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巨人网络(002558) - 董事会议事规则
2025-11-17 10:46
1 董事会议事规则 董事会议事规则 (2025 年 11 月) 董事会议事规则 董事会议事规则 巨人网络集团股份有限公司 2025 年 11 月 第一章 总 则 第一条 为健全和规范巨人网络集团股份有限公司(以下简称"公司")董事会议事和决策 程序,保证公司经营、管理工作的顺利进行,根据《中华人民共和国公司法》及其他法律法规、 中国证监会的有关规定和《巨人网络集团股份有限公司章程》(以下简称"《公司章程》"),并 结合本公司的实际情况,制定本规则。 第二条 董事会是公司经营管理的决策机构,维护公司和全体股东的利益,负责公司发展 目标和重大经营活动的决策。公司董事会对股东会负责。 第三条 董事会由 7 名董事组成,其中独立董事 3 人,设董事长 1 人。公司全体董事根据 法律、行政法规、部门规章和《公司章程》的规定对公司负有忠实义务和勤勉业务。 第二章 董事会职权 第四条 根据《公司章程》的有关规定,董事会主要行使下列职权: (六)拟订公司重大收购、收购本公司股票或者合并、分立、解散及变更公司形式的方案; (七)在股东会授权范围内,决定公司对外投资、收购出售资产、资产抵押、对外担保事 2 (一)召集股东会,并向 ...
巨人网络(002558) - 关联交易管理制度
2025-11-17 10:46
关联交易管理制度 关联交易管理制度 巨人网络集团股份有限公司 2025 年 11 月 1 关联交易管理制度 关联交易管理制度 (2025 年 11 月) 第一章 总则 第一条 为了规范巨人网络集团股份有限公司(以下简称"公司")的关联交易,保证公司 与各关联人所发生的关联交易的合法性、公允性、合理性,保障公司及全体股东的合法权益, 依据《中华人民共和国公司法》、《深圳证券交易所股票上市规则》(以下简称"《上市规则》") 等法律法规、规范性文件以及《巨人网络集团股份有限公司章程》(以下简称"《公司章程》") 的有关要求,制订本制度。 第二条 公司与关联人进行交易时,应当遵循以下基本原则: (一)关联交易应当在真实公允的基础上进行,并应当符合平等、自愿、等价、有偿的原 则; (二)符合诚实信用原则; (三)不得损害公司、股东特别是中小股东的合法利益; (四)不得违反国家法律法规和规范性文件的要求。 第二章 关联人 第三条 公司关联人包括关联法人和关联自然人。 第四条 具有下列情形之一的法人或者其他组织,为公司的关联法人: (一)直接或者间接地控制公司的法人(或者其他组织); (二)由前项所述法人(或者其他组织)直 ...
巨人网络(002558) - 捐赠管理制度
2025-11-17 10:46
捐赠管理制度 捐赠管理制度 巨人网络集团股份有限公司 2025 年 11 月 捐赠管理制度 第六条 公司应当在力所能及的范围内积极参加社会公益活动,公司已经发 生亏损或者由于对外捐赠将导致亏损或者影响公司正常生产经营的,除按照内部 议事规范审议决定并已经向社会公众或者受赠对象承诺的捐赠外,不能对外捐赠。 捐赠管理制度 (2025 年 11 月) 第一章 总则 第一条 为进一步规范巨人网络集团股份有限公司(以下简称"公司")对外 捐赠行为,加强公司对捐赠事项的管理,在充分维护股东利益的基础上,更好地 履行公司社会责任,有效提升公司品牌形象,根据《中华人民共和国公益事业捐 赠法》、《中华人民共和国公司法》、《深圳证券交易所股票上市规则》、《财政部关 于加强企业对外捐赠财务管理的通知》(财企[2003]95 号)等法律、法规及《巨 人网络集团股份有限公司章程》(以下简称"《公司章程》")的有关规定,制定 本制度。 第二条 本制度适用于公司及公司全资、控股子公司。 第三条 本制度所称"对外捐赠",是指自愿无偿将有权处分的合法财产赠送 给合法的受赠人用于与生产经营活动没有直接关系的公益事业的行为。 第二章 对外捐赠的原 ...
巨人网络(002558) - 信息披露事务管理制度
2025-11-17 10:46
信息披露事务管理制度 信息披露事务管理制度 巨人网络集团股份有限公司 2025 年 11 月 1 信息披露事务管理制度 信息披露事务管理制度 (2025年11月) 第一章 总则 第一条 为规范巨人网络集团股份有限公司(以下简称"公司")的信息披露 行为,正确履行信息披露义务,切实保护公司、股东、债权人及其他利益相关者 的合法权益,根据《中华人民共和国公司法》、《中华人民共和国证券法》、中 国证券监督管理委员会(以下简称"中国证监会")《上市公司信息披露管理办法》、 《深圳证券交易所股票上市规则》和《深圳证券交易所上市公司自律监管指引第 1号——主板上市公司规范运作》等有关规定,结合《巨人网络集团股份有限公 司章程》(以下简称"《公司章程》"),制定本制度。 第二条 本制度所称"信息",是指《中华人民共和国证券法》所规定的, 涉及公司的经营、财务或者对公司股票及其衍生品种交易的市场价格有重大影响 的尚未公开的信息,以及证券监管机构要求披露的信息。 信息披露事务管理制度 (四)公司各部门以及各子公司、分公司的负责人; (五)公司控股股东、实际控制人和持有公司5%以上股份的股东; (六)其他负有信息披露职责的公司人 ...
巨人网络(002558) - 关于公司2025年第二次临时股东大会的法律意见书
2025-11-17 10:45
国浩律师(上海)事务所 股东大会法律意见书 国浩律师(上海)事务所 关于巨人网络集团股份有限公司 国浩律师(上海)事务所(以下简称"本所")接受巨人网络集 团股份有限公司(以下简称"公司")的委托,指派本所律师出席了 公司 2025 年第二次临时股东大会(以下简称"本次股东大会")。现 依据《中华人民共和国证券法》(以下简称"《证券法》")、《中 华人民共和国公司法》(以下简称"《公司法》")、中国证券监督 管理委员会《上市公司股东会规则》等法律、法规和规范性文件以及 《巨人网络集团股份有限公司章程》(以下简称"《公司章程》") 的规定,就公司本次股东大会的召集与召开程序、出席会议人员的资 格、表决程序等有关事项的合法有效性出具本法律意见书。 2025 年第二次临时股东大会的法律意见书 致:巨人网络集团股份有限公司 本所律师根据对事实的了解和对法律的理解,现出具如下法律意 见: 一、本次股东大会的召集、召开程序 国浩律师(上海)事务所 股东大会法律意见书 经查验,公司本次股东大会由 2025 年 10 月 27 日召开的公司第六 届董事会第十六次会议提议召开,公司董事会负责召集。公司董事会 已于 2025 年 ...
巨人网络(002558) - 2025年第二次临时股东大会决议公告
2025-11-17 10:45
1、会议召开时间: 证券代码:002558 证券简称:巨人网络 公告编号:2025-临031 巨人网络集团股份有限公司 2025 年第二次临时股东大会决议公告 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。 特别提示: 1、本次股东大会无增加、否决或变更提案的情形; 2、本次股东大会不涉及变更以往股东大会已通过的决议。 一、会议召开和出席情况 (1)现场会议召开时间:2025年11月17日(星期一)下午14:30。 (2)网络投票时间: ①通过深圳证券交易所交易系统进行网络投票的具体时间为:2025年11月17 日上午9:15—9:25,9:30—11:30,下午13:00—15:00; ②通过深圳证券交易所互联网投票系统投票的具体时间为:2025年11月17 日上午9:15至下午15:00的任意时间。 2、现场会议召开地点:上海市松江区中辰路655号。 3、会议召开方式:以现场表决与网络投票相结合的方式召开。 4、会议召集人:巨人网络集团股份有限公司(以下简称"公司")董事会。 5、会议主持人:经过半数董事共同推举,会议由董事孟玮先生主持。 6、本次股东大会 ...
巨人网络_花旗 2025 中国会议新动态_超自然动作类游戏预期偏乐观
花旗· 2025-11-16 15:36
Investment Rating - The report maintains a "Buy" rating for Giant Network with a target price of Rmb42, indicating an expected share price return of 15.7% and a total return of 16.8% [5]. Core Insights - The report highlights a stronger tone on the monetization of Supernatural Action, with monthly grossing reaching Rmb600 million in August and a record DAU of nearly 7 million in October, suggesting significant growth potential [2][3]. - Upcoming promotions, particularly around Chinese New Year, are expected to further enhance user engagement and monetization, with management anticipating DAU could exceed 10 million [3]. - The unique positioning of Supernatural Action is noted for attracting young female gamers, which is expected to drive sustained demand and profitability [7]. - Management plans to expand Supernatural Action into overseas markets, targeting regions like Hong Kong, Macau, Taiwan, and Korea for effective localization [8]. - The game pipeline includes a new card game, Ming Jiang Sha, which is set for a soft launch in December, alongside two new MMORPGs [9]. Summary by Sections Monetization and Performance - Supernatural Action's grossing has shown a significant increase, with management noting a full-year run-rate expectation of approximately Rmb6 billion based on September's performance [2]. - The game has successfully optimized content and graphics, contributing to its record performance during peak seasons [2]. Promotions and User Engagement - The next major promotional push is planned for the Chinese New Year, with expectations of increased DAU and improved retention rates [3]. - Management's strategy includes maintaining a weekly content update to keep user engagement high [3]. Unique Positioning and Market Strategy - Supernatural Action's design de-emphasizes combat elements, focusing instead on social gameplay, which appeals to its target demographic [7]. - The selective distribution strategy on iOS and a controlled marketing spend are designed to maximize profitability while minimizing competition risks [7]. Overseas Expansion - Plans for an overseas version of Supernatural Action are in place, with a focus on cultural fit and localization for initial markets [8]. Game Pipeline and Shareholder Returns - The company is preparing for the launch of new titles, including a card game and MMORPGs, which are expected to follow a similar operational strategy as Supernatural Action [9]. - Giant Network aims to maintain a steady cash dividend payout of 35-37% through bi-annual distributions [10].
传媒互联网行业 2025 Q3 基金持仓分析:板块转为超配,游戏及互联网持仓提升
Changjiang Securities· 2025-11-16 11:47
Investment Rating - The report maintains a "Positive" investment rating for the media and internet industry [8]. Core Insights - In Q3 2025, the fund holding market value proportion of the media and internet sector increased by 0.53 percentage points to 2.50%, ranking 11th among 32 industries, up from 15th in Q2 2025 [2][5][20]. - The media and internet sector has transitioned to an "overweight" position, with the actual fund holding market value proportion exceeding the benchmark by 0.20 percentage points for the first time since Q2 2023 [5][25]. - The gaming and internet sub-sectors within media are seeing increased holding intentions, driven by improved industry sentiment and strong performance of new games [6][29]. Summary by Sections Fund Holdings Analysis - The media and internet sector's fund holdings are still relatively low but benefited from the rising attractiveness of gaming and other related industries, with a notable increase in holdings [5][20]. - The sector's benchmark proportion was 2.29% in Q3 2025, while the actual holding proportion was 2.50%, marking a significant shift to an overweight position [25]. Performance Metrics - The media and internet sector recorded a cumulative increase of 26.37% in Q3 2025, ranking 9th among all industries, compared to a 10.77% increase in Q2 2025 [6][14]. - The TMT (Technology, Media, and Telecommunications) sector's fund holding proportion rose significantly by 11.43 percentage points to 40.59% in Q3 2025 [16][17]. Sub-sector Insights - The gaming sub-sector's allocation increased by 0.71 percentage points to 1.68%, while the internet information services sub-sector saw a slight increase of 0.08 percentage points to 0.14% [29]. - The entertainment sector, including gaming and film, saw a rise in holding market value proportion to 1.72%, while the media sector's proportion decreased to 0.64% [29]. Major Holdings - The top eleven heavily held stocks in the media and internet sector include companies like Kaiying Network, Century Huatong, and Giant Network, with significant increases in the number of funds holding these stocks [32][33]. - The top ten stocks by market value in Q3 2025 include Century Huatong (9.341 billion), Fenzhong Media (9.161 billion), and Giant Network (7.854 billion) [32][34]. Hong Kong Market Holdings - In Q3 2025, Hong Kong stock holdings slightly decreased to 19.0%, with Tencent remaining the second-largest holding among funds [32][39].
11月14日区块链50(399286)指数跌1.49%,成份股汉得信息(300170)领跌
Sou Hu Cai Jing· 2025-11-14 16:42
Market Performance - The Blockchain 50 Index (399286) closed at 3982.08 points, down 1.49%, with a trading volume of 35.197 billion yuan and a turnover rate of 1.74% [1] - Among the index constituents, 4 stocks rose while 45 stocks fell, with Yihualu leading the gainers at 3.15% and Handexin leading the decliners at 3.57% [1] Key Constituents - The top ten constituents of the Blockchain 50 Index include: - Dongfang Caifu (8.42% weight) at 24.54 yuan, down 2.35% [1] - Keda Xunfei (8.07% weight) at 49.98 yuan, down 1.75% [1] - Midea Group (7.16% weight) at 79.23 yuan, down 0.46% [1] - Ping An Bank (6.85% weight) at 11.75 yuan, up 0.43% [1] - SF Holding (6.06% weight) at 40.29 yuan, down 0.71% [1] - TCL Technology (5.95% weight) at 4.36 yuan, down 1.36% [1] - Tonghuashun (5.64% weight) at 331.50 yuan, down 2.39% [1] - Guangfa Securities (4.83% weight) at 22.85 yuan, down 2.64% [1] - Runhe Software (3.58% weight) at 57.00 yuan, down 1.40% [1] - Giant Network (3.25% weight) at 35.85 yuan, down 2.56% [1] Capital Flow - The net outflow of main funds from the Blockchain 50 Index constituents totaled 2.988 billion yuan, while retail investors saw a net inflow of 2.268 billion yuan [3] - Notable capital flows include: - Ping An Bank with a main fund net inflow of 12.8 million yuan [3] - Yihualu with a main fund net inflow of 41.29 million yuan [3] - Midea Group with a main fund net inflow of 10.00 million yuan [3]
游戏行业三季报:三七互娱营收下降6.59%不到世纪华通营收的一半继《寻道大千》后为何再难见爆款?
Xin Lang Cai Jing· 2025-11-13 07:38
Core Insights - The Chinese gaming market's actual sales revenue for Q3 2025 reached 88.026 billion yuan, marking a quarter-on-quarter growth of 6.96% but a year-on-year decline of 4.08% [1] - Among 23 selected A-share gaming companies, 56.52% reported revenue growth, while 73.91% achieved profitability in Q3 2025 [1] - Century Games, a subsidiary of Century Huatong, significantly contributed to its parent company's revenue growth, with Q3 revenue reaching 10.016 billion yuan, a year-on-year increase of 60.19% [1] Market Segmentation - The client game market generated 20.29 billion yuan in Q3 2025, with a quarter-on-quarter increase of 16.05% and a year-on-year increase of 19.88% [1] - The mobile game market achieved 64.389 billion yuan in revenue, reflecting a quarter-on-quarter growth of 4.39% but a year-on-year decline of 1% [1] Company Performance - Century Huatong reported a revenue of 27.223 billion yuan for the first three quarters of 2025, surpassing its total revenue for the previous year, with a net profit of 4.357 billion yuan, up 141.65% [1] - 13 out of 23 gaming companies reported positive revenue growth, while 3 companies turned losses into profits, including Perfect World, Icefire Network, and Xinghui Entertainment [1] - 37 Interactive Entertainment maintained its position as the second-largest A-share gaming company, with Q3 revenue of 3.975 billion yuan, a year-on-year decline of 3.23% [1] New Product Success - Gigabit's new games, including "Wen Jian Chang Sheng" and "Zhang Jian Chuan Shuo," have been successful, contributing to a revenue of 4.486 billion yuan for the first three quarters, a year-on-year increase of 59.17% [2] - Giant Network's new game "Supernatural Action Group" performed well, leading to a Q3 revenue of 1.768 billion yuan, a year-on-year increase of 51.84% [2] - Icefire Network successfully turned around its performance, achieving a net profit of 500 million yuan in the first three quarters after a strategic shift in its marketing approach [2]