之间的一个互动，就这样。
Liu Wei: Hmm, well, we, I mean, currently we don't have that. Because, you see, the interaction between otakus and regular social networking sites is quite different. Typical social networking sites involve interaction between people, but the social network we envision is not about person-to-person interaction; it's about interaction between people and our virtual idols. So, even if we don't create a full-fledged website, we aim to build a platform for interaction between otakus and virtual idols, with a focus on their interaction. For example, imagine waking up in the morning to a cute girl telling you it's time to get up and reminding you about a meeting you have at a certain time. That's the idea. Our platform, as an interactive platform, is focused on the interaction between otakus and virtual idols. That's how it is.

其实他的核心是要打造这样一个虚拟的一个形象，就像“灰太狼”和“喜羊羊”一样。他就是整个电影制作成本不也很大，但是要塑造“灰太狼”和“喜羊羊”这两个动漫形象，他可以做很多周边的东西出来。
Host: Actually, the core idea is to create a virtual character, similar to the characters Grey Wolf (Wolffy) and Pleasant Goat (Weslie). Even though the production cost for an entire movie might not be significant, they can create various merchandise based on the characters Grey Wolf and Pleasant Goat.

李立伟 青云创投合伙人：那我想继续谈谈你这个游戏将来是怎么传播的呢？
Li Liwei: Now, I'd like to continue discussing how your game will be promoted in the future.

刘伟：其实这样子就是因为我们自己也是宅男，然后我们知道宅男最喜欢出没的，像国内有A站和B站，还有一些就是同人社区。在这些社区的话，因为这些宅男都是非常有爱的，但是我们跟这些人就是，就是其实都是已经有比较好的联系了。像我们这些游戏我没有做过任何就是付费的宣传，但是这些同人网站都愿意跟我们去传播，去向宅男传播。所以我其实觉得宅男跟其他群体有一个很大的区别，就在于他们的忠诚度很高。就是你做出一款很好的产品，他们一定会追着你的，就像我们每天每天都会追着那个新放出来的动漫，像《福音》一样。我觉得这些人只要你真正把产品做好了，他们的忠诚度是每个人会有很强的欲望。
Liu Wei: Actually, the reason is that we ourselves are otakus, and we know where otakus like to gather. In China, there's AcFun and Bilibili, as well as various fan communities. In these communities, otakus are very passionate. We have established good connections with them. We haven't done any paid advertising for our games, but these fan websites are willing to help us spread the word among otakus. That's why I believe otakus are different from other groups, as they have high loyalty. If you create a great product, they will support you. It's like how we eagerly follow new anime releases every day, just like *Evangelion*. I think these people, once you truly deliver a good product, their loyalty and desire will be strong.

### Shi Minjian

石闵建 今日天使投资董事总经理：我也是这样的。这就是说这十几岁跟二十几岁跟跟三十几岁的宅男可以当可以当这个共同点。你说的很多，但是他们的这这这区别在哪？他们都没有不同点。另外呢，你是你的这种重点是准备供哪种类型、哪种年龄段的宅男？
Shi Minjian: I am the same way too. That is to say, there is a common point among teenagers, people in their twenties, and those in their thirties who are otakus. You mentioned a lot, but what are the differences among them? They all don't have any distinct characteristics. Besides, what is the focus of your preparation? Which type and age group of otakus are you targeting?

刘伟：其实，不同年龄段的宅男有不同的特点，就不同的美少女也有不同的特点。比如说像现在这种傲娇的设定，其实她是她。她的粉丝一般都比她看起来要小一点的。比如说一个16岁的宅男，他会比较萌一个18岁或者20岁的姐姐。但是我相信一个三十岁的宅男，他反倒是会比较萌16岁到18岁的独立性的少女。鼓掌的大部分都是男生。我看出来了，我们推荐的萌系少女系列就是满足不同玩家、不同人群的口味。
Liu Wei: In fact, otakus of different age groups have different characteristics, just like different beauty girls have different traits. For example, with the current tsundere trend, she is unique in her own way. Her fans are generally slightly younger than her. For instance, a 16-year-old otaku would find an 18 or 20-year-old sister-type more adorable. However, I believe a thirty-year-old otaku would find independence in a 16 to 18-year-old girl quite endearing. The majority of applause comes from male audiences. I can see that the moe-style girl series we recommend caters to different players and audiences with different tastes.

### Mai Gang

麦刚 创业工厂创始人及制作人：嗯，但是，但是这个有问题啊，因为你们的体会都这个从自己自己的感受上面出发的那种。但是你们很不幸，所以就是你们都是20几岁的宅男。但是，你这个你到底去体会十几岁或者30岁的话的，你怎么能够体会的那么到位？
Mai Gang: Hmm, but, but there's an issue with this. Your understanding is all based on your own personal experiences. But unfortunately for you, you're all in your twenties as otakus. However, how can you truly understand what it's like to be in your teens or thirties? How can you grasp it so accurately?

刘伟：嗯，我就就这个就一点，就说这也是为什么我们就是说需要融资人。就是说，比如在座的可能很多投资人都是30几岁的，因为也就是我们宅男其实是有一个综合性的。就说所谓惺惺相惜嘛，比如说我认定我们这样做的好的话，十几岁的宅男也会就加入我们来共同贡献。我们不是说我们自己一个人在做，而是说我们要要要要聚集很多很多的技术。
Liu Wei: Hmm, I have just one point to make. This is why we need investors. For example, many of the investors present here may be in their thirties. It's because our otaku community actually has a comprehensive nature. It's like the concept of like-mindedness. For instance, if I believe that what we're doing is good, even otakus in their teens would join us to contribute together. We are not working alone; instead, we aim to gather a wide range of technical expertise.

呃，这个这个还有问题。但是这样好吗？因为我们提问的时间已经到了，这个可不可以就是对我们这个选手们总体一个印象什么，或者您提几点顾虑？好吧。
Host: Um, there's still an issue with this. But is this okay? Because our question time has already ended, can we just have an overall impression of us, the contestants, or could you raise a few concerns? Alright.

麦刚 创业工厂创始人及制作人：谢谢那个，我不知道我算不算宅男，在你心中那个。我觉得这个其实市场肯定是有有一定的空间的，然后没有做他的研究。对呃，顾虑的是你的这个推广。嗯，因为像现在很多游戏平台上呢，比如说蔡先生4399这种游戏放上去的话会很火爆了。宅男非得搞一个非常独立的、纯洁的、没有干扰的、没有厮杀的环境来玩你的游戏。所以我觉得你的发行渠道可能是个挑战，就是否则你要花很多钱去推广。
Mai Gang: Thanks for that. I don't know if I can be considered an otaku in your eyes. I think there is definitely a certain market space for this. However, I haven't done any research on it. Regarding your promotion, I have concerns. Well, because on many gaming platforms, like Mr. Cai's 4399, games like this would become very popular. Otaku gamers prefer a highly independent, pure, undisturbed, non-competitive environment to play your game. So, I think your distribution channel might be a challenge. Otherwise, you would need to spend a lot of money on promotion.

### Cai Wensheng

另外，我想其实蔡总是挺有发言权的。我们觉得4399上面这种游戏是一个什么样的情况？
Host: Additionally, I think Mr. Cai has quite a say in this matter. We're wondering what the situation is like for games on 4399?

蔡文胜 北京联网时代科技董事长：那你今天最成功的就是向我们推荐了什么叫宅男，就是你花了太多时间来解释什么叫宅男。宅男一定有市场的，那就像麦钢讲的，你现在的用户太少了。9月30号上线，上面我看了一个平台，3,000多个下载。如果是在iOS或者iPad上面，我觉得现在的起步一天你最少都要1,000个下载，才证明这个产品有一定的用处。因为你要忽略的一个就是在线交易或者是在目前很多人还是没有智能手机，你可能要考虑在4399或者在人人微博这样的一些平台的一些发展。那个这个市场是有的，但是问题是具体要做的话，你要更更快速一点。
Cai Wensheng: So, what you have succeeded in doing today is introducing us to what it means to be an otaku. You have spent a lot of time explaining the concept of otakus. Otakus definitely have a market, just as Mai Gang mentioned. However, the number of users you currently have is too low. Since the launch on September 30th, I checked a platform, and there were just over 3,000 downloads. If it were on iOS or iPad, I think you need at least 1,000 downloads per day to demonstrate that this product has some utility. Another thing to consider is online transactions or the fact that many people still do not have smartphones. You may need to think about the development on platforms like 4399 or Renren Weibo. The market exists, but the key is that if you want to make it happen, you need to be faster.

好，谢谢蔡总。那么第一位选手为我们开了一个很好的头。谢谢你。
Host: Alright, thank you, Mr. Cai. So the first contestant has set a great start for us. Thank you.