SANQI HUYU(002555)

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从借力国潮到技术升格 中国游戏双线突围
Bei Jing Shang Bao· 2025-05-25 14:33
Core Insights - In 2024, China's self-developed games achieved actual sales revenue of $18.557 billion in overseas markets, marking a 13.39% year-on-year growth, with the scale exceeding 100 billion yuan for five consecutive years [1] - The release of "Black Myth: Wukong" signifies a breakthrough for Chinese games, receiving multiple prestigious awards and nominations, and contributing to a 20.75% increase in overseas sales revenue for domestic games [4] - The global gaming market is expanding, with a total market size of 1,216.335 billion yuan in 2024, reflecting a 3.31% growth [9] Industry Performance - Tencent's international game revenue reached 58 billion yuan in 2024, a 9% increase, driven by strong performances from "PUBG MOBILE" and Supercell games [6] - 2024 Q3 saw China's gaming market revenue hit a record high of 91.766 billion yuan, an 8.95% increase, largely due to the impact of "Black Myth: Wukong" [4] Cultural Integration - Chinese games are leveraging cultural elements to enhance player engagement, with "Genshin Impact" and "Black Myth: Wukong" incorporating local cultural themes and narratives to resonate with international audiences [7] - Localization strategies, such as language adaptations and culturally relevant content, are crucial for the success of Chinese games in overseas markets [11] Marketing Strategies - Participation in international gaming exhibitions and events has been a key strategy for promoting Chinese games abroad, enhancing visibility and player interaction [8] - Tailored marketing approaches based on regional user characteristics and preferences are essential for increasing market share and profitability in foreign markets [11]
2024年广州游戏企业海外营收为190.58亿元
Guang Zhou Ri Bao· 2025-05-24 12:56
5月24日,"向新出海——2025文化出海增长战略前瞻会"在文博会上举行,吸引了来自政府、企业及行 业协会的众多嘉宾参与,共同探讨文化"出海"的新趋势与战略方向。 游戏出海早已成为中国游戏营收的重要组成部分。近年,面对全球游戏市场的变化,亦对中国游戏厂商 出海提出了新的要求。数据显示,2024年,广东游戏产业营收规模为2604.31亿元,出海营收达到423.6 亿元,同比增长9.9%。广东游戏产业的增长率已经超过全国游戏市场水平,在腾讯、网易、三七互 娱、4399等广东厂商强势带动下,中国自研游戏影响力持续提升。 广州游戏企业"出海"的成绩更为亮眼。广州市游戏行业协会发布的《2024年广州游戏行业发展报告》显 示,2024年广州游戏产业总营收约1406.67亿元,其中,广州企业海外营收为190.58亿元。在前瞻会上, 福州扬帆出海网络科技有限公司与广州市游戏行业协会联合发布《广州游戏出海指数》(简称:出海指 数),为游戏企业出海提供数据支持和战略参考。出海指数显示,2024年,广州游戏企业海外营收 190.58亿元,约占全省出海游戏总营收的45%。广州出海企业在SLG(策略类游戏)赛道表现突出,占 率保持全球 ...
文博会现场发offer:广东发布6万余个文化产业岗位,释放广纳文化英才强信号
2 1 Shi Ji Jing Ji Bao Dao· 2025-05-23 10:00
Group 1 - The "Million Talents Gather in Nanyue" initiative aims to strengthen the talent foundation for the modernization of the industrial system in Guangdong, with over 60,000 cultural industry job postings released during the Shenzhen Cultural Expo [1][2] - The gaming industry is highlighted as a frontier for technological innovation, with AI reshaping various aspects of the sector, and companies like 37 Interactive Entertainment are seeking to enhance collaboration with universities for targeted talent development [1][2] - The event attracted major industry players such as GAC Group and 37 Interactive Entertainment, with over 3,600 companies participating in online recruitment, offering specialized positions with annual salaries reaching up to 1 million yuan [2][3] Group 2 - The recruitment event featured four major areas, including media integration and digital content, with over 600 companies offering positions, and significant participation from key enterprises like Yangcheng Evening News Group [2][3] - The event also included a cultural experience and innovation area with over 700 companies, and a cultural technology and intelligent services area with more than 1,650 companies providing job opportunities [3] - An online recruitment platform will remain open until the end of the year, continuing to provide job matching services for job seekers [4]
人工智能让中国游戏出海 “玩” 出加速度
Zhong Guo Xin Wen Wang· 2025-05-23 06:55
Group 1 - The Chinese gaming industry is rapidly innovating through AI technologies, enhancing user experience and operational efficiency [1][2] - The actual sales revenue of domestically developed games in overseas markets is projected to reach $18.557 billion in 2024, marking a continuous growth trend [1] - In the first three months of this year, the actual sales revenue from China's self-developed games in overseas markets was $4.805 billion, reflecting a year-on-year growth of 17.92% [1] Group 2 - AI technology significantly improves game art design efficiency, allowing for the generation of standard views and 360-degree videos from a single original artwork [2] - AI can automatically generate various types of promotional materials for games, enhancing the quality and appeal of content tailored to different markets [2] - Companies like Tencent and NetEase are leveraging AI to enhance game distribution efficiency and target specific player demographics effectively [2][3] Group 3 - The gaming industry is increasingly utilizing AI to automate content generation, including scripts, storyboards, videos, and translations, facilitating cultural innovation [3] - The pursuit of higher quality AAA games and complex large-scale games is driving further exploration of AI applications in the gaming sector [3]
透过文博会读懂文化产业含科量含金量大流量
证券时报· 2025-05-23 00:07
打造文化创作生产新范式 走进本届文博会的腾讯展区,"打造好用的AI,让中国故事被世界看到"这句话首先映入眼帘。腾讯有关负责人告诉证券时报记者,作为拥有文学、影视、音乐、游 戏、电竞、动漫等多个内容板块的公司,腾讯致力于通过文博会,展现以腾讯混元大模型为技术基底的数字工具如何融入到内容生产创作的全产业链中,促进优质 文化内容生产。 在屏幕上勾勒一个图案,选择印象画派风格,数秒即可生成相应风格的图画;戴上脚踏,挥动两根鼓棒"敲击"空气,即可沉浸式敲打架子鼓……在第二十 一届中国(深圳)国际文化产业博览交易会(下称"文博会")上,这样科技与文化深度交融的场景随处可见。 5月22日,第二十一届文博会在广东深圳拉开帷幕。作为"中国文化产业第一展",文博会历来是观察中国文化产业的一扇重要窗口。当前,科技创新对文化产业的驱 动作用日益突出,文化+科技已成为行业不可忽视的一股浪潮。因此,本届文博会强调文化科技双核驱动,不仅汇聚了全球文化"顶流",还吸引了一批科技"新势 力"参展,极高的"含科量"成为最大看点。记者实探文博会,通过采访多家上市公司及初创企业发现,科技已深入渗透文化生产、消费、传播的整个链条之中,为文 化产业带来 ...
刚刚,一大波144个版号下发:腾讯雷火完美4399创梦在列,《异环》它来了
3 6 Ke· 2025-05-21 23:19
Group 1 - The National Press and Publication Administration issued 130 domestic game approvals in May 2025, with a notable increase in monthly approvals, reaching a new high this month [1][3] - Among the approved domestic games, 76 are mobile games, 54 are mobile-casual puzzle games, 6 are client games, and 1 is for the PS5 console, with some games receiving multiple platform approvals [1][5] - A total of 610 domestic game approvals have been issued this year, indicating a continuous upward trend in the approval rate [1][3] Group 2 - The number of imported game approvals has shifted from bi-monthly to monthly, with a consistent increase in the number of approvals each month [3] - In the latest batch of imported game approvals, 14 mobile games were granted licenses, with some receiving approvals for multiple platforms [1][5] - Notable titles among the newly approved games include Tencent's "Secret Realm Knife Boy," Perfect World's "Different Ring," and NetEase's "Fate: Stars" [5][15]
金十图示:2025年05月21日(周三)中国科技互联网公司市值排名TOP 50一览





news flash· 2025-05-21 02:55
| 阿里巴巴 | 2986.04 | | --- | --- | | 11 小米焦团_W | 1805 85 | | | No. 1.0 | | | | --- | --- | --- | --- | | 5 | | 拼多多 | 1666.38 | | 6 | 美材 | 美团-W | 1069.68 | | 7 | 網易 | 网易 | 766.11 | 金十图示:2025年05月21日(周三)中国科技互联网公司市值排名TOP 50一览 | 8 | | 京东 | 489.39 | | | --- | --- | --- | --- | --- | | 9 | | 东方财富 | 470.85 | | | 10 | | 中芯国际 | 440.55 | | | II | Bal Char | 百度 | 307.12 | | | 12 | P | 理想汽车 | 302.4 | | | 13 | 85 | 快手-W O | 276.74 | | | 14 | | 腾讯音乐 | 263.47 | -1 + | | 15 | | 贝壳 | 223.45 | -1 3 | | 16 | 80 | 同花顺 | 191.78 | ...
三七互娱网络科技集团股份有限公司2025年第一季度权益分派实施公告
Shang Hai Zheng Quan Bao· 2025-05-19 18:47
登录新浪财经APP 搜索【信披】查看更多考评等级 三七互娱网络科技集团股份有限公司(以下简称"公司")于2025年5月12日召开2024年度股东大会,审 议通过了《关于2025年中期分红规划的议案》,授权董事会全权办理2025年度中期利润分配相关事宜。 同日公司召开第六届董事会第二十五次会议和第六届监事会第二十一次会议审议通过2025年第一季度权 益分派方案,现将权益分派事宜公告如下: 一、董事会审议通过权益分派方案情况 1、公司2025年第一季度权益分派方案具体内容为:按分配比例不变的方式,以分红派息股权登记日实 际发行在外的总股本剔除上市公司回购专用证券账户的股份为基数,向全体股东每10股派送现金股利 2.10元(含税);本次分配不派送红股,不以资本公积转增股本。 2、自权益分派方案披露至实施期间,公司股本总额未发生变化。 3、本次实施的分派方案与公司第六届董事会第二十五次会议审议通过的权益分派方案一致。 4、本次实施的分派方案距离董事会审议通过的时间未超过两个月。 二、权益分派方案 证券代码:002555 证券简称:三七互娱 公告编号:2025-030 三七互娱网络科技集团股份有限公司2025年第一季度 ...
三七互娱(002555) - 2025年第一季度权益分派实施公告
2025-05-19 11:45
证券代码:002555 证券简称:三七互娱 公告编号:2025-030 三七互娱网络科技集团股份有限公司 2025 年第一季度权益分派实施公告 本公司及董事会全体成员保证信息披露的内容真实、准确、完整,没有虚假记载、误 导性陈述或重大遗漏。 三七互娱网络科技集团股份有限公司(以下简称"公司")于 2025 年 5 月 12 日召开 2024 年度股东大会,审议通过了《关于 2025 年中期分红规划的议案》,授权董事会全权办 理 2025 年度中期利润分配相关事宜。同日公司召开第六届董事会第二十五次会议和第六届 监事会第二十一次会议审议通过 2025 年第一季度权益分派方案,现将权益分派事宜公告如 下: 一、董事会审议通过权益分派方案情况 三、股权登记日与除权除息日 本次权益分派股权登记日为:2025 年 5 月 26 日,除权除息日为:2025 年 5 月 27 日。 四、权益分派对象 1、公司 2025 年第一季度权益分派方案具体内容为:按分配比例不变的方式,以分红派 息股权登记日实际发行在外的总股本剔除上市公司回购专用证券账户的股份为基数,向全体 股东每 10 股派送现金股利 2.10 元(含税);本次分 ...
NBD游研所|拆解A股游戏公司一季报:头部厂商出海“吸金” 中小厂商困守买量红海
Mei Ri Jing Ji Xin Wen· 2025-05-18 04:59
Core Viewpoint - The A-share gaming industry in China is experiencing a structural recovery in Q1 2025 after policy adjustments and market reshuffling in 2024, with a reported revenue of 85.704 billion yuan, a year-on-year increase of 17.99% [1] Industry Overview - The gaming industry has transitioned from extensive growth to a "technology-driven content" phase, with AI and globalization as the two core tracks for future development [2] - The market landscape is increasingly polarized, with only 7 out of 17 listed gaming companies achieving growth in both revenue and profit in Q1 2025 [2] Company Performance - Century Huatong led the industry with a revenue growth of 91.12%, reaching 8.145 billion yuan, marking a historical high [3] - Youzu Network reported a revenue of 359 million yuan, a year-on-year increase of 7.29%, with a net profit of 24.7035 million yuan, up 43.74% [3] - 37 Interactive Entertainment experienced a decline in both revenue and net profit, with Q1 2025 revenue at 4.243 billion yuan, down 10.67%, and net profit at 549 million yuan, down 10.87% [3] - Perfect World saw a significant turnaround with a revenue of 2.023 billion yuan, a year-on-year increase of 52.22%, and returned to profitability [4] - Tencent and NetEase maintained stable revenue growth of 10% or more, showcasing strong market competitiveness [4] Market Dynamics - The outflow of gaming companies to overseas markets has become essential as domestic user growth plateaus, with overseas revenue becoming a core growth engine [5] - Century Huatong's overseas revenue reached 11.367 billion yuan in 2024, accounting for 50.26% of total revenue [6] - Emerging markets such as Southeast Asia and Latin America are becoming new growth points due to increased smartphone penetration and unique cultural preferences [7] Technological Advancements - The integration of generative AI technologies has significantly optimized efficiency across the gaming industry, impacting everything from development to operations [8] - Tencent reported a 24% increase in gaming revenue to 59.5 billion yuan in Q1 2025, supported by AI applications [9] - 37 Interactive Entertainment indicated that over 80% of its 2D art assets and over 30% of its 3D models were generated with AI, enhancing its competitive edge in a rapidly evolving market [10]