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阅文集团(00772) - 授出受限制股份单位
2026-01-13 12:23
香港交易及結算所有限公司及香港聯合交易所有限公司對本公告之內容概不負責,對其準 確性或完整性亦不發表任何聲明,並明確表示,概不對因本公告全部或任何部分內容而產 生或因倚賴該等內容而引致之任何損失承擔任何責任。 授出日期: 二零二六年一月十三日 承授人及授出受限制股份 CHINA LITERATURE LIMITED 閱 文 集 團 (於開曼群島註冊成立的有限公司) (股份代號:772) 授出受限制股份單位 本公告乃本公司根據上市規則第17.06A、17.06B及17.06C條作出。 董事會謹此宣佈,於二零二六年一月十三日,本公司根據二零二零年受限制股份單位計劃 的條款向若干僱員授出合共98,821份受限制股份單位(「受限制股份單位」),惟須待承授人 接納後方可作實。 根據二零二零年受限制股份單位計劃授出的受限制股份單位詳情 98,821份受限制股份單位,相當於98,821股股份已授予本 集團僱員(「承授人」) 授出受限制股份單位的代價: 零 股份於授出日期的收市價: 每股38.74港元 1 單位的數目: 歸屬期: • 授予承授人的94,878份受限制股份單位分四期等額 歸屬,於未來四年授出日期的每個週年日歸屬 ...
阅文集团(00772)因购股权获行使而发行1800股
Zhi Tong Cai Jing· 2026-01-13 09:48
智通财经APP讯,阅文集团(00772)发布公告,于2026年1月13日,根据于2021年5月24日批准并于2023年 5月22日修订的2021年购股权计划行使购股权而发行1800股股份。 ...
阅文集团因购股权获行使而发行1800股
Zhi Tong Cai Jing· 2026-01-13 09:45
阅文集团(00772)发布公告,于2026年1月13日,根据于2021年5月24日批准并于2023年5月22日修订的 2021年购股权计划行使购股权而发行1800股股份。 ...
阅文集团(00772.HK)因行使购股权发行1800股
Ge Long Hui· 2026-01-13 09:40
格隆汇1月13日丨阅文集团(00772.HK)公布,根据于2021年5月24日批准并于2023年5月22日修订的2021 年购股权计划行使购股权发行1,800股。 ...
阅文集团(00772) - 翌日披露报表 – 已发行股份变动
2026-01-13 09:36
表格類別: 股票 狀態: 新提交 公司名稱: 閱文集團 呈交日期: 2026年1月13日 如上市發行人的已發行股份或庫存股份出現變動而須根據《香港聯合交易所有限公司(「香港聯交所」)證券上市規則》(「《主板上市規則》」)第13.25A條 / 《香港聯合交易所有限公司GEM證券 上市規則》(「《GEM上市規則》」)第17.27A條作出披露,必須填妥第一章節 。 | 第一章節 | | | | | | | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1. 股份分類 | 普通股 | 股份類別 | 不適用 | | 於香港聯交所上市 | | 是 | | | 證券代號 (如上市) | 00772 | 說明 | | | | | | | | A. 已發行股份或庫存股份變動 | | | | | | | | | | | | | 已發行股份(不包括庫存股份)變動 | | 庫存股份變動 | | | | | 事件 | | 已發行股份(不包括庫存股份)數 目 | | 佔有關事件前的現有已發 行股份(不包括庫存股 份)數目百分比 (註3) | 庫存股份數目 | ...
阅文漫剧助手将全面接入生数科技多模态大模型Vidu
Xin Lang Cai Jing· 2026-01-12 11:46
1月12日,智通财经记者获悉,阅文集团与生数科技宣布达成业务合作。阅文旗下专注于IP视觉化开发 的漫剧创作平台"阅文漫剧助手",将全面接入生数科技最新发布的多模态大模型Vidu。这一合作标志着 国内头部内容平台与领先AI技术公司,在AIGC产业化应用层面迈出了实质性的一步。在双方官宣技术 合作的同时,生数科技已率先通过其与青岛电影学院合资成立的"青影生数",布局AIGC影视教育,构 建产业级人才培养体系。此举预示此次合作旨在打造从技术赋能、产业落地到人才供给的完整生态链 条。(智通财经记者 范佳来) ...
万亿影视周边市场,中国企业玩法豹变
3 6 Ke· 2026-01-12 09:13
Core Insights - The collectibles card market is experiencing significant growth, with companies like Suplay and Sunnysondi filing for IPOs, indicating a rising interest in high-end collectible cards [1][2] - The integration of IP and collectibles is becoming a standard in the entertainment industry, with a notable increase in the number of projects and collaborations between major platforms and brands [9][12] - The global market for entertainment merchandise is projected to reach $137.4 billion by 2029, highlighting the lucrative potential of this sector [8] Group 1: Market Developments - Suplay has submitted its IPO application to the Hong Kong Stock Exchange, focusing on high-end collectible cards priced above 10 yuan [1] - Sunnysondi's IPO application follows the success of its merchandise from popular animated films, indicating a trend of rising revenues in the collectibles sector [2] - The collectibles card has become a standard offering for popular media, with nearly 100 projects planned for 2025, a significant increase from the previous year [9] Group 2: Financial Performance - HYBE's merchandise and licensing revenue reached 168.3 billion KRW (over 800 million RMB) in Q3 2025, becoming its third-largest revenue source [5] - Major companies like Light Media and Mango TV are ramping up their investments in IP derivative products, with Light Media's market value at 48 billion RMB and Mango TV at 45.7 billion RMB [13] Group 3: Industry Trends - The collectibles card market is evolving, with brands like Hitcard leading the way by collaborating with major IP holders and expanding their product offerings [14][35] - The trend of integrating high-quality products that carry emotional value is becoming crucial for brands to differentiate themselves in a competitive market [19][30] - Companies are increasingly focusing on building comprehensive IP ecosystems, with brands like Hitcard and Uncommon Play aiming to enhance their operational capabilities and market reach [36][38] Group 4: Consumer Engagement - Major platforms are enhancing their consumer engagement strategies by launching themed stores and interactive experiences, such as iQIYI's "Qixiaobei" stores and Youku's themed areas [21][25] - The rise of online sales channels, including live streaming and e-commerce, is reshaping how collectibles are marketed and sold, with significant sales coming from these platforms [30] Group 5: Future Outlook - The industry is expected to see more brands emerge that can successfully navigate the complexities of IP management and product development, potentially leading to the creation of iconic brands similar to LEGO or Hasbro in the future [38]
盘点2025年「ACG行业」事件Top100
3 6 Ke· 2026-01-12 08:32
Industry Overview - The year 2025 is described as a "new era" for the ACGN (Animation, Comic, Game, Novel) industry in China, marking significant changes in animation films, series, and AI-driven content [1] - The Chinese animation film "Nezha: Birth of the Demon Child" achieved a record-breaking box office of 15 billion yuan, while "The Wandering Earth" set new records for 2D animation films [1] - The gaming industry continues to grow steadily, with major companies like Tencent and NetEase launching new blockbuster products [1] Animation and Content Trends - 2025 is seen as a transformative year for Chinese animation series, with changes in platform policies and content planning, as well as a focus on female-oriented themes to escape content homogeneity [1] - AI-driven comic series are gaining traction, with platforms like iQIYI and others recognizing the potential of AI technology in the entertainment sector [1] - The rise of AI comic series is reminiscent of the past boom in the comic industry, leading to increased competition and potential market consolidation by 2026 [1] Gaming and E-sports Developments - The gaming industry is experiencing stable growth, with total revenue continuing to increase year-on-year, and new competitive products emerging from major players [1] - 2025 is also noted as a pivotal year for Chinese e-sports projects expanding globally, despite mixed results in international competitions [2] - The first e-sports Olympics is scheduled for 2027, indicating a growing recognition of e-sports on a global stage [7] Financial Performance and Market Dynamics - The report from the Chinese gaming industry indicates a total of 1,771 game licenses were issued in 2025, marking a 25% increase from 2024, with a diverse range of game types being approved [124] - Companies like Reading Group reported a total revenue of 8.12 billion yuan in 2024, a 15.8% increase year-on-year, showcasing the industry's robust growth [19] - Kinsan Software reported a revenue of 10.318 billion yuan in 2024, with a significant increase in gaming-related income [20] Notable Events and Releases - The release of "Nezha 2" and "The Wandering Earth" highlights the success of Chinese animated films in 2025, with both films achieving record box office numbers [5][70] - The launch of various gaming titles and platforms, including the public testing of "Decision Peak" and "Xianjian World," reflects the ongoing innovation in the gaming sector [4][11] - The publication of multiple industry reports, such as the "2025 Trends Report" for domestic animation and GenAI, indicates a focus on understanding and adapting to market changes [6][9]
阅文集团盘中涨超5% 近日与生数科技宣布达成深度业务合作
Xin Lang Cai Jing· 2026-01-12 02:03
Group 1 - The core point of the article is that Reading Group (00772) has seen a stock price increase of over 5%, currently trading at 36.40 HKD with a transaction volume of 77.66 million HKD [1][3] - Reading Group has announced a deep business collaboration with Shengshu Technology, integrating its IP visualization development platform "Reading Comic Assistant" with Shengshu's latest multimodal model, Vidu [1][5] - This partnership signifies a substantial step in the industrial application of AIGC (AI-Generated Content) between a leading content platform and a top AI technology company [1][5] Group 2 - Shengshu Technology has also established a joint venture with Qingdao Film Academy named "Qingying Shengshu" to focus on AIGC film education and develop an industry-level talent training system [1][5]
港股异动 | 阅文集团(00772)涨超5% 生数科技Vidu大模型将深度嵌入阅文漫剧助手创作全链路
智通财经网· 2026-01-12 01:53
据透露,Vidu模型的多模态生成能力将深度嵌入阅文漫剧助手的创作全链路,为平台创作者提供从图像 到视频的AI生成支持。阅文漫剧助手将作为Vidu在AI漫剧领域的关键应用场景和反馈入口,双方的协 同有望加速模型在垂直领域的迭代优化。通过将Vidu的AI生成能力与阅文的海量IP资源相结合,平台旨 在为创作者提供从IP到视觉内容的一站式解决方案,并计划未来将合作拓展至AI真人剧等更广阔的领 域。 智通财经APP获悉,阅文集团(00772)涨超5%,截至发稿,涨4.47%,报36.9港元,成交额5480.78万港 元。 消息面上,据游戏日报报道,近日,阅文集团与生数科技宣布达成深度业务合作。阅文旗下专注于IP视 觉化开发的漫剧创作平台"阅文漫剧助手",将全面接入生数科技最新发布的多模态大模型Vidu。这一合 作标志着国内头部内容平台与领先AI技术公司,在AIGC产业化应用层面迈出了实质性的一步。在双方 官宣技术合作的同时,生数科技已率先通过其与青岛电影学院合资成立的"青影生数",布局AIGC影视 教育,构建产业级人才培养体系。 ...