I previously worked on a project called The City of Desires, which used some uncomfortable game experiences to complete a human-computer project. We also completed a product blueprint, and later I wondered whether this type of unconventional experience game might have greater development space in the future. For example, the current experience of childbirth pain is also an uncomfortable experience, which allows men to understand the pain of childbirth from a female perspective. Does the uncomfortable experience also have some potential commercial space in the fields of entertainment and education?
Based on a simple survey of uncomfortable experiences, I tried to think about its role in future commercial value, business structure and business model. With the increasing pressure in modern society, uncomfortable experience products are expected to become an innovative service form for mental health, satisfying people's desire to improve their psychological adaptability and stress resistance.
Commercial value is reflected in multiple dimensions. First, such products can serve as educational resources to assist students and adults in coping with life challenges and enhance their adaptability and problem-solving abilities. Second, companies may include them in employee welfare plans to enhance team cohesion and employees' psychological endurance, thereby improving overall production efficiency. In addition, uncomfortable experience products can also be used for publicity and education on social issues, raising public attention to social issues such as poverty and health.
Business structures may tend to operate on a platform basis, integrating a variety of uncomfortable experiences to achieve resource sharing and economic benefits. At the same time, establish cooperative relationships with psychological counseling institutions, educational institutions, enterprises and non-profit organizations to jointly promote product development and application.
Business models may include subscription services that allow users to regularly access new experience content; B2B service models customize solutions for enterprises; content sales involve the purchase or rental of virtual reality scenes and online courses; in addition, advertising sponsorship is also an important source of income, especially for brands that focus on mental health, education and public welfare. For projects with social significance, a public welfare model can be adopted to maintain operations through donations, sponsorships or government funding.
The commercialization of uncomfortable experiences may create more economic value, and also provide innovative ideas for solving social problems, while also enhancing brand image and social responsibility. It is expected to closely link personal growth, corporate development and social progress. Is there huge potential and broad development prospects in the future? Let's talk about it.