SANQI HUYU(002555)

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2025游戏公司「破产」模拟器:大家挣的钱,还够活多久?
创业邦· 2025-05-12 10:06
游戏葡萄 . 以下文章来源于游戏葡萄 ,作者游戏葡萄君 有前瞻、有判断。投稿与合作:hi@youxiputao.com 来源丨游戏葡萄(ID:youxiputao) 作者丨秋秋 图源丨Midjourney 在你看来,一家游戏公司多久会破产? 比尔盖茨曾提出过微软破产论,将公司的死亡倒计时定在18个月;国内累计分红过60亿的吉比特,曾将 公司现金储备的标准定在18个月、36个月;在心动连年亏损时期,也有证券厂商分析,心动账上的30亿 现金,足以支持公司在无收入的情况下度过三年。 但葡萄君扒完2024年财报发现:80%的上市游戏公司离「破产」不足9个月,个别甚至撑不过30天。 ——这项名为「安全月数」的指标,衡量的是公司断粮后,仅靠货币资金续命的时间。 虽然这项指标有些极端,比如计算方式有些粗略、厂商很难陷入无收入状态、借款/投融资/资产变现等续 命手段也有很多……但它也能突破一些行业粉饰,相对真实地展现不同公司的生存状况、抗风险能力 (文末附65家上市公司营收利润及安全月数情况总表)。 注:安全月数计算公式:A股安全月数=去年年末货币资金/去年月均经营活动现金流出小计;港美股安全 月数=去年年末现金及等价物/去 ...
「游戏风云」《折螺丝》频刷朋友圈,小游戏催生大生意,上市公司借势大赚
Hua Xia Shi Bao· 2025-05-10 07:12
Core Insights - The mini-game "Screw Tightening" has gained significant popularity through social media, with users engaging in playful banter about its difficulty, leading to viral growth [2][3] - Major gaming companies like 37 Interactive Entertainment and Giant Network have benefited from the mini-game trend, contributing positively to their financial reports in 2024 [2][5] Industry Trends - The mini-game market has expanded significantly, with both large and small developers exploring new gameplay mechanics, resulting in a diverse range of offerings [2][4] - The rise of mini-games is attributed to their easy accessibility and low development costs, appealing particularly to middle-aged players with limited gaming time but strong spending power [4][5] Company Performance - Giant Network's mini-game "King's Journey" attracted over 25 million new users and generated 600 million yuan in revenue since its launch in February 2024 [5][6] - Century Huachuang's subsidiary, Point Interactive, reported approximately 2.245 billion yuan in revenue from mini-games like "Endless Winter" in 2024 [6] Monetization Strategies - Mini-games primarily monetize through IAA (In-App Advertising), IAP (In-App Purchases), and mixed models, with advertising being a key revenue source due to regulatory constraints on direct charging [6][7] - The potential for overseas expansion is highlighted as a significant opportunity for mini-games, with domestic companies poised to fill gaps in the international market [6][7] Future Outlook - The mini-game sector is expected to continue growing, with established IPs being adapted into mini-games, enhancing user engagement and retention [7][8] - Analysts predict that the convenience and social sharing aspects of mini-games will attract a broader audience, including non-gamers, contributing to market growth [8]
“游戏小年”A股放榜:过半营收下滑,世纪华通三七断层领先
Nan Fang Du Shi Bao· 2025-05-10 06:33
Core Viewpoint - The overall performance of A-share listed gaming companies in 2024 showed a decline, with over half experiencing revenue downturns, while a few companies achieved significant growth [1][5][11]. Group 1: Company Performance - More than half of the 23 A-share listed gaming companies reported a decline in total revenue in 2024, with 13 companies experiencing a year-on-year decrease compared to 9 in 2023 [5][9]. - Perfect World, once a leading company, saw its gaming revenue drop from 66.69 billion yuan in 2023 to 51.81 billion yuan in 2024, marking a decline of nearly 15 billion yuan [5][11]. - Century Huatong and 37 Interactive Entertainment remained the top gaming companies, with Century Huatong's gaming revenue reaching 208.75 billion yuan, a year-on-year increase of 86.57% [11][12]. - 37 Interactive Entertainment's gaming revenue was 172.93 billion yuan, up 5.47% year-on-year, maintaining its position as a profitable leader with a net profit of 26.73 billion yuan [10][12]. Group 2: Revenue and Profit Trends - The gaming revenue of companies like Jibite and Icefire Network declined significantly, with Jibite's revenue falling to 36.49 billion yuan, a decrease of 11.52% [8][10]. - Icefire Network reported a net profit drop of 190% due to high marketing costs, leading to a net loss of 2.47 billion yuan [14][10]. - Perfect World was the only major A-share gaming company to report a loss, with a net loss of 12.88 billion yuan in 2024 [9][10]. Group 3: Market Dynamics and Strategies - Many companies increased their sales expenses significantly, with Century Huatong's sales expenses rising by 129.47% to 77.42 billion yuan, while 37 Interactive Entertainment's sales expenses reached 97.12 billion yuan, an increase of 6.84% [15][14]. - The trend of "de-gaming" was noted, with companies like Zhongqingbao seeing their gaming revenue contribution drop from 49.59% in 2020 to 22.29% in 2024 [7][9]. - The gaming industry faced challenges with aging main products and a lack of new releases, impacting revenue for companies like Jibite and Electric Soul Network [8][9]. Group 4: International Performance and Employee Trends - Century Huatong achieved overseas revenue of 113.68 billion yuan, accounting for 50.26% of its total revenue, driven by successful titles like "Whiteout Survival" [17][18]. - Perfect World experienced a significant reduction in its workforce, with employee numbers dropping from 5,754 to 3,905, a decrease of 32.13% [19][20]. - Overall, 14 out of 23 companies reduced their workforce, indicating a trend of downsizing in the industry [19][20]. Group 5: Future Outlook - The first quarter of 2025 showed better-than-expected performance for several companies, with Century Huatong reporting a revenue increase of 91.12% year-on-year [22][23]. - Analysts predict continued improvement in the gaming sector as new products are launched and the market adapts to changing consumer preferences [25][22].
三七互娱海外运营总监周志豪:从“用户数据洞察”到“文化价值传递共情”构建全球化生态竞争力
Xin Hua Wang· 2025-05-10 00:21
新华网德清5月9日电(刘梦嫣)5月9日,由新华网、新华社新媒体中心主办的"2025品牌高质量出海论 坛"在浙江德清举行。 在主题为"品牌出海机遇与挑战"对话环节,三七互娱海外运营总监周志豪立足于企业发展经验,围 绕"从产品输出到品牌价值输出"的转型路径,分享了三七互娱在游戏出海领域的实践经验与战略思考。 三七互娱自2012年便开始涉足海外业务,如今已在200多个国家和地区,陆续发行了120多款游戏,覆盖 了不同的品类、内容和用户需求。 作为国内较早布局海外业务的游戏厂商,三七互娱近年的海外业务增长迅猛,市场表现亮眼,成为行业 关注焦点。"发展海外业务,是希望让海外的玩家体验到中国人自己的游戏。"周志豪坦言,这正是三七 互娱几位创始人的创业初心。 当谈及游戏出海面临哪些挑战时,周志豪指出,由于市场跨度比较大,不同市场用户的需求也存在巨大 的差异性,仅靠单一产品"打天下"必然水土不服。"为此,我们构建了以AI技术和大数据分析为核心的 数字化决策体系,通过玩家画像、行为追踪等工具精准捕捉区域市场偏好。例如,针对中东地区宗教文 化特征定制内容审核机制,在欧美市场强化社交玩法设计,而在亚洲市场则侧重历史文化元素的融 合 ...
游戏还有哪些产品值得期待?
2025-05-08 15:31
Summary of Key Points from the Conference Call Industry Overview - The gaming industry is experiencing performance divergence in 2024, with Kaiying Network achieving impressive revenue of 1.35 billion and turning a profit, while 37 Interactive Entertainment and Taiyue Information fell short of expectations due to marketing expenses and product competition, indicating intensified industry competition [1][2][3] Core Companies and Their Performance - Kaiying Network and Huatuo are expected to have a higher success rate in the future. Jibite is anticipated to grow due to its reserve products like "Warship Legend" and "Nine Woods in the Wild," maintaining a relatively stable market position [3][1] - In Q1 2025, Kaiying's revenue was approximately 510 to 520 million, Perfect World reported 300 million, and Jibite achieved 283 million. ST Huadong performed exceptionally well at 1.35 billion, while Youzu managed to turn a profit [2] Emerging Technologies and Trends - The integration of AI and gaming shows promising prospects. Successful cases include 1V1 games that utilize AI models and VR/XR technologies, enhancing user experience through 3D AR scene construction. For instance, "Love and Deep Space" helped increase Zhe Paper's revenue from 1.4 billion to 7 billion [4][5] - The combination of AI, AR, and virtual human technologies is expected to further enhance immersion and user experience in gaming [4][5] Notable Game Genres - MMORPG, SLG, and casual gaming are highlighted as important areas to watch. MMORPG and SLG have long lifecycles and can integrate various gameplay styles, while casual games are performing well in the Western markets, with increased fragmented time in China providing opportunities [6][7] - The lifecycle of successful JSR games can reach 8 to 10 years, attracting high ARPU users and forming stable player communities [6] Upcoming Game Releases - A significant number of new games are set to launch in 2025, with Kaiying Network having the most reserves, including "Douluo Dalu: The Legend of the Exorcist" and "Tomb Raider: The Journey." Other companies like 37 Interactive Entertainment, Tencent, and NetEase also have substantial reserves [8][9] - Key products from Kaiying Network include "Douluo Dalu: The Legend of the Exorcist," which features deep design for combo attacks, and "Tomb Raider: The Journey," which combines Dungeons & Dragons and ARPG elements [10] Company-Specific Highlights - Jibite is launching "Sword Legend," a JRPG that incorporates a pet-catching system, and "Nine Woods in the Wild," which enhances real-time strategy gameplay [13] - Giant Network's new titles include "Supernatural Action Group," a Chinese horror-themed game, and "5000 Years," a historical strategy game [12] - Mingchen Health's core product is "Realm of the Blade," an ARPG featuring a death god IP, designed for cooperative play [11] Market Dynamics - The casual gaming sector is thriving in Western markets, with titles like "Candy Crush Saga" maintaining a long presence in the top sales charts. The increasing fragmented time in China due to longer working hours also benefits casual games [7] - The market may polarize into heavy games like MMORPG and SLG, and lighter casual games [7] Conclusion - The gaming industry is poised for significant developments in 2025, with numerous new titles and innovative technologies shaping the landscape. Companies like Kaiying Network, Jibite, and Giant Network are at the forefront of these changes, leveraging their unique products and market strategies to capture growth opportunities.
三七互娱(002555):25Q1业绩承压,关注后续新游表现
Great Wall Securities· 2025-05-08 07:03
证券研究报告 | 公司动态点评 2025 年 05 月 08 日 三七互娱(002555.SZ) 25Q1 业绩承压,关注后续新游表现 25Q1 业绩阶段性承压,新游有望逐步贡献增长。公司 25Q1 实现营业收入 42.43 亿元,同比下降 10.67%,环比增长 3.45%;实现归母净利润 5.49 亿 元,同比下降 10.87%,环比下降 29.19%,主要因(1)公司于 2024H2 以 及 25Q1 上线的《时光杂货店》《英雄没有闪》《时光大爆炸》等多款游戏处 于推广初期;(2)受产品生命周期影响,《寻道大千》《灵魂序章》等数款上 线超过一年的成熟期产品流水相较于 2024 年同期自然回落。目前,公司正 坚持内容突破、长线运营,不断提升《寻道大千》《斗罗大陆:魂师对决》 《Puzzles & Survival》等多款在运营产品的生命力,不断提高公司经营业绩 的成长性和稳定性。 产品储备丰富,新游戏表现亮眼。2025Q1 公司《时光大爆炸》《英雄没有闪》 等多款产品已陆续上线,其中《时光大爆炸》跻身微信小游戏畅销榜第 4 名, 《英雄没有闪》上线后迅速冲进 iOS 畅销榜前五,并在 4 月登顶微信小游戏 ...
A股“掌门”薪酬曝光:13名董事长年薪超千万,药企霸榜前三甲
Di Yi Cai Jing· 2025-05-08 04:12
Core Insights - The average annual salary of A-share chairpersons shows a significant concentration in the range of 1 million to 2 million yuan, with 1,402 individuals, accounting for one-third of the total [1][4] - The total disclosed annual salary for 4,231 listed companies reached 5.789 billion yuan, with 13 chairpersons earning over 10 million yuan [1][4] - The number of chairpersons with annual salaries exceeding 10 million yuan has decreased from 27 in 2022 to 16 in 2023, and further down to 13 in 2024 [4] Salary Distribution - The top three highest-paid chairpersons are from the biopharmaceutical industry, with WuXi AppTec's chairman earning 41.8 million yuan, followed by Mindray Medical's chairman at 24.939 million yuan, and BeiGene's chairman at 20.1938 million yuan [2][3] - The salary distribution is characterized by an olive-shaped curve, with fewer individuals earning higher salaries; for instance, there are 381 individuals earning between 2 million and 3 million yuan, and only 67 earning between 4 million and 5 million yuan [6] Salary Changes - A total of 3,765 chairpersons had comparable salaries from 2023 to 2024, with 1,377 experiencing a decrease (37%) and 1,985 seeing an increase (58%) [8] - Notable salary reductions were observed among high-earning chairpersons, with some experiencing declines of over 90% due to poor company performance [9][10] Industry Performance - The salary trends reflect a dichotomy in industry performance, with high salaries in thriving sectors like media, electronics, and pharmaceuticals, while industries like real estate and finance are facing salary cuts [11][13] - The average salary for chairpersons in the media industry was 1.78 million yuan, the highest among 31 sectors, while the average salary in the construction and defense sectors was below 1 million yuan [12][13]
三七互娱业绩连续三年承压 失守A股行业头把交椅 立案调查“达摩克利斯之剑”高悬
Xin Lang Zheng Quan· 2025-05-07 08:47
Core Viewpoint - Sanqi Interactive Entertainment has faced continuous pressure on its performance, with its revenue and market value lagging behind ST Huatuo in 2024, losing its position as the leader in the A-share gaming industry [1][4]. Group 1: Financial Performance - In Q1 2025, Sanqi Interactive reported a revenue of 42.43 billion yuan and a net profit attributable to shareholders of 5.49 billion yuan, representing a year-on-year decline of 10.67% and 10.87% respectively [4][11]. - For the full year 2024, the company achieved a revenue of 174.41 billion yuan, marking a new high but with a significant slowdown in growth; net profit remained flat at 26.73 billion yuan [4][11]. - The company's overseas revenue in 2024 was 57.22 billion yuan, a decrease of 1.47% year-on-year, reducing its share of total revenue from 35.1% to 32.81% [4]. Group 2: Market Position and Competition - ST Huatuo's revenue surged by 70% in 2024, surpassing 200 billion yuan for the first time, thus taking the lead in the industry [4]. - Sanqi Interactive's gaming business shows a clear trend of "heavy on user acquisition, light on R&D," with over 90% of its sales expenses attributed to internet traffic costs, amounting to 91.51 billion yuan, which is 14 times its R&D expenses [9]. Group 3: Regulatory Issues - Sanqi Interactive is under investigation by the China Securities Regulatory Commission (CSRC) for suspected violations of information disclosure laws, with no conclusive results as of now [10][11]. - The company's stock price has plummeted from a high of 33.94 yuan in June 2023 to below 12 yuan, reflecting a loss of nearly half its market value in less than two years [11]. Group 4: R&D and Employee Trends - The number of R&D personnel at Sanqi Interactive has decreased from 1,654 in 2022 to 1,318 in 2024, a decline of 10.40%, while the proportion of R&D staff in total employees fell from 46.57% to 40.57% [9]. - In contrast, ST Huatuo maintained a stable number of R&D personnel at around 2,200, with an increasing proportion of R&D staff [9].
三七互娱(002555) - 2025年5月6日投资者关系活动记录表
2025-05-06 11:48
证券代码:002555 证券简称:三七互娱 编号:2025-001 三七互娱网络科技集团股份有限公司 投资者关系活动记录表 的商业化方式。感谢您的关注,我们将持续努力,不负玩家和市场的期待。 Q:请问公司在市值管理方面有什么具体举措? A:投资者您好,公司高度重视市值管理工作,不断提升公司治理水平和内 在价值,持续推动公司的高质量发展。多年来,公司投资者交流从形式到 内容都在不断丰富和突破,涵盖线上、线下、大型业绩说明会、小范围交 流等多种类型。为使投资者深入了解公司战略、经营情况以及行业变化, 在定期报告解读物料上也持续创新,通过图文、H5、视频、小游戏等创意 内容配合业绩说明会更加生动直观地展示公司面貌,多维度帮助投资者更 准确地了解公司战略规划及发展现状,增进对公司价值及经营理念的认同 感。同时公司一直以来高度重视投资者回报,近年来股东回报持续提升, 近三个会计年度累计现金分红金额达 57.78 亿元,近三次回购总金额超过 7 亿元,并于 2025 年 1 月完成了约 1 亿元的回购股份注销手续。目前公司 股息率已超 6%。未来公司将持续专注于公司的长远发展,不断提升公司的 核心竞争力,提振投资者对公司 ...
沪深300媒体(二级行业)指数报796.37点,前十大权重包含三七互娱等
Jin Rong Jie· 2025-05-06 07:38
Group 1 - The Shanghai Composite Index opened high and the CSI 300 Media (secondary industry) Index reported 796.37 points [1] - The CSI 300 Media Index has decreased by 3.43% in the past month, 1.21% in the past three months, and 5.22% year-to-date [1] - The CSI 300 Index categorizes its 300 sample stocks into 11 primary industries, 35 secondary industries, over 90 tertiary industries, and more than 200 quaternary industries [1] Group 2 - The CSI 300 Media Index is entirely composed of stocks from the Shenzhen Stock Exchange, with a 100% allocation [1] - Within the CSI 300 Media Index, the industry composition includes 51.67% in Other Advertising and Marketing, 19.52% in Interactive Media, 16.74% in Gaming, and 12.07% in Video Media [1] - The index sample is adjusted biannually, with adjustments occurring on the next trading day after the second Friday of June and December [2]