QINGCI GAMES(06633)

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青瓷游戏(06633) - 2024 - 年度财报
2025-04-16 08:36
Financial Performance - Total revenue for 2024 reached RMB 627.96 million, a decrease of 31% compared to RMB 905.74 million in 2023[6] - Gross profit for 2024 was RMB 363.12 million, down 35% from RMB 557.88 million in 2023[6] - Net profit attributable to equity holders was RMB 51.12 million, reversing a loss of RMB 37.37 million in the previous year[6] - The group reported a revenue of RMB 628 million for the reporting period, a decrease of 31% compared to the previous year, but achieved a profit of approximately RMB 51.12 million, reversing last year's loss[20] - The company's revenue for the year ending December 31, 2024, is projected to be approximately RMB 628.0 million, a decrease of 30.7% compared to RMB 905.7 million for the year ending December 31, 2023[32] - Game operation revenue is anticipated to decrease by 32.1% to approximately RMB 593.4 million for the year ending December 31, 2024[34] - Revenue from self-developed games is expected to decline by 28.1% to approximately RMB 365.2 million, primarily due to decreased income from "The Strong Snail" in various regions[37] - Revenue from licensed games is projected to decrease by 37.6% to approximately RMB 228.3 million, mainly due to reduced income from "New Sword and Fairy" and "Cardcaptor Sakura" in mainland China[37] User Metrics - Average Monthly Active Users (MAU) decreased by 5% to 2.36 million from 2.48 million in 2023[7] - Average Monthly Paying Users (MPU) dropped by 43% to 228,000 from 401,000 in 2023[7] - As of December 31, 2024, the total registered players reached 98.28 million, an increase of 11.24% year-on-year, while monthly active users decreased by 4.82%[21] - The average monthly paying users dropped by 43.24% to approximately 227,800, with ARPPU at RMB 265, down 12.16% year-on-year[21] - The player community has grown to 15.8427 million, an increase of 18.59% year-on-year[29] Game Performance - Revenue from the flagship self-developed game "The Strongest Snail" reached approximately RMB 340 million during the reporting period[11] - Cumulative revenue for "The Strongest Snail" exceeded RMB 3.629 billion since its launch, with over 29.05 million registered players[11] - The game "Lantern and Dungeon" saw a 43% revenue increase compared to the previous year following a major content update[12] - "New Legend of Sword and Fairy" recorded revenue of approximately RMB 976 million and topped the iOS free game chart after its launch[24] - "Magic Card Girl Sakura: Memory Key" achieved revenue of approximately RMB 229.9 million and reached the top of the iOS free game chart in multiple regions[25] - "Fat Goose Gym" generated revenue of approximately RMB 597.4 million and topped both iOS and Google Play free game charts in Japan[25] Strategic Initiatives - The company plans to expand its global footprint while enhancing the innovation and quality of self-developed games[10] - The company aims to address rising user acquisition costs and increasing player standards in the competitive gaming market[9] - The group is focusing on the development of "Project E," an innovative SLG game expected to expand testing in 2025, aiming to set new milestones for self-developed games[19] - The company plans to continue refining and actively advancing game reserves for testing and launch both domestically and internationally, with new titles like "Project W" and the Korean version of "The Strong Snail" expected to launch in 2025[31] Cost Management - The cost of revenue is expected to decrease by 23.9% to approximately RMB 264.8 million for the year ending December 31, 2024, down from RMB 347.9 million in 2023[38] - Commissions paid to distribution and payment channels are projected to decrease by 22.3% to approximately RMB 137.8 million, reflecting a reduction in game operation revenue[39] - Sales and marketing expenses reduced by 49.7% from approximately RMB 429.2 million for the year ended December 31, 2023, to approximately RMB 216.0 million for the year ended December 31, 2024, primarily due to decreased spending on certain game titles[43] Governance and Compliance - The company has established a financial risk management policy, which is detailed in the consolidated financial statements[71] - The company complies with various Chinese laws and regulations related to game publishing and operation, including but not limited to telecommunications services, game review, and privacy protection[78] - The company has a structured board with various committees, including a remuneration committee, audit committee, and nomination committee, as detailed in the corporate governance report[79] - The independent non-executive directors confirmed that the ongoing connected transactions are conducted in the ordinary course of business and on normal commercial terms[126] Environmental, Social, and Governance (ESG) Initiatives - The company is committed to promoting a sustainable and environmentally friendly environment, implementing effective measures for resource utilization and waste reduction[77] - The company aims to become a recognized leader in ESG practices within the gaming industry, focusing on four key areas: Responsible Operations, Green Operations, Employee Care, and Social Contribution[181] - The company has set a target to achieve 100% compliance in waste disposal by 2030, emphasizing its commitment to environmental sustainability[181] - The company has established a clear and effective governance mechanism for ESG management, recognizing the benefits of board diversity in member nominations[178] Regulatory Compliance for Minors - The company has implemented a real-name registration system requiring players to use valid identity information for account creation, with non-verified players unable to log in to games[200] - Players under the age of eight are prohibited from making in-game purchases, and there are restrictions on gaming time for minors, allowing only 1 hour per day on specified days[200] - The company has strengthened user identity verification requirements to limit and manage gaming behavior of underage users, including playtime and spending limits[196] - The company adheres strictly to national laws and regulations regarding the prevention of minors' addiction to online games, implementing various measures to mitigate this issue[195]
扭亏为盈,青瓷游戏(6633.HK)长线运营、创新储备、全球化的“战略耐力”验证
Ge Long Hui· 2025-03-31 00:51
Industry Overview - The Chinese gaming industry is undergoing a deep transformation characterized by a dual evolution, focusing on both deepening the value of existing users and exploring global growth opportunities, driven by policy support and increasing market demand [1] - The "Consumption Promotion Special Action Plan" has included the gaming industry in its policy support, encouraging traditional cultural empowerment, original IP cultivation, and the extension of the entire industry chain, injecting new growth momentum into the market [1] - According to the "China Gaming Industry Report," the domestic gaming market is expected to exceed 325.78 billion yuan in 2024, representing a year-on-year growth of 7.53%, with a user base of approximately 674 million, up 0.90% year-on-year, and an ARPU value increase of 6.73% to 485.52 yuan [1] Company Performance - Qingci Games reported a revenue of 628 million yuan in 2024, with overseas revenue growing from 28.47% to 43.93% of total revenue, and a gross profit margin of 57.8%, leading to a net profit of 51.12 million yuan [7][8] - The company’s global registered player base approached 100 million, with a year-on-year growth of 11.24%, and a monthly active user count of 2.36 million, maintaining stable conversion efficiency among paying users [8] - Qingci Games has successfully managed product lifecycles, with long-term operations enhancing user value and expanding market space, exemplified by the performance of its flagship product "The Strong Snail," which achieved 3.629 billion yuan in revenue [9][13] Strategic Initiatives - The company has adopted a dual strategy of "innovation reserve + globalization," focusing on both risk mitigation through innovative product categories and the global replication of mature products [15] - Successful product launches, such as "Ares Virus 2," have validated the methodology of developing sequels, achieving 23.18 million yuan in revenue within four months of launch [15][17] - Qingci Games is also making strides in global markets, with self-developed games generating overseas sales of 18.557 billion dollars in 2024, a year-on-year increase of 13.39%, significantly outpacing the domestic market growth rate [17][19] Market Trends - The gaming industry is experiencing a technological bull market, with the Hang Seng Technology Index projected to lead global markets with over 40% growth by 2025, driven by policy incentives and increased capital inflow [22] - AI technology is deeply empowering the gaming industry, evolving from an efficiency tool to a productivity revolution, enhancing existing product experiences and creating opportunities for new AI-native games [22] - Qingci Games is positioned uniquely within this technological revolution, with a current price-to-sales ratio of 2.25, significantly lower than the industry average of 3.67, indicating a mismatch with its improving fundamentals [25][26]
业绩会直击 | 青瓷游戏 (6633.HK) 净利同比激增225%实现扭亏,海外收入占比大幅增长
Ge Long Hui· 2025-03-28 03:41
Core Viewpoint - Qingci Games has demonstrated resilience in a competitive gaming industry by establishing a clear product matrix and expanding its overseas business, solidifying its position among emerging game developers [1][8]. Financial Performance - In 2024, Qingci Games achieved total revenue of approximately 630 million yuan and gross profit of about 360 million yuan, despite a decline due to the maturity of main products. However, overseas business growth significantly contributed to a second growth curve, with overseas revenue share rising from 28.47% in 2023 to 43.93% in 2024 [2]. - The company reported a net profit of 47.128 million yuan, a substantial turnaround from a loss of 37.6 million yuan in 2023, marking a year-on-year change of 225% [2]. - As of the end of 2024, the total registered players reached nearly 98.28 million, a year-on-year increase of approximately 11.24%, driven by new game launches and global expansion [2]. Product Strategy - Qingci Games is in a critical transition phase between old and new products, actively transforming challenges into growth opportunities by iterating and optimizing main products and expanding mature products into overseas markets [3]. - The company is implementing a "premium + globalization" dual strategy, systematically building a tiered product matrix that includes incubation, growth, and maturity phases [4]. Key Products - The core product "The Strongest Snail" remains a cash cow, with cumulative registered users reaching 29.05 million and generating approximately 3.4 billion yuan in revenue [4]. - Other notable products include "Endless Adventure," "Ares Virus," and "BloodAge," which collectively generated 26.01 million yuan in revenue [4]. - New games such as "Ares Virus 2" and "New Sword and Fairy" have also shown strong performance, with revenues of 23.5 million yuan and 96.33 million yuan respectively [5]. Global Expansion - Qingci Games has successfully expanded its global footprint, with overseas revenue exceeding 40% in 2024, becoming a key driver of overall growth [6]. - "The Strongest Snail" has seen significant success in international markets, including Japan and Vietnam, where it topped the iOS free download charts [7]. Future Outlook - The management emphasizes a focus on "premium + globalization" as the key to future growth, with plans to enhance global capabilities and continue developing existing games for international markets [9]. - The company is also investing in AI technology to improve game development efficiency and user experience, indicating a commitment to innovation in the gaming industry [13].
青瓷游戏20250327
2025-03-28 03:14
2024 年,青瓷游戏积极应对行业发展新趋势,优化发展战略,更聚焦于产品质 量,提升运营效率,为未来的规模化发展奠定扎实基础。集团持续迭代现有游 戏,其中自研游戏《最强蜗牛》自 2020 年 6 月在内地上线以来,截至 2024 年 底累计流水达到人民币 36.29 亿元,累计注册玩家约 2,905 万。报告期内,该 • 《最强蜗牛》累计流水达 36.29 亿元,注册玩家约 2,905 万,2024 年境内 收入 3.4 亿元,并通过联动活动保持用户活跃度。该游戏已陆续在海外多 地上线,并计划发布升级版本和五周年庆内容,有望进一步提升收入。 • 长线运营游戏表现稳健,《地下城与勇士》联动哪吒版本收入同比增长 43%至 1,359 万元,《新仙剑奇侠传之挥剑问情》在东南亚登顶,收入 9,760 万元,《魔卡少女樱回忆钥匙》周年庆收入 2,300 万元,并计划拓 展越南及日本市场。 • 2024 年青瓷游戏总收入 6.28 亿元,同比下降 31%,但成功扭亏为盈,录得 盈利 5,112 万元。海外收入占比显著提升至 44%,达 2.8 亿元,表明全球 化战略初见成效。销售和营销开支大幅减少近 50%,研发投入保持 ...
青瓷游戏(06633)2024年业绩扭亏为盈 海外收入占比近44%创历史新高
智通财经网· 2025-03-27 09:55
Core Insights - Qingci Games (06633) reported a revenue of RMB 628 million for the year ending December 31, 2024, with a gross profit of RMB 363 million, achieving a profit of RMB 51.12 million, reversing a loss of RMB 37.37 million from the previous year [1] - The overseas revenue share increased from 28.47% to 43.93% year-on-year, indicating strong international market growth [1] - The total registered players reached 98.28 million, an 11.24% increase year-on-year, with an average monthly active user count of approximately 2.36 million and an average revenue per paying user (ARPPU) of RMB 265 [1] Game Performance - The flagship game "The Strong Snail" has generated cumulative revenue of approximately RMB 3.629 billion since its launch in June 2020, with a total of 29.05 million registered players [2] - The game celebrated its fourth anniversary in mainland China and has expanded its presence in overseas markets, including Japan, North America, and Australia, with significant collaborations and new language versions launched [2] - Other games like "Lighting and Dungeon" and "New Legend of Sword and Fairy" have also shown strong performance, contributing revenues of RMB 13.59 million and RMB 97.6 million respectively [3] Product Expansion - Qingci Games continues to expand its product matrix with several new releases in 2024, including "Fat Goose Gym" and "Aris Virus 2," which have received positive player feedback and generated revenues of RMB 59.74 million and RMB 23.18 million respectively [5] - The company has successfully launched a free version of "Incredible Maze" on Steam, achieving significant popularity and recognition [5] - The ongoing development and release of various games demonstrate the company's commitment to long-term IP management and market expansion [5]
青瓷游戏(06633)2024年业绩扭亏为盈 海外收入规模及占比持续增长
智通财经网· 2025-03-27 09:53
Group 1 - The company reported a revenue of approximately 628 million yuan and a gross profit of about 363 million yuan for the year 2024, achieving a profit attributable to equity holders of 51.12 million yuan, marking a turnaround from loss to profit year-on-year [1] - As of December 31, 2024, the company had a total of 98.28 million registered players, an increase of 11.24% year-on-year, with monthly active users averaging around 2.36 million and monthly paying users approximately 227,800; the ARPPU reached 265 yuan [1] Group 2 - The company continues to iterate on its self-developed games, with its flagship game "The Strongest Snail" achieving high rankings in free and best-selling game charts in multiple overseas markets, generating cumulative revenue of approximately 3.629 billion yuan from both domestic and international markets as of December 31, 2024 [2] - The company is actively developing its self-researched game "Project E," which is an innovative SLG game expected to enhance content and gameplay in 2025 [2] - The company has improved its long-term operational capabilities in game publishing, with overseas revenue growing from 28.47% to 43.93% year-on-year, indicating a significant enhancement in global publishing strength [2] - The company is steadily strengthening its core competitiveness in research and operations, promoting the globalization of its game products and further expanding its overseas market presence [2]
青瓷游戏(06633) - 2024 - 年度业绩
2025-03-27 09:33
Financial Performance - For the fiscal year ending December 31, 2024, the company reported revenue of RMB 627.96 million, a decrease of 31% compared to RMB 905.74 million in 2023[3] - Gross profit for the same period was RMB 363.12 million, reflecting a decline of 35% from RMB 557.88 million in the previous year[3] - The company achieved a net profit attributable to equity holders of RMB 51.12 million, reversing a loss of RMB 37.37 million in 2023, marking a significant improvement of 237%[3] - The company's revenue for the year ending December 31, 2024, is approximately RMB 628.0 million, a decrease of 30.7% compared to RMB 905.7 million for the year ending December 31, 2023[21] - Total revenue for the year ended December 31, 2024, was RMB 3,627.962 million, compared to RMB 905.737 million for the year ended December 31, 2023, representing a significant increase[51] - The net profit for the year ended December 31, 2024, was RMB 47.128 million, a turnaround from a loss of RMB 37.600 million in the previous year[53] - Total comprehensive income for the year ended December 31, 2024, was RMB 63.961 million, compared to a loss of RMB 16.277 million in the previous year[53] User Metrics - The average monthly active users (MAU) decreased by 5% to 2.36 million from 2.48 million in the previous year[4] - The average monthly paying users (MPU) saw a significant drop of 43% to 228,000 from 401,000 in 2023[4] - The cumulative registered players increased by 11% to 98.28 million, up from 88.34 million in the previous year[8] - The player community, 青瓷铁粉, grew by 18.59% year-on-year, reaching 15.84 million members[17] Game Performance - The flagship self-developed game "The Strongest Snail" generated cumulative revenue of approximately RMB 3.63 billion as of December 31, 2024[7] - The game "T灯与地下城" generated approximately RMB 13.59 million in revenue during the reporting period[11] - "新仙剑奇侠传之挥剑问情" achieved revenue of about RMB 97.60 million and ranked first in the iOS free game chart after its launch[11] - "魔卡少女樱:回忆钥匙" recorded revenue of approximately RMB 22.99 million and topped the iOS free game chart in multiple regions[12] - "肥鹅健身房" launched in Japan and earned around RMB 59.74 million, reaching the top of both iOS and Google Play free game charts[13] - "迷途之光" generated revenue of about RMB 8.51 million during its reporting period[13] - Cumulative registered players for "不思议迷宫" exceeded 25 million as of December 31, 2024, with revenue of approximately RMB 7.44 million[14] - The group’s games generated a total revenue of approximately RMB 26.02 million from several titles during the reporting period[15] - The group’s mini-program games, including "最强蜗牛," recorded revenue of about RMB 21.52 million[16] Revenue Breakdown - Revenue from self-developed games decreased by 28.1% to approximately RMB 365.2 million, primarily due to declines in revenue from "The Strong Snail" and "Magic Plan" in various regions[26] - Revenue from licensed games decreased by 37.6% to approximately RMB 228.3 million, mainly due to declines from "New Sword and Fairy" and "Cardcaptor Sakura"[26] - Information services revenue increased by 66.8% to approximately RMB 16.3 million, driven by increased ad views or clicks within games[25] - Other services and sales revenue increased by 99.9% to approximately RMB 7.2 million, primarily due to increased sales of peripheral products and marketing through third-party platforms[27] - The proportion of revenue from mainland China decreased to 56.1% in 2024 from 71.5% in 2023, while revenue from other regions increased to 43.9% from 28.5%[21] Expenses and Costs - The cost of revenue decreased by 23.9% to approximately RMB 264.8 million, down from RMB 347.9 million in the previous year[28] - Sales and marketing expenses decreased by 49.7% from approximately RMB 429.2 million for the year ended December 31, 2023, to approximately RMB 216.0 million for the year ended December 31, 2024[34] - Research and development expenses increased by 0.6% from approximately RMB 105.5 million for the year ended December 31, 2023, to approximately RMB 106.1 million for the year ended December 31, 2024[35] - General and administrative expenses rose by 24.6% from approximately RMB 49.0 million for the year ended December 31, 2023, to approximately RMB 61.0 million for the year ended December 31, 2024[36] Financial Position - Total cash and cash equivalents decreased by 16.4% from approximately RMB 538.0 million as of December 31, 2023, to approximately RMB 450.0 million as of December 31, 2024[43] - The company had borrowings of RMB 20.0 million as of December 31, 2024, with an unused bank credit facility of RMB 70 million[43] - As of December 31, 2024, the group's current assets were approximately RMB 1,686.9 million, while current liabilities were approximately RMB 165.5 million, resulting in a current ratio of 1,019%[44] - The asset-liability ratio as of December 31, 2024, was 9%, down from 13% as of December 31, 2023, indicating improved financial stability[44] - Total liabilities as of December 31, 2024, amounted to RMB 174,232 thousand, a decrease from RMB 255,968 thousand in 2023[68] Future Plans and Developments - The company is focusing on enhancing product quality and operational efficiency to adapt to the evolving gaming industry landscape[5] - The upcoming game "Project E" is expected to undergo expanded testing in 2025, aiming to establish a new milestone for the company's self-developed game portfolio[7] - The company plans to continue launching new games and global releases to mitigate revenue declines from mature titles[24] - The company plans to enhance its game development capabilities and expand its overseas market presence by utilizing the proceeds from its global offering[85] - The group plans to launch multiple mobile games across various genres, with several titles expected to be released between 2025 and 2026[19] Governance and Compliance - The company has adopted the corporate governance code as its own and has complied with all provisions during the reporting period[86] - The audit committee, consisting of three independent non-executive directors, has reviewed the group's performance for the year ending December 31, 2024[89] - The new auditor, Hong Kong Lixin Dehao CPA Limited, will take effect from November 29, 2024, following the resignation of PwC[90] - The company maintains the minimum public float as required by the listing rules[88] Shareholder Information - The company will not recommend any final dividend for the year ending December 31, 2024[93] - The annual general meeting is scheduled for June 6, 2025, with a notice to be published in April 2025[92] - The company will suspend share transfer registration from June 3 to June 6, 2025, to determine shareholder attendance at the AGM[94] - The annual report for the year ending December 31, 2024, will be published in April 2025[95] - The company expresses sincere gratitude to shareholders, business partners, and employees for their continued support and efforts[100]
青瓷游戏(06633) - 董事会会议通告
2025-03-14 08:31
董事會會議通告 青瓷游 戲 有 限 公 司(「本公司」)董 事(「董 事」)會(「董事會」)謹 此 宣 佈,董 事 會 會 議 將 於2025年3月27日(星 期 四)舉 行,藉 以(其 中 包 括)考 慮 及 批 准 本 公 司 及 其 附 屬 公 司 截 至2024年12月31日 止 年 度 業 績 及 其 發 佈,並 考 慮 建 議 派 發 末 期 股 息(如 有)。 承董事會命 青瓷游 戲有限公司 執行董事 劉斯銘 香港,2025年3月14日 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的任何 損失承擔任何責任。 Qingci Games Inc. 青瓷游戲有限公司 (於開曼群島註冊成立的有限公司) (股份代號:6633) 於本公告日期,董事會包括執行董事楊煦先生、黃智強先生、劉斯銘先生及曾祥碩先生;及獨立非執行董事 林誠光教授、袁淵先生及方煒瑾女士 。 ...
传媒互联网行业周报:AI Agent产品Manus发布,持续关注AI产业发展进度
Hua Yuan Zheng Quan· 2025-03-09 14:06
Investment Rating - The report maintains a "Positive" investment rating for the media internet industry [4] Core Insights - The report emphasizes the potential of domestic open-source models to overcome computational and chip limitations, accelerating technological catch-up. Major internet companies are expected to undergo value reassessment in AI development, with a focus on companies like Tencent, Alibaba, Kuaishou, and Bilibili [4] - Tencent's AI products are rapidly iterating, with the launch of "Hunyuan Turbo S," which has doubled the articulation speed and reduced initial latency by 44%. This indicates a proactive shift in Tencent's AI business strategy [4] - The report highlights the importance of companies that embrace new technologies and possess data, user, and application advantages, suggesting a focus on companies like Kunlun Wanwei, Meitu, and others [5] Summary by Sections Industry Performance - The media sector ranked fifth among all industries with a 5.16% increase from March 3 to March 7, 2025 [10][14] AI Developments - The report discusses the launch of the AI Agent product Manus by the Monica.im team, which has achieved state-of-the-art performance in GAIA benchmark tests, surpassing similar models from OpenAI. Manus features autonomous planning and learning capabilities, indicating significant advancements in AI applications [6][23] Gaming Sector - The report suggests exploring the potential of AI in gaming, particularly in mobile internet games that have weaker commercialization. Companies like Tencent, NetEase, and others are recommended for their innovative approaches [7] Film and Television - The report notes that quality content like "Nezha: The Devil's Child" is expected to drive box office demand and suggests monitoring key film producers and cinema companies [7][39] - In the television sector, the report highlights the performance of popular series, with "Nan Hong" leading in viewership [44] Internet Companies - The report indicates that major internet companies like Tencent and Alibaba are showing resilience in their financial performance, with a focus on strategic adjustments in their organizational structures [8] Publishing and Media - The report advises monitoring state-owned publishing companies as they explore new business models and continue to push for industry consolidation [9] AI Investment Events - The report details ten AI investment events, with significant funding rounds, including a $2 billion investment in SSI, indicating strong market interest in AI and frontier technology [29][30]
青瓷游戏(06633) - 有关截至2024年12月31日止年度之财务资料的盈利预喜
2025-03-03 08:39
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的任何 損失承擔任何責任。 Qingci Games Inc. 青瓷游戲有限公司 (於開曼群島註冊成立的有限公司) (股份代號:6633) 本公告乃由青瓷游 戲 有 限 公 司(「本公司」,連 同 其 附 屬 公 司 統 稱「本集團」)根 據 香 港 聯 合 交 易 所 有 限 公 司 證 券 上 市 規 則(「上市規則」)第13.09(2)條及香港法例第571章《證 券 及 期 貨 條 例》第XIVA部 內 幕 消 息 條 文(定 義 見 上 市 規 則)而 作 出。 根據對本集團截至2024年12月31日 止 年 度(「報告期間」)未 經 審 核 管 理 賬 目 的 初 步 審 閱 及 本 公 司 董 事 會(「董事會」)目 前 可 得 資 料,董 事 會 謹 此 告 知 本 公 司 股 東(「股 東」)、投 資 者 及 有 意 投 資 者,本 集 團 預 期 轉 虧 為 盈,於 報 告 期 間 錄 得 利 潤 淨 額 介 乎 ...