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游戏行业8月版号点评:8月新发版号173款,25年发放版号总数破千
CMS· 2025-08-26 14:33
Investment Rating - The report maintains a "Recommended" rating for the gaming industry, indicating a positive outlook for the sector [3][6]. Core Insights - In August 2025, a total of 173 game licenses were issued, with 166 being domestic and 7 imported, marking a significant increase in the number of licenses issued compared to the same period in 2024 [1][6]. - The report highlights key games that received approval, including titles from major companies such as Tencent, NetEase, and Bilibili, which are expected to contribute positively to their respective revenues [6]. - The issuance of game licenses has been stable and consistent throughout 2025, with a total of 1,050 domestic and 69 imported licenses issued so far this year, reflecting a strong recovery in the gaming market [6]. Industry Overview - The gaming industry is characterized by a total of 160 listed companies, with a total market capitalization of 2,014.6 billion and a circulating market capitalization of 1,832.2 billion [3]. - The absolute performance of the industry has shown a significant increase of 75.8% over the past 12 months, indicating strong growth potential [5]. - The report emphasizes the ongoing success of established games and the potential for new releases to drive revenue growth, particularly for companies like Tencent and Giant Network [6].
哔哩哔哩- 买入评级 - 短期游戏前景或导致股价波动
2025-08-26 13:23
Summary of Bilibili Inc (BILI US) Conference Call Company Overview - **Company**: Bilibili Inc (BILI US) - **Industry**: Internet Software & Services - **Market Cap**: USD 10.553 billion - **Target Price**: USD 27.00 (previously USD 25.50) [5][10] Key Financial Highlights - **2Q25 Revenue**: RMB 7.338 billion, up 20% year-over-year (y-o-y) [38][39] - **Mobile Game Revenue**: RMB 1.612 billion, up 60% y-o-y [39] - **Non-Game Revenue**: RMB 5.725 billion, up 12% y-o-y [39] - **Advertising Revenue**: RMB 2.449 billion, up 20% y-o-y, beating estimates [39] - **Gross Margin**: 36.5%, up 6.5 percentage points y-o-y [39] - **Non-GAAP Operating Profit**: RMB 573 million, with a margin of 7.8% [39] - **Operating Cash Flow**: Positive at RMB 2.0 billion, up 14% y-o-y [38] User Engagement Metrics - **Monthly Active Users (MAU)**: 363 million, up 8% y-o-y [39] - **Daily Active Users (DAU)**: 109 million, up 7% y-o-y [39] - **Average Daily Time Spent per User**: 105 minutes, up 6% y-o-y [39] Advertising Outlook - **Ad Growth Drivers**: - Increased traffic due to user engagement and time spent [2] - Improved ad infrastructure through AI adoption [2] - eCPM increased by 10% y-o-y, driven by a 20% y-o-y growth in the number of advertisers [2] - **Ad Inventory**: Expected to increase, supporting strong ad growth into 2H25 [2] Game Segment Insights - **Game Growth Outlook**: Slower growth anticipated in 2H25 due to delays in the overseas launch of "Sanmou" [1][2] - **Sanmou Performance**: Season 9 performance tracked in line with expectations, not exceeding them [1] Shareholder Value Initiatives - **Share Repurchase Program**: Bilibili has repurchased USD 116 million worth of shares out of a USD 200 million program by the end of 2Q25 [1] - **Convertible Senior Notes**: Completed offering of USD 690 million due in 2030 with a 0.625% interest rate [38] Valuation and Risks - **Valuation Methodology**: Discounted cash flow with a target price increase to USD 27.00 [43] - **Risks**: - Weaker gross billing for key games like Sanmou [43] - Slower-than-expected ad growth [43] - Rising competition and regulatory challenges [43] Conclusion - **Investment Rating**: Maintain Buy rating based on improved ad outlook despite potential near-term challenges in game launches [1][10]
哔哩哔哩-2025 年第二季度业绩回顾及业绩说明会要点:广告业务动能增强,2 款版号获批提升游戏 visibility;买入评级
2025-08-26 01:19
Summary of Bilibili Inc. (BILI) Conference Call Company Overview - **Company**: Bilibili Inc. (BILI) - **Market Cap**: $10.0 billion - **Enterprise Value**: $7.3 billion - **Industry**: Games, Entertainment & Healthcare Tech Key Points Advertising Outlook - Bilibili's advertising growth is expected to be robust, with a projected **20% year-over-year growth** for 2H25, driven by: - Increased ad inventory and higher ad load due to growing user traffic [2][25] - An upward trajectory in effective cost per mille (eCPM) supported by improved algorithms and a broader client base [2][25] - The company is refining its ad infrastructure, indicating ample room for improvement in monetization [2] Game Pipeline and Approvals - The near-term game outlook is cautious, with guidance for 2H25 indicating a potential **15% to high-teens percent decline** in game revenue year-over-year due to a tough comparison base from the previous year [3][22] - Bilibili received approvals for two games, **Trickcal RE:VIVE** and **Escape from Duckov**, which are expected to enhance visibility for its game pipeline [3][24] - The casual game **Sanguo: Ncard** is anticipated to launch by the end of 2025 or early 2026, contributing to future growth [3][27] Financial Estimates and Adjustments - Revenue estimates for 2025-2027 have been fine-tuned downwards by **-2% to -1%** due to a lighter game pipeline, although advertising performance is stronger than expected [4][18] - The revised revenue estimates are as follows: - **2025E**: Rmb 29,959.9 million (down from Rmb 30,376.6 million) - **2026E**: Rmb 32,992.4 million (down from Rmb 33,460.3 million) - **2027E**: Rmb 35,790.2 million (down from Rmb 36,608.4 million) [5][19] Margins and Profitability - The company aims to achieve a **10% adjusted operating profit margin** by the end of 2025, benefiting from operating leverage [26] - Gross profit margin is expected to improve sequentially, reaching approximately **37%** in Q4 [26] User Engagement and Growth Metrics - Monthly Active Users (MAU) are projected to grow from **341 million in 2024** to **373 million by 2027**, indicating a steady increase in user engagement [28] - Daily Active Users (DAU) are expected to rise from **104 million in 2024** to **120 million by 2027** [28] Competitive Landscape - Bilibili's advertising revenue is projected to grow significantly, with a focus on young users, which may help brands gain exposure beyond traditional circles [2] - The top verticals contributing to advertising growth include games, 3C digital products, e-commerce, internet services (including AI), and automotive sectors [27] Conclusion - Bilibili Inc. maintains a **Buy rating** with a 12-month price target of **$26.30**, reflecting a **9.7% upside** from the current price of **$23.98** [1] - The company is positioned to leverage its advertising growth while navigating challenges in the gaming segment, with a focus on improving margins and user engagement metrics [1][3][25]
8点1氪丨春秋航空否认故意调低温度卖毛毯;“鲁迅夹烟墙画”被投诉,绍兴文旅回应;胖东来招聘火爆致系统崩溃
3 6 Ke· 2025-08-26 00:04
Group 1 - JD and Wanda have established a partnership with a total investment of approximately 80.53 billion yuan, focusing on management consulting and information technology consulting [10] - KDP has announced the acquisition of JDE Peet's, with the deal expected to close in the first half of 2026 [12] - Keep reported a revenue of 822 million yuan for the first half of 2025, with an adjusted net profit of 10.35 million yuan, and a gross margin increase to 52.2% [17] - Pinduoduo's second-quarter revenue reached 103.98 billion yuan, showing a year-on-year growth of 7%, while net profit decreased by 4% [16] - Haidilao reported a revenue of 20.7 billion yuan for the first half of 2025, a decline of 3.7% year-on-year, with a net profit of 1.76 billion yuan, down 13.7% [18] Group 2 - Tencent will cease repair services for the domestic Nintendo Switch starting December 31, 2026, following the gradual shutdown of related online services [6] - Utree Technology is facing a lawsuit for patent infringement, marking its first encounter with such legal issues [3] - The Shanghai Disneyland will adjust its ticket pricing structure, adding more price levels while maintaining the current price range of 475 to 799 yuan [5] - Old Puhuang has raised prices on most products by approximately 5% to 13%, with popular items increasing by 1,000 to 3,000 yuan [7]
热门中概股周一多数上涨
Xin Lang Cai Jing· 2025-08-25 20:51
Group 1 - Most popular Chinese concept stocks saw an increase on Monday, with the Nasdaq Golden Dragon China index rising by 0.1% [1] - Notable gainers included NetEase, Baidu, and Futu Holdings, each rising over 2%, while Alibaba, Ctrip, and Tencent Music increased by over 1% [1] - Conversely, NIO experienced a decline of over 4%, Bilibili dropped more than 3%, and XPeng fell over 2% [1]
8月173款游戏过审 版号数量创新高 年内1100款获批
Nan Fang Du Shi Bao· 2025-08-25 16:07
Group 1 - The National Press and Publication Administration approved a total of 173 games in August, including 166 domestic and 7 imported games, setting a new high for the year [1][2] - By August 2025, over 1100 games have been approved in total for the year, with 1119 games receiving approval, an increase of 193 compared to the same period last year [4] - Among the 166 domestic games, there are 107 mobile games, 39 mobile-casual puzzle games, 17 mobile and client games, 2 client games, and 1 console game [1] Group 2 - Notable companies with approved products include NetEase with "Tianxia: Wanxiang," Century Huatong with "Legend of the Ancients," and Bilibili with "Escape from Duckkov" [1] - The 7 imported games include "Kaeas Dreamland" by Xiaoming Taiji and Tencent Games, "Age of Discovery: Origins" by Century Huatong, and "Dudu Face Prank" by Bilibili [2] - Some games underwent approval information changes, such as "Matrix: Zero Day Crisis" adding a console version and "Tianya Mingyue Dao" being renamed to "Tianya Mingyue Dao: World" with an added client version [4]
年内游戏版号下发已破千
财联社· 2025-08-25 15:38
Core Viewpoint - The National Press and Publication Administration has approved a total of 173 games in August 2025, setting a new record for the year, with 166 domestic and 7 imported games approved, indicating a sustained high level of game license issuance in the industry [1][2]. Group 1: Domestic Game Approvals - Among the 166 domestic games, there are 17 mobile and client games, 2 client games, 1 PS5 game, and 146 mobile games, including 39 casual puzzle games [2]. - The cumulative number of game licenses issued in 2025 has surpassed 1,119, which includes 1,050 domestic and 69 imported games, representing an increase of 193 licenses compared to the same period last year [2]. Group 2: Listed Companies Involved - Key products from listed companies include NetEase's "Tianxia: Wanxiang," Icefire Network's "Super Energy Fighter" and "Qianji Array," and 37 Interactive Entertainment's "Super Cow Hero" and "Doupo Cangqiong: Dou Di Road" [2]. - Other notable companies with approved games include G-bits, ST Zhongqingbao, China Mobile's Migu Interactive Entertainment, Bilibili, Kying Network, Alibaba's Lingxi Interactive Entertainment, ST Huatuo, and Tom Cat [2]. Group 3: Imported Game Approvals - The imported games approved include Bilibili's "Dudu Face Prank," Tencent's "Kaeas Dreamland," and ST Huatuo's "Age of Discovery: Origin" [3].
为了这个 6000 亿市场,互联网大厂又“打起来”了
Sou Hu Cai Jing· 2025-08-25 15:01
Core Insights - The growth logic of the ACG (Anime, Comic, and Game) sector fundamentally conflicts with the internet's demand for scale, as platforms seek broad growth while ACG's commercial value relies on deep engagement within niche communities [23][24]. Group 1: Market Growth and User Engagement - Xiaohongshu has accumulated a significant number of ACG users, with content publication in this category growing by 175% year-on-year, second only to fashion and food [1]. - The general ACG user base is projected to reach 503 million by 2024, nearly half of the total internet users, with the market size expected to reach 597.7 billion yuan [2]. - Major internet companies, including Tencent and Bilibili, are heavily investing in ACG content, with Tencent Video planning to release nearly 90 ACG projects by 2025 [3]. Group 2: Consumer Spending and Demographics - The Z generation, which constitutes a core part of the ACG user base, has a disposable income of 13 trillion yuan, with 95% being ACG users who show a higher willingness to pay for ACG content [4]. - The ACG peripheral market has seen significant growth, with the market size increasing from 5.3 billion yuan in 2016 to 102.4 billion yuan in 2023, representing a compound annual growth rate of 52.7% [7]. Group 3: Content Creation and Monetization Challenges - Bilibili's animation short dramas have shown promising growth, with monthly revenue surpassing 10 million yuan and a year-on-year growth rate of nearly 140% [5]. - Despite the growth in ACG content, Bilibili's IP derivative product revenue has been declining, dropping to 4.7 billion yuan in Q1 2025, marking a 4% year-on-year decrease [12]. - The ACG industry faces a structural contradiction of high traffic but low conversion rates, with many platforms struggling to monetize effectively [17][20]. Group 4: Market Dynamics and Competition - The competition for ACG content is intensifying, with platforms like Douyin and Kuaishou reporting billions of views on ACG topics, indicating a growing interest [3]. - The overall internet user growth is slowing, with the mobile internet monthly active user count reaching 1.235 billion by 2024, leading to a more competitive environment for user acquisition [21]. - The ACG market's potential is significant, but the reliance on niche communities poses challenges for broader market penetration [23][24]. Group 5: Future Outlook and Strategic Implications - The ACG sector's growth may not be sustainable without innovative content and effective monetization strategies, as evidenced by Bilibili's struggles with user growth and revenue generation [13][14]. - The increasing costs of content licensing and the reliance on external IPs for revenue generation are pressing concerns for companies in the ACG space [15][16]. - As the internet landscape evolves, companies may need to adapt their strategies to navigate the complexities of the ACG market while addressing the challenges of user engagement and monetization [22][27].
一大批版号突然下发:173个创新高,腾讯网易三七B站在列,《逃离鸭科夫》过审了
3 6 Ke· 2025-08-25 11:12
Core Insights - The National Press and Publication Administration released the approval information for domestic online games in August 2025, with a total of 166 domestic game licenses issued, indicating a growing trend towards multi-platform products [1][2]. Domestic Game Licenses - Out of the 166 domestic game licenses, 163 are for mobile games, 19 for client games, and 1 for console games. Additionally, 17 games received licenses for both mobile and client categories, highlighting the increasing trend of multi-platform products [1]. - A total of 1,050 domestic game licenses have been issued in 2025 as of August, with the monthly approval numbers showing a phase of growth, reaching a new high this month [2]. Imported Game Licenses - A new batch of 7 imported game licenses was also released, with 6 for mobile and 3 for client games. The frequency of issuing imported game licenses has changed from bi-monthly to monthly, maintaining relative stability without significant growth [4]. - Notable imported games include Tencent's "Kaeas Dreamland," developed by the SUPER CREATIVE team under South Korea's Smilegate, which will be co-operated by Tencent Games and Xiaoming Taiji [7]. Notable Games and Developers - Key domestic games approved include titles from major developers such as NetEase, Bilibili, and 37 Interactive Entertainment, with games like "Tianxia: Wanxiang" and "Escape from Duckkov" among the highlights [6]. - For imported games, Tencent's "Kaeas Dreamland" and other titles from companies like Shengqu and Bilibili are noteworthy, showcasing a mix of local and international collaborations [7].
哔哩哔哩-W(09626):25Q2广告依然亮眼,盈利能力持续提升
Investment Rating - The report maintains a "Buy" rating for Bilibili-W (09626) [8] Core Insights - Bilibili achieved a revenue of 7.34 billion yuan in Q2 2025, representing a year-on-year growth of 20%, slightly exceeding Bloomberg consensus expectations [2] - The adjusted net profit attributable to shareholders was 560 million yuan, with a profit margin of 7.7%, marking a turnaround from losses in the previous year and surpassing Bloomberg consensus by 8% [2] - User growth remains strong, with a monthly active user (MAU) count of 363 million, up 8% year-on-year, and daily active users (DAU) at 109 million, up 7% [8] - Advertising revenue in Q2 2025 reached 2.45 billion yuan, also up 20% year-on-year, with expectations for continued strong growth in the second half of the year [8] - The gaming segment reported revenue of 1.61 billion yuan, a significant increase of 60% year-on-year, driven by new game releases [8] - The value-added services segment generated 2.84 billion yuan in revenue, an 11% increase year-on-year, with a notable rise in membership subscriptions [8] - The gross margin for Q2 2025 was 36.5%, with a continuous improvement trend over the past 12 quarters [8] - The report projects adjusted net profits for 2025, 2026, and 2027 to be 2.45 billion, 3.28 billion, and 4.19 billion yuan respectively, reflecting an upward revision from previous forecasts [8] Financial Data and Profit Forecast - Revenue projections for Bilibili are as follows: - 2023: 22.53 billion yuan - 2024: 26.83 billion yuan - 2025E: 29.97 billion yuan - 2026E: 32.90 billion yuan - 2027E: 35.46 billion yuan [4] - The adjusted net profit forecast is as follows: - 2023: -3.43 billion yuan - 2024: -0.02 billion yuan - 2025E: 2.45 billion yuan - 2026E: 3.28 billion yuan - 2027E: 4.19 billion yuan [4] - Earnings per share (EPS) projections are: - 2023: -8.29 yuan - 2024: -0.05 yuan - 2025E: 5.83 yuan - 2026E: 7.80 yuan - 2027E: 9.96 yuan [4]