QINGCI GAMES(06633)
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青瓷游戏(06633) - 提名委员会职权范围
2025-06-06 09:50
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) 提名委員會職權範圍 (經董事會於2021年11月18日採納並於2025年6月6日修訂) 1. 組 成 1.1. 提 名 委 員 會(「委員會」)乃 於2021年 根 據 青 瓷 遊 戲 有 限 公 司(「本公司」)董 事 會(「董事會」)於2021年11月18日 舉 行 的 會 議 通 過 之 決 議 案 成 立,其 職 權 範 圍亦於該會上獲批准及採納。委員會之權力、責任及具體職責概述如下。 4.1. 本公司的公司秘書或其代名人將為委員會的秘書。 4.2. 委員會的秘書須確保備存所有會議的完整會議記錄。 2. 責 任 2.1. 委員會將檢討董事會的組成,並就委任董事的程序及標準提出建議,以及 對董事會所採納程序及標準予以落實。 3. 成 員 1 3.1. 委員會至少須由三(3)名 董 事 會 不 時 委 任 的 董 事 組 成,其 中 獨 立 非 執 行 董 事須佔大多數,且至少一名成員須為不同性別。 3.2. 董 事 會 須 指 定 董 事 會 的 主 席 或 一 名 獨 立 非 執 行 董 事 ...
青瓷游戏(06633) - 於2025年6月6日举行的股东週年大会投票结果
2025-06-06 09:46
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。 本公司的香港證券登記分處香港中央證券登記有限公司獲委任為股東週年大會點 票的監票員。董事楊煦先生、黃智強先生、劉斯銘先生、曾祥碩先生、林誠光教授、 袁 淵 先 生 及 方 煒 瑾 女 士 出 席 了 股 東 週 年 大 會。於 股 東 週 年 大 會 上 提 呈 的 決 議 案 的 投票結果如下: | | 普通決議案 | 投票數目(%) | | | --- | --- | --- | --- | | | | 贊 成 | 反 對 | | 1. | 省覽及採納截至2024年12月31日止年度之經審 | 480,494,049 | 0 | | | 核綜合財務報表及董事會報告及核數師報告。 | (100%) | (0%) | | 2. | (a) 重選劉斯銘先生為本公司執行董事; | 480,494,049 | 0 | | | | (100%) | (0%) | | | (b) 重選曾祥碩先生為本公司執行董事; ...
青瓷游戏(6633.HK)全球注册玩家破亿 海外收入占比超40%铸就全球化里程碑
Ge Long Hui· 2025-06-03 09:48
Core Insights - Qingci Games Limited has officially surpassed 100 million registered players globally, marking a significant milestone in its efforts within the global gaming market [1][3] - The company has successfully established its influence in the global gaming sector through a strategy focused on high-quality and personalized products [1] Group 1: Company Achievements - Since its establishment in 2012, Qingci Games has created several popular games characterized by innovative gameplay and distinctive artistic styles, referred to as "Qingci Style" by players [3] - The self-developed game "Unusual Maze," launched in 2016, has been pivotal in leading the domestic Rogue-like mobile game trend, being recognized as a must-play title in the genre [3] - The game "The Strongest Snail," released in 2020, has generated approximately RMB 3.629 billion in revenue by the end of 2024, achieving high rankings in various regions including Hong Kong, Taiwan, Japan, North America, Southeast Asia, Australia, and Europe [3] Group 2: Global Strategy and Operations - The company has strengthened its core competitiveness by integrating research and operations, with overseas revenue accounting for over 40% of total income [3] - Qingci Games has established offices in regions such as mainland China, Australia, Japan, and South Korea to enhance user engagement and solidify player communities [3] Group 3: Future Developments - The company is currently developing an original game titled "Project E," which combines elements of map exploration, backpack management, and resource collection, aiming to set new industry trends [4] - Qingci Games is embracing technological advancements by integrating AI tools to improve operational efficiency and support industrial development [4] - The CEO expressed gratitude for the support from global players and emphasized the commitment to delivering engaging and culturally rich gaming experiences in the future [4]
63款游戏年流水曝光:一款推广花了6.6亿,12款流水超五亿
3 6 Ke· 2025-05-07 12:18
Core Insights - The gaming industry is witnessing a significant focus on SLG (Simulation and Strategy Games) products, with companies like Shenzhou Taiyue and IGG reporting synchronized growth in revenue and profits from their flagship titles [2][6][10] - Mini-games are emerging as a popular segment, contributing significantly to revenue for companies such as Zhongqingbao and Zhangqu Technology, indicating a shift in consumer preferences [2][24][30] Revenue and Performance - In 2024, 12 games reported annual revenues exceeding 500 million yuan, with 10 games showing year-on-year growth, including titles like "Age of Origins" and "Doomsday: Last Survivors" [6][7] - Shenzhou Taiyue's "Age of Origins" generated 352,915 million yuan in revenue, marking a 7% increase, while "War and Order" also maintained strong performance with over 100 million yuan in revenue [7][8] - IGG's "Kingdom Age" remains a top revenue generator, although its income has declined from 30 billion HKD to nearly 26 billion HKD [11] Marketing and Promotion - Ten games had promotional expenses exceeding 10 million yuan, with "Age of Origins" leading at 66,080 million yuan, representing 19% of its revenue [18][19] - Companies are increasingly focusing on reducing promotional expenditures to enhance profitability, as seen with "Super World" and "War and Order" [20][21] Mini-Game Market - The mini-game market is experiencing rapid growth, with a reported revenue of 39.836 billion yuan in 2024, a 99.18% increase year-on-year [24] - Companies like Xinghui Entertainment and Zhongqingbao are actively investing in mini-games, with titles like "Anti-Japanese Heroes 2" generating significant revenue [30][32] Future Developments - Shenzhou Taiyue is planning to test new SLG titles in the overseas market, indicating a strategic expansion [10] - IGG is also set to launch new SLG projects, aiming for diversified growth in the coming years [12]
青瓷游戏(06633) - 股东週年大会通告
2025-04-16 08:43
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通告之內容概不負責,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通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) 2 (a) 在本決議案第(c)段 所 限 制 下,一 般 及 無 條 件 批 准 本 公 司 董 事(「董 事」)於 有 關 期 間(定 義 見 下 文(e)段)內,行 使 本 公 司 一 切 權 利,以 配 發、發 行 及 以 其 他 方 式 處 置 本 公 司 股 本 中 之 額 外 普 通 股 或 可 轉 換 為 本 公 司 普 通 股(包 括 任 何 出 售 及 轉 讓 庫 存 股 份(具 有 香 港 聯 合 交 易 所 有 限 公 司(「聯交所」)證 券 上 市 規 則 賦 予 該 詞 的 涵 義)(「庫存股份」))的 證 券,或 購 股 權、認 購 權 證 或 供 認 購 本 公 司 普 通 股 的 類 似 權 利,並 作 出 或 授 出 將 須 或 可 能 行 使 該 等 權 利 ...
青瓷游戏(06633) - (1) 建议授出购回股份及发行新股份的一般授权;(2) 重选董事;及 (...
2025-04-16 08:40
閣下如已 將名下的 青瓷遊戲有限公司 股份全部 售出或轉讓,應立即將本通函連同隨附的代表委任表 格送交買主或承讓人或經手買賣或轉讓的銀行、股票經紀或其他代理,以便轉交買主或承讓人。 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通函之內容概不負責,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通函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。 此乃要件 請即處理 閣下如 對本通函任何方面或應採取的任何行動 有任何疑問,應諮詢 閣下的股票經紀或其他註冊證 券交易商、銀行經理、律師、專業會計師或其他專業顧問。 2025年4月17日 | 釋 | 義 | 1 | | --- | --- | --- | | | 董事會函件 | 3 | | 1. | 緒 言 | 3 | | 2. | 建議授出購回授權及發行授權 | 4 | | 3. | 重選退任董事 | 5 | | 4. | 股東週年大會及委任代表安排 | 5 | | 5. | 暫停辦理股份過戶登記手續 | 6 | | 6. | 推薦建議 | 6 | | 7. | 責任聲明 | 6 | | 8. | 一般資料 | 6 | | ...
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 ...