- 作者:成帝
- 来源:成吉思汗
- 发布时间:2026-08-26
看不见的客人
拼多多自然流与强付费打法_我的网站

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一键部署OpenClaw 放眼整个2026年,拼多多的核心玩法依然离不开:强付费和自然流两种玩法。也就是,大家做拼多多,如果不是玩强付费,那肯定是玩自然流。

Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games
In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life."
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'"
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries.
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
。 我这话100%没毛病,就像大家掷一枚硬币,如果不是正面,那肯定是反面了,对不对,果然是机智如我。做拼多多嘛,开车推广的就是强付费,不推广的就是自然流,没毛病。 据我所知,咱们做拼多多的95%的商家是玩不了自然流的,能玩自然流的商家屈指可数,绝大多数商家都是玩强付费,付费买订单,大概就是这个现状了。 那么拼多多强付费和自然流到底是怎样玩的呢?本文一篇给大家讲清楚。我是老虎,不一样的烟火。 01 自然流打法 开篇先讲自然流,因为在拼多多所有的玩法里,自然流是最简单的玩法了。有些人可能会诧异了,啊?自然流最简单,为什么我们瞬烧憋不出来自然流,肯定是哪里做的不到位。 我这样宽慰大家吧,你玩不出来自然流,其实不是你的问题,而是你脑子的问题,你也不看看你做的是什么品,搞代发的,还想憋出自然单?想啥呢?品不行,你把膀胱憋爆了,他也是没自然单的。 为什么只有5%的商家能玩自然流,因为产业带源头厂家只占电商玩家的5%,甚至更少,而自然流仅限于这些角色可以玩。 那怎样判断这个品能不能出自然单呢?给大家说个方法,首先这个品得是大标品,也就是别人卖这个品确实能出很多单的。 其次,你就看拼多多里竞品卖的价格,只要大家做的价格你都能做,那可以了,你能玩自然流了。以上条件如果缺一条不满足,那完了,你不能玩自然流了。 有了成本有优势的大标品,咱们只需要价格比榜单链接有那么一点点优势,然后批量上架5-10条链接,上这么多条链接的目的是测出价格有优势的链接里面,点击率最高和转化率最高SKU布局的链接。

B | 不要以为价格能打,就可以肆无忌惮做链接了,这样说吧,链接做的不行,价格再低也难搞。 上了多条链接后,打开托管开2的投产比,限额210块钱,跑3天,然后停车,收工。整个自然流的打法全流程完美结束。 也就是当第三天停车后,就会跑出自然单了,而且后面单量会越跑越多,多到大家心里发慌,为什么?因为不知道这样跑最后有没有利润。 还有人可能会问了,自然流就这?开3天就能出自然流了?为啥我这样操作没有出自然单。傻孩子,你的品不行。 我这边做代运营接过形形色色的品,对接过各种资源,优势资源玩自然单真的没那么多花里胡哨的操作,就是托管烧3天,能出自然单的就出自然单了,出不来自然单的,大概率就是品没有自然单了。所以,大家知道自然单怎样玩了吗? 02 强付费打法 接下来讲强付费,其实强付费可比自然流难玩多了。又有人问了,强付费还不简单,挂个高价,开车不就得了?那我问大家,强付费定价多少综合净利最高? 定价太高市场小单量少,定价太低车费不够单量也未必大,玩强付费最难的是确定几倍定价以及投产比几的出价,像我们接到一个新店玩强付费,光测卖价和出价,快的也要1个月测出来,运气不好的,测2个月没出结果也正常。 相比强付费,玩自然流怎么定价,那个是不是超级简单了,直接按照榜单链接的价格来定就好,相当于有指导价的。 而强付费,我们目前玩的定价倍数有1.5/1.66/2/2.5/3倍定价,不同的倍数定价对应的保本投产比不一样,开车效果也是相差很大,哪种效果最好,需要开车测测才知道。

C | 咱们就以常见的2倍定价,也就是不管成本多少,直接成本*2=卖价,这样来定价了。确定了卖价,然后用限时限量购+券,把价格打到买家的到手价。 依然是上5-10条链接,和玩自然流不同的是,这里开车都是按照保本投产比以上去开车的,玩强付费我不建议大家车损去跑,因为车损出单的链接,后面不一定拉的回来利润。 2倍定价的链接上架后,我们一般是托管开个2.2左右的投产比,批量测链接,同时打开极速起量高级版,这样做的好处是只要出单就有利润,反正不亏,如果不出单,因为开了高级版,不会空烧,不出单完全不扣车费。 尤其新店会出现,店铺访客来了几十个,因为没有订单,单日车费花费0的情况。相比其他电商平台,这就很香了,起码测品测链接的成本很低了。 如果托管带利润能跑出起量的链接,等单量到了每天几十单时,就可以切到稳定成本去跑了,这样盯数据比较方便。

D | 也可以不用切到稳定成本,看大家的习惯了。

E | 如果单量持续增长,我们就可以进入下一步,拖价拉出更高的利润来了,强付费玩法不外乎如此了。 大家玩强付费遇到最大的问题,应该是开车跑不动,车损才能有单,甚至车损都跑不动的,这种情况怎么办?跟自然流一个道理,先看品有没有问题,如果是高价白牌品,吃的,上脸的东西,直接放弃这个品就行了。

F | 除非大家运营能力很强,有强大的美工团队支撑,不然玩不了这种品的。

G | 如果是大标品,玩强付费跑不动,2个原因,要么店铺评分不行,被隐形降权了,换个店来推了。 要么出价不够,权重太低,抢不到单量,这种情况,直接把直通车出价拉满,就会有单了,后面单量起来,慢慢拖价拉出利润就可以了。 03 最后 拼多多玩法讲来讲去要么花钱买流量,强付费;要么低价给平台带去用户,自然流。做电商商家和平台是相互的,你能给平台带去什么,平台就会给你什么。 如果咱们什么都不能给平台,也就是产品价格高的不行,同时又不想推广拿量的,你说平台为什么要把单量给你呢? 作者:老虎讲运营,运营书籍《全栈运营高手》作者;8年电商运营经验,多多运营老司机,千万流水项目操盘手,专注电商产品运营与推广,擅长品牌打造和爆款制造。
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Published on:02:20:58
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