Super Copy of Great Power Technology
Chapter 716 The Rapidly Developing Virtual World
Even so, demand still exceeds supply. Whenever Ruida Mall lists brain-computer interface (BCI) products, regardless of model, they sell out within ten minutes. Ruida Home stores across the country are frequently seeing long queues, with related photos and videos appearing in both traditional and online media reports. During this period, Ruida Express drivers and deliverymen have been exceptionally busy, delivering hundreds of thousands to millions of BCI products daily to eager customers. It can be said that many companies under the Ruida Group have benefited from the booming sales of BCIs, including Rockchip Wafer Factory, Ruida Electronics Factory, Ruida Network Company, Ruida Express, and Ruida Battery Factory. It is believed that in the coming months, these companies' sales performance and profits will be very impressive, and the group's annual revenue will reach a new high.
As more and more brain-computer interface devices are delivered to users, the various sections of the virtual world are becoming increasingly crowded and lively. Among them, the most popular are Ruida Mall and the virtual game "Galaxy Battle".
It's well known that shopping holds a fatal attraction for many women, and it's even more enjoyable if you can gather a few close girlfriends for a shopping spree. However, due to limitations such as time, money, and weather, many women have very few opportunities to fully immerse themselves in shopping. Now, with brain-computer interface devices, women can utilize their off-get off work hours or even fragmented time during work breaks to enter the virtual world of Ruida Mall anytime, anywhere, and enjoy the pleasure of shopping. If you have a wide circle of friends and many girlfriends scattered across the country, making it difficult to meet up in the real world for shopping, you can easily arrange to meet in the virtual world of Ruida Mall's virtual shopping street, enjoying delicious food, chatting about life, and shopping. If you're on a tight budget, don't worry! In the virtual shopping street, you can try on and try on various designer clothing, jewelry, cosmetics, and even luxury goods for free, dressing up beautifully and taking photos, all without spending a penny. Even if you just browse without buying anything, repeatedly trying out different items, the virtual shop assistants, entirely generated by artificial intelligence, won't give you a hard time or kick you out. Besides, the virtual shopping street is a paradise for foodies. The simulated fruits, snacks, and dishes are incredibly lifelike, with excellent flavors, almost identical to the real thing. Here, you can enjoy cuisine from all over the country and even the world at extremely low prices, without worrying about not being able to eat enough or gaining weight.
All of these factors have attracted a huge number of visitors to the virtual shopping street, with its daily sales repeatedly breaking records. In just half a month, it broke the billion mark, becoming the first profitable section in the virtual world.
If shopping is a common hobby for women, then gaming is undoubtedly a common hobby for men. As the world's first immersive virtual reality game, *Galaxy Epic* has gained widespread recognition and popularity among male gamers. So much so that on the very first day of its open beta, the starting village and town maps were overflowing with players. Both the safe zones and the newbie training camp were packed with players, causing lag, difficulty completing tasks, and an extremely poor gaming experience. Fortunately, the game operators noticed this situation in time and intervened, opening multiple parallel instances of safe zones and the newbie training camp to divert the excess players and ensure smooth gameplay.
After half a month of development, the peak concurrent player count of *Galaxy Wars* once exceeded ten million. At this time, the game was still in its early stages, human space technology was nascent, and hostile forces such as the Zerg and Mechs had not yet appeared. It was the golden age for human fleets to conquer and expand their territory. Most players had graduated from the tutorial camp, reaching around level 40, and were piloting their warships, scattered across various star systems near the solar system. Some piloted research vessels, wandering the vast universe, witnessing one uniquely shaped planet, star system, and nebula after another, discovering and recording life-bearing and resource-rich planets, expanding humanity's sphere of influence. They then sold the navigation data of these planets for substantial profits. Others formed large caravans, traveling between star systems, transporting goods, exchanging resources, and earning profits. Still others purchased information, procuring supplies, pioneering equipment, mining equipment, and robots, heading to newly discovered life-bearing and resource-rich planets to conduct planetary development or space mining operations. Or you can gather a group of restless companions, form a pirate fleet, hide and ambush passing merchant ships on busy space routes, and become a ruthless space pirate. If you are proficient in the design and manufacture of spaceships, you can build your own space dock, acquire various raw materials, design and manufacture various types of spaceships, and sell them to other players to earn exorbitant profits. If you are a wealthy player, you can invest a lot of money to purchase various types of spaceships in the game, build your own expeditionary fleet, conquer multiple star systems, expand your territory, and establish an empire. In short, *Galaxy Epic* offers a very high degree of freedom and a wide variety of gameplay options, which can fully satisfy players' desire for creation and conquest.
With millions of people online simultaneously in the virtual world, its popularity is unprecedented. As a result, traditional online shopping platforms, including Ruida Mall, Taobao, and JD.com, have seen varying degrees of decline in daily active users and daily sales. Traditional online games and mobile games have experienced a precipitous drop in online users, and even cinema occupancy rates have decreased by several percentage points. Although Ruida Technology and Ruida Network have never released data on the number of registered users, online users, or revenue in the virtual world, the major media outlets are not naive. Various reports on brain-computer interfaces and the virtual world have continuously appeared on television, in newspapers, and online. Major e-commerce platforms and online game companies are also not fools; they have contacted Ruida Network and Ruida Technology, requesting to enter the virtual world, contribute to its rapid growth, and grab a share of the upcoming virtual wave.
Unlike its strict control over brain-computer interface hardware products and technologies, Ruida Group maintains a completely open attitude towards software development in the virtual world. After all, in the business world, monopolizing profits is always the most hated tactic. If those financial giants and internet behemoths aren't given a share, there's no guarantee they won't start from scratch and develop another standard brain-computer interface and virtual world. Besides, the profits in the virtual world are too vast for Ruida Group to handle alone. (End of Chapter)
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