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ST华通: 第六届董事会第九次会议决议公告
Zheng Quan Zhi Xing· 2025-06-02 08:15
证券代码:002602 证券简称:ST 华通 公告编号:2025-034 浙江世纪华通集团股份有限公司 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。 一、董事会会议召开情况 浙江世纪华通集团股份有限公司(以下简称"公司")于 2025 年 5 月 23 日通 过专人送达、电子邮件、电话等方式发出召开第六届董事会第九次会议的通知, 会议于 2025 年 5 月 30 日以现场结合通讯表决的方式召开。会议应出席董事 9 人,实际出席董事 9 人,非独立董事李纳川、何九如、赵骐及独立董事李臻、张 欣荣、姚承骧通过通讯表决方式与会。会议由公司董事长王佶先生主持。本次会 议的召开及表决程序符合有关法律法规和《公司章程》的规定。经与会董事认真 审议通过了以下议案: 二、董事会会议审议情况 偿股份的议案》 表决结果:同意 7 票;反对 0 票;弃权 0 票。 本议案内容涉及关联交易事项,关联董事王佶、赵骐回避表决。 本议案已经公司第六届独立董事专门会议 2025 年第二次会议全票审议通过, 具体内容详见公司刊登于指定信息披露媒体《证券时报》《证券日报》《中国证 券报》《上 ...
ST华通(002602) - 关于重大资产重组业绩承诺补偿方案暨拟回购注销对应补偿股份的公告
2025-06-02 07:45
证券代码:002602 证券简称:ST 华通 公告编号:2025-033 浙江世纪华通集团股份有限公司 关于重大资产重组 业绩承诺补偿方案暨拟回购注销对应补偿股份的公告 本公司及董事会全体成员保证公告内容真实、准确和完整,不存在虚假记载、 误导性陈述或者重大遗漏。 重要内容提示: 1、浙江世纪华通集团股份有限公司(以下简称"世纪华通"或"公司")本次拟 回购注销业绩承诺补偿股份涉及股东 3 名,为上海曜瞿如网络科技合伙企业(有 限合伙)(以下简称"曜瞿如")、绍兴上虞熠诚企业管理咨询合伙企业(有限合 伙)(现名"上海熠趣盛企业管理咨询合伙企业(有限合伙)",以下简称"熠趣 盛")、绍兴上虞吉仁企业管理咨询合伙企业(有限合伙)(现名"上海吉虞梵企 业管理咨询合伙企业(有限合伙)",以下简称"吉虞梵")(以下合称"补偿义务 人"),回购注销的股份数量为 126,627,700 股,占回购注销前公司总股本的比例 为 1.70%。各补偿义务人就其补偿义务承担互相连带责任。 2、本次应补偿股份由公司以总价人民币 1.00 元回购并予以注销。公司将在 中国证券登记结算有限责任公司深圳分公司办理上述股份的回购注销手续,本次 ...
ST华通(002602) - 关于召开公司2025年第二次临时股东大会的通知
2025-06-02 07:45
证券代码:002602 证券简称:ST 华通 公告编号:2025-036 浙江世纪华通集团股份有限公司 关于召开公司 2025 年第二次临时股东大会的通知 本公司及董事会全体成员保证公告内容真实、准确和完整,不存在虚假记载、 误导性陈述或者重大遗漏。 经浙江世纪华通集团股份有限公司(以下简称"公司")第六届董事会第九 次会议决议,拟定于 2025 年 6 月 19 日召开公司 2025 年第二次临时股东大会, 具体情况如下: 4、会议召开的日期、时间: 现场会议时间:2025 年 6 月 19 日(星期四)下午 14:30; 网络投票时间:2025 年 6 月 19 日 (1)通过深圳证券交易所(以下简称"深交所")交易系统进行网络投票的 时间为:2025 年 6 月 19 日上午 9:15-9:25,9:30-11:30 和下午 13:00-15:00; 一、召开会议基本情况 1、股东大会届次:2025 年第二次临时股东大会 2、股东大会的召集人:公司董事会,本次股东大会经公司第六届董事会第 九次会议决议召开。 (2)通过深交所互联网投票系统(http://wltp.cninfo.com.cn)投票的具体时 ...
ST华通(002602) - 第六届监事会第七次会议决议公告
2025-06-02 07:45
证券代码:002602 证券简称:ST 华通 公告编号:2025-035 浙江世纪华通集团股份有限公司 第六届监事会第七次会议决议公告 本公司及监事会全体成员保证公告内容真实、准确和完整,不存在虚假记载、 误导性陈述或者重大遗漏。 三、备查文件 一、监事会会议召开情况 与会监事签字并加盖监事会印章的监事会决议。 浙江世纪华通集团股份有限公司(以下简称"公司")于 2025 年 5 月 23 日通 过专人送达、电子邮件、电话等方式发出召开第六届监事会第七次会议的通知, 会议于 2025 年 5 月 30 日在上海市浦东新区海趣路 58 号 1 号楼 11 楼会议室以 现场结合通讯表决的方式召开,会议应参加表决监事 3 人,实际参加表决监事 3 人,监事浦晓成先生通过通讯表决方式与会。会议由公司监事会主席王辉先生主 持,本次会议的召集、召开及表决符合《公司法》和《公司章程》等有关规定。 特此公告。 二、监事会会议审议情况 1、审议通过了《关于重大资产重组业绩承诺补偿方案暨拟回购注销对应补 偿股份的议案》 表决结果:同意3票;反对0票;弃权0票。 监事会认为,本次向业绩承诺方回购股份并注销对应股份的方案决议程序合 ...
ST华通(002602) - 第六届董事会第九次会议决议公告
2025-06-02 07:45
浙江世纪华通集团股份有限公司(以下简称"公司")于 2025 年 5 月 23 日通 过专人送达、电子邮件、电话等方式发出召开第六届董事会第九次会议的通知, 会议于 2025 年 5 月 30 日以现场结合通讯表决的方式召开。会议应出席董事 9 人,实际出席董事 9 人,非独立董事李纳川、何九如、赵骐及独立董事李臻、张 欣荣、姚承骧通过通讯表决方式与会。会议由公司董事长王佶先生主持。本次会 议的召开及表决程序符合有关法律法规和《公司章程》的规定。经与会董事认真 审议通过了以下议案: 证券代码:002602 证券简称:ST 华通 公告编号:2025-034 浙江世纪华通集团股份有限公司 第六届董事会第九次会议决议公告 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。 一、董事会会议召开情况 为保证业绩补偿相关事项的顺利完成,公司董事会提请股东大会授权董事 会全权办理与本次补偿相关的全部事宜,具体如下: 若股东大会通过回购注销股份事宜,授权公司董事会全权办理股份回购注 销相关事宜,包括但不限于: (1)设立回购账户(如需); 二、董事会会议审议情况 1、审议通过了《 ...
看完数龙杯AI大赛的报名后台,我狂想创业
36氪· 2025-05-30 16:02
Core Viewpoint - The article emphasizes that 2025 will be a pivotal year for the integration of AI across various industries, particularly in gaming, where companies are leveraging AI to enhance user experiences and streamline development processes [4][10]. Group 1: AI Integration in Gaming - Major gaming companies are actively incorporating AI into their products, with Tencent's "Peacekeeper Elite" introducing an AI character named Jilly that offers gameplay tips and engages in conversation [5]. - NetEase's "Nirvana in Fire" mobile game has launched the world's first AI model arena, allowing real-time interaction between players and AI characters [6]. - MiHoYo's upcoming game "Whispers from the Star" features an AI character named Stella, capable of real-time dialogue generation and emotional feedback based on player input [6][9]. Group 2: AI in Game Development - AI tools are being integrated into various stages of game development, significantly improving efficiency; for instance, Shengqu Games has reported an 80% increase in production efficiency through AI in art creation [10]. - Companies like Century Huatong have invested in large data centers to support AI capabilities, while Tencent has launched the "Hunyuan-Game" project to innovate game content production using AI [12]. Group 3: Opportunities for Independent Developers - Independent developers are finding new opportunities through AI, with projects like "Martial Arts World AI" showcasing innovative narrative structures and gameplay mechanics [14]. - The "Moe Claw Party" game, developed by a team led by a former ByteDance executive, combines AI with companionship gameplay, allowing players to interact with customizable AI pets [14]. Group 4: Industry Events and Support - The "Shulong Cup" global AI game and application innovation competition is underway, offering a prize pool of 600,000 yuan and support for promising projects [19][31]. - Lenovo is supporting the competition by providing high-performance hardware to assist developers in deploying large AI models, thereby facilitating the practical application of AI in game development [26].
看完「数龙杯」AI大赛的报名后台,我狂想创业
3 6 Ke· 2025-05-30 04:32
Core Insights - 2025 is identified as a pivotal year for the next wave of AI integration across various industries, particularly in gaming and content creation [1][2] - Major gaming companies are actively incorporating AI into consumer-facing products, enhancing user experience and operational efficiency [4][6] - Independent developers are also seizing opportunities to innovate with AI technologies, creating new gameplay experiences [5][9] Group 1: AI Integration in Gaming - The gaming industry is leading the charge in AI integration, with Tencent's "Peacekeeper Elite" introducing an AI digital spokesperson, and NetEase's "Nirvana in Fire" offering an AI model competition arena [2][4] - MiHoYo's upcoming game "Whispers from the Star" features real-time AI interactions, allowing players to influence the narrative through dialogue with the AI character Stella [2][4] - AI tools are being utilized in game development to enhance efficiency, with companies like Century Huatong reporting up to 80% efficiency gains in art creation processes [4][6] Group 2: Opportunities for Independent Developers - Independent developers are exploring AI applications from the ground up, creating innovative projects that leverage AI for unique gameplay experiences [5][9] - Examples include the "Martial World AI" text-based game, which utilizes AI for flexible narrative structures, and "Moe Claw Party," which combines AI with companionship gameplay [5][9] Group 3: Technological Infrastructure and Support - Major tech firms are investing in infrastructure to support AI applications across various sectors, with Tencent launching the "Hunyuan-Game" platform for industrial-grade AIGC game content production [6][8] - Lenovo is supporting the "Shulong Cup" competition, providing high-performance hardware to assist developers in deploying large AI models [20][21] - The "Shulong Cup" aims to foster innovation in AI gaming and applications, offering substantial financial support and resources for promising projects [10][24]
游戏一季报|市场加速洗牌 世纪华通营收及利润双登历史新高 昆仑万维“All in AI”亏损翻了3倍
Xin Lang Zheng Quan· 2025-05-29 10:09
出品:新浪财经上市公司研究院 作者:君 一季度,A股游戏公司合计实现营业收入267.19亿元,同比增长21.93%;合计录得净利润34.82亿元,同比增长47.08%。26家游戏公司中,22家 实现盈利,其中11家实现增长或扭亏为盈,整体盈利情况乐观。行业各项费用率同比下降,营销费用88.48亿元,费用率33.1%,同比下降2.1个 百分比;研发费用率10.1%,自2023年第四季度以来持续向下;管理费用率8.4%,同比下降0.7个百分点。 世纪华通营收及净利润双登历史最高 步入2025年,世纪华通的营业收入及净利润双登历史最高,业绩增速远超行业平均水平,展现出强大的市场竞争力与发展韧性。 数据显示,世纪华通一季度实现营收81.45亿元,同比增长91.12%;归母净利润13.5亿元,同比增长107.2%;扣非后净利润13.46亿元,同比增长 107.95%;经营性现金流12.91亿元,同比增长48%。上述一系列成绩的取得,得益于公司持续推进战略重塑,核心业务互联网游戏板块实现了 国内国外双核驱动,进一步巩固了在行业头部的位置。 作为世纪华通旗下的出海先锋,点点互动自主研发、在全球首创的冰雪生存题材SLG手游《 ...
世纪华通:保护与发展并重 提升未成年人网络素养
Core Viewpoint - The issue of preventing minors from internet addiction should not be approached with a one-size-fits-all solution, but rather through a combination of protective and developmental measures [1] Group 1: Company Initiatives - Century Huatong has integrated anti-addiction systems across all its products, with its subsidiary Shengqu Games being one of the earliest companies to implement such measures since 2007 [3] - The effectiveness of these measures is evident, as the proportion of registered users under 18 years old has decreased to 0.0559%, and the recharge rate for users under 18 is as low as 0.0027% [3] - The company is also actively involved in initiatives to enhance minors' digital literacy, addressing the digital divide in remote areas where children may not have had exposure to computers [3][4] Group 2: Digital Literacy Programs - In 2023, Century Huatong participated in the "Love Transmission: Recycled Computer Classroom" project, where it was discovered that many children in rural areas had never used a computer [3] - The company organized volunteer sessions to teach basic computer skills, emphasizing the importance of making the content accessible for children who may be encountering computers for the first time [3] - Century Huatong has collaborated with the Shanghai True Love Dream Public Welfare Foundation to launch the "Little Child Governance" project aimed at protecting minors online [4] Group 3: Research and Findings - A survey conducted by Century Huatong in collaboration with Fudan University identified five dimensions of online literacy among minors: moral safety, content publishing, self-discipline, information technology, and social creative skills [4] - The survey revealed that while minors have a high level of safety literacy, their deeper technical skills and innovative use of the internet are lacking, with little improvement as they age [4] - The study concluded that enhancing minors' online literacy requires a collaborative effort from families, schools, businesses, and society [4]
一款小游戏,偷偷赚了160亿
投中网· 2025-05-28 06:35
Core Viewpoint - The article discusses the success of the mobile game "Endless Winter," developed by Point Interactive, which has outperformed major competitors in the gaming industry, achieving significant revenue growth and user engagement [4][5][8]. Group 1: Game Performance and Revenue - "Endless Winter" has generated a total revenue of $2.25 billion (over 160 billion RMB) globally as of March 2025, making it one of the fastest mobile games to surpass $2 billion in revenue within five years of its launch [8]. - The game has become the top revenue-generating mobile game in China and has surpassed established titles like "Genshin Impact" and "Party of Eggs" [5][9]. - In April 2025, the iOS version of "Endless Winter" alone generated a monthly revenue of 380 million RMB, maintaining its position as the top-grossing mobile game in overseas markets [27]. Group 2: Marketing Strategies - Point Interactive employs aggressive advertising strategies, including placements in casual games and short video platforms, to capture potential users during their fragmented time [11][12]. - The game has a high user acquisition cost, with the cost per paying user reaching approximately 98 RMB for casual games, necessitating substantial marketing budgets [21]. - The company has significantly increased its marketing expenditure, with 2024 spending reaching 7.46 billion RMB, up from 3.37 billion RMB in 2023 [18]. Group 3: Game Mechanics and User Engagement - "Endless Winter" combines casual gameplay with strategic elements, initially attracting users with its light gameplay before transitioning to more complex mechanics that encourage in-game purchases [22][24]. - The game has a monthly retention rate of 8%, surpassing the average for similar strategy games, which is around 3.2% [24]. - Players often feel compelled to spend money to protect their in-game progress, leading to accusations of the game being "pay-to-win" [30][31]. Group 4: Financial Impact on Parent Company - Century Huachuang, the parent company of Point Interactive, reported a record revenue of 22.62 billion RMB in 2024, a 70.27% increase year-over-year, with net profit reaching 1.21 billion RMB, up 131.51% [28]. - Point Interactive contributed approximately 15 billion RMB to the parent company's revenue, accounting for 70% of the total [28][29].