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2025年中国自研游戏市场现状分析:中国TOP20移动游戏企业研发投入合计超990亿元【组图】
Qian Zhan Wang· 2026-01-22 09:08
Core Insights - The Chinese mobile gaming industry is experiencing significant growth in research and development (R&D) investments, with the top 20 companies projected to invest over 99 billion yuan in 2024, marking an 8.8% year-on-year increase [1] - The domestic revenue from self-developed games is expected to exceed 260 billion yuan in 2024, reflecting a 1.7% increase compared to the previous year [4] - The overseas revenue from self-developed games is anticipated to surpass 18.5 billion USD in 2024, showing a 13.39% year-on-year growth [6] R&D Investments - The total R&D investment by the top 20 mobile gaming companies in China is projected to reach 99.02 billion yuan in 2024, with a continuous increase from 2017 to 2024 [1] - The number of R&D personnel in these companies has shown a declining trend, with a total of 15,721 employees in 2024, down by 1.66% year-on-year [3] - The median percentage of R&D personnel in the top 20 companies is 47.24% in 2024, which is a decrease of 5.97 percentage points from the previous year [3] Domestic Revenue - The actual sales revenue from self-developed games in the domestic market is projected to be 260.736 billion yuan in 2024, reflecting a 1.7% increase year-on-year [4] - The growth in domestic revenue is attributed to the expanding and maturing domestic gaming market, with companies focusing on self-developed games to capture market opportunities [4] Overseas Revenue - The overseas revenue from self-developed games is expected to reach 18.557 billion USD in 2024, marking a 13.39% increase compared to the previous year [6] - The overseas revenue has consistently exceeded 100 billion yuan for five consecutive years, driven by advancements in cloud gaming and AI technologies [6] - The primary markets for overseas revenue are the United States, Japan, and South Korea, contributing 31.06%, 17.32%, and 8.89% respectively to the total overseas income [8]
2025年度小游戏买量数据报告
DataEye· 2026-01-22 08:33
Investment Rating - The report indicates a strong market vitality in the mini-game sector, with a projected market size of approximately 610 billion yuan in 2025, reflecting a year-on-year growth of 22% [7][6]. Core Insights - The mini-game industry is transitioning from a phase of rapid growth driven by traffic bonuses to a more refined operational phase focused on existing user engagement and content creation [7]. - The competition in the domestic mini-game market will increasingly center on operational capabilities, content creation value, and platform adaptability, with live streaming, content, social interaction, and multi-platform operations identified as four core strategies for industry breakthroughs [7]. - The number of active users on major platforms continues to rise, with the leading social software platform reaching 571 million monthly active users, and the leading short video platform seeing a 44% increase in active users [11][10]. Summary by Sections 1. Mini-Game Market Overview - The mini-game market is expected to exceed 700 billion yuan by 2026, with a significant growth rate of 22% in 2025 [7][6]. - The average daily usage frequency per user is approximately 5.1 times, with a 4.5% year-on-year increase, while the average daily usage duration has risen to 24.6 minutes, marking a 27.2% increase [15][14]. 2. Mini-Game Market Buy Volume Trends - The daily expenditure on mini-game user acquisition is approximately 144 million yuan, reflecting a 15.6% increase from Q1 [25]. - The number of games in the mini-game sector has grown by over 54% year-on-year, reaching approximately 51,000 games in 2025, while mobile app games have only seen a 5.2% increase [30]. - The number of games launched on Douyin mini-games has surged by nearly 70%, while WeChat mini-games have also shown a recovery in growth [35]. 3. Key Categories & Case Analysis - Modern themes in mini-games have seen a significant increase, with over 15,000 products launched, reflecting a 52.23% year-on-year growth [76]. - The top three gameplay types (MMORPG, idle, and card games) account for over 70.6% of the top 500 products, indicating a high market concentration [86]. - The strategy SLG segment has shown a continuous increase in the number of products, with a year-on-year growth of 38.8%, driven by user preference for lightweight operations combined with heavy strategy [89].
张坤等知名基金经理罕见发声!
天天基金网· 2026-01-22 05:20
Group 1 - The core viewpoint of the article highlights the strategic adjustments made by prominent fund managers at E Fund in their investment portfolios for Q4 2025, focusing on sectors like AI, healthcare, consumer goods, and technology [2][4][6][10] Group 2 - Zhang Kun adjusted the structure of investments in the healthcare, consumer, and technology sectors while maintaining a stable position in top holdings, which include Tencent Holdings, Kweichow Moutai, and Alibaba-W [4][5] - Zhang Kun expressed confidence in the improvement of living standards and social security in China over the next decade, suggesting a narrowing gap with developed countries [4] - The AI wave is seen as a significant driver for innovation, with strong domestic demand expected to attract global resources and talent [4][5] Group 3 - Chen Hao focused heavily on AI-related sectors, increasing allocations in power equipment, new energy, non-bank financials, and chemicals, which yielded positive returns [7][8] - Chen Hao anticipates a transition of the AI industry from an acceleration phase in 2025 to a stable growth phase in 2026, emphasizing the importance of structural opportunities and the integration of AI with local applications [7][8] Group 4 - Xiao Nan reduced allocations in high-end and sub-high-end liquor sectors while increasing investments in the livestock industry, anticipating inflation-driven cost increases over the next two years [10] - The top holdings in Xiao Nan's consumer sector fund remained unchanged, including Kweichow Moutai and Midea Group [10]
世纪华通涨2.10%,成交额3.19亿元,主力资金净流入294.73万元
Xin Lang Cai Jing· 2026-01-22 02:05
截至9月30日,世纪华通股东户数15.91万,较上期增加48.40%;人均流通股43073股,较上期减少 32.85%。2025年1月-9月,世纪华通实现营业收入272.23亿元,同比增长75.31%;归母净利润43.57亿 元,同比增长141.65%。 分红方面,世纪华通A股上市后累计派现7.10亿元。近三年,累计派现0.00元。 机构持仓方面,截止2025年12月31日,世纪华通十大流通股东中,香港中央结算有限公司位居第二大流 通股东,持股2.35亿股,相比上期增加1.26亿股。 资金流向方面,主力资金净流入294.73万元,特大单买入1785.89万元,占比5.60%,卖出2662.88万元, 占比8.36%;大单买入4136.24万元,占比12.98%,卖出2964.52万元,占比9.30%。 世纪华通今年以来股价涨19.70%,近5个交易日涨2.98%,近20日涨16.95%,近60日涨8.79%。 资料显示,浙江世纪华通集团股份有限公司位于上海市浦东新区博云路22号,成立日期2005年10月31 日,上市日期2011年7月28日,公司主营业务涉及从事网络游戏开发和运营业务以及各类汽车零部件及 相关 ...
游戏板块1月21日跌0.71%,电魂网络领跌,主力资金净流出1.59亿元
Zheng Xing Xing Ye Ri Bao· 2026-01-21 09:08
证券之星消息,1月21日游戏板块较上一交易日下跌0.71%,电魂网络领跌。当日上证指数报收于4116.94,上涨0.08%。深证成指报收于 14255.12,上涨0.7%。游戏板块个股涨跌见下表: | 代码 | 名称 | 收盘价 | 涨跌幅 | 成交量(手) | 成交额(元) | | --- | --- | --- | --- | --- | --- | | 603258 | 电梯网络 | 18.95 | -3.76% | 5.67万 | 1.08亿 | | 002174 | 游族网络 | 12.00 | -2.52% | 34.61万 | 4.19 Z | | 002602 | 世纪委漫 | 20.00 | -2.15% | 127.36万 | 25.63亿 | | 600633 | 浙数文化 | 14.92 | -1.71% | 44.25万 | 6.71亿 | | 002558 | 巨人网络 | 50.30 | -1.64% | 32.90万 | 16.63亿 | | 300299 | 富春股份 | 7.33 | -1.48% | 40.19万 | 2.97亿 | | 002624 | 完美世界 | 1 ...
2026年传媒互联网行业年度策略:聚焦出海、AI赋能,布局内容新供给
Guoyuan Securities· 2026-01-21 02:16
Group 1 - The media sector outperformed the index in 2025, with a 24.75% increase, ranking 8th among 31 sub-industries, driven primarily by a 60.67% rise in the gaming sector [1][14][21] - The overall revenue growth for the media industry in the first three quarters of 2025 was 5.92%, while net profit increased by 37.12%, indicating strong earnings per share (EPS) performance [1][21][24] - The current valuation of the media industry is at the 47th percentile of the past three years, with attractive valuations in the gaming and film sectors [1][24][25] Group 2 - The mobile gaming market in 2025 achieved sales revenue of 257.08 billion yuan, a year-on-year increase of 7.92%, indicating a recovery in market sentiment [2][26] - New game releases such as "Supernatural Action Group" and "Staff Sword Legend" exceeded expectations, while established titles like "Honor of Kings" and "Peace Elite" continued to perform well [2][26] - The approval process for new game licenses remained stable in 2025, benefiting the supply side of the gaming industry [2][34] Group 3 - The short drama market in China reached a scale of 67.79 billion yuan in 2025, growing by 34.4% year-on-year, with a significant portion attributed to IAA [3][22] - The overseas short drama market is expected to grow by 145.7% in 2025, reaching a scale of 21.07 billion yuan, indicating strong international demand [3][22] - AI-driven animated dramas are emerging rapidly, with the market size expected to exceed 20 billion yuan, benefiting from lower production costs and enhanced efficiency [3][29] Group 4 - AI model capabilities continued to iterate in 2025, with significant advancements in models like Gemini 3 and ChatGPT 5.2, leading to accelerated commercialization [4][38] - The annual recurring revenue (ARR) for OpenAI reached 12 billion USD in 2025, with various AI applications generating over 100 million USD in annual revenue [4][38] - Investment opportunities in AI applications are expected to grow, particularly in AI video, advertising, animated dramas, and gaming [4][38] Group 5 - Recommended companies for investment include Giant Network, Perfect World, Century Huatong, and others, indicating a focus on firms with strong product pipelines and market positions [5][10]
传奇游戏专题研究报告:2026年市场规模突破400亿,在投传奇小游戏增18%,传奇正版化进程加速
3 6 Ke· 2026-01-21 00:55
DataEye研究院重磅发布《传奇游戏专题研究报告》。报告集中聚焦传奇游戏市场规模、买量情况、头部厂商&产品案例以及行业发展趋势&展望。 专题研究报告核心数据: 1.2025年传奇类游戏市场规模升至333亿元,同比增长18.93%。2026年传奇类游戏市场规模估算数据有望突破400亿; 2.2025年行业口径的传奇游戏核心用户预估上升至5500万人; 3.2025年传奇类小游戏在投游戏数约480款,较2024年增长约18.67%; 4.2025年传奇类游戏素材平均使用天数为5.48天。 以下是《传奇游戏专题研究报告》的全部内容。 一、传奇类游戏市场概况 (一)传奇类游戏市场情况 1.传奇类市场规模 传奇类游戏进入中国市场后长期保持稳定增长,但随着国内游戏市场进入存量时代,传奇类游戏在近几年整体市场规模呈现波动变化。DataEye研究院根 据市场公开数据和头部企业增长映射,对传奇类游戏市场规模预估。数据显示,2023—2024年传奇类游戏受到传奇类游戏合规化的影响,传奇类私服显现 出明显衰退现象,短期内对整个传奇类游戏市场规模影响较大,导致市场增长出现乏力,因此2024年传奇类游戏市场规模约为280亿元,同比增 ...
旗下手游连续24个月霸榜、累计吸金超40亿美元!世纪华通直面投资者“增长之问”:出海神话能否延续?
Mei Ri Jing Ji Xin Wen· 2026-01-20 14:44
2025年,中国出海手游收入榜的冠军宝座再次被世纪华通(SZ002602,股价20.44元,市值1506.57亿 元)旗下《Whiteout Survival》获得。 《每日经济新闻》记者注意到,这款已经连续24个月霸榜的策略手游,不仅成为世纪华通的收入支柱, 也成为中国游戏出海史上的一个现象级产品。 面对这样一份"持续超预期"的成绩单,市场的关注点也随之转向未来:在核心产品持续强势的同时,公 司如何孵化新品以维持增长动能?新旧产品之间的资源如何平衡? 从区域表现来看,该款游戏的增长动力多元。2025年,其海外收入同比增长32%,超过16.5亿美元,其 中美国、韩国和日本三大市场合计贡献了64%的海外收入。值得注意的是,2025年,该款游戏在韩国和 日本市场分别实现70%和92%的高速增长,成为拉动整体业绩的重要引擎。与此同时,该游戏在中国 iOS市场也表现亮眼,全年收入劲增128%,达到4.8亿美元,展现出强大的跨区域渗透能力。 从具体品类来看,休闲游戏与SLG(策略类游戏)产品矩阵持续为世纪华通贡献业绩。Sensor Tower数 据显示,2025年,世纪华通旗下《Kingshot》《Last Z: Su ...
世纪华通:2026年公司将继续优化财务结构,强化财务管理
Zheng Quan Ri Bao Zhi Sheng· 2026-01-20 14:09
Group 1 - The core viewpoint of the article is that Century Huatong is focusing on sustainable high-quality development and has taken measures to reduce financial expenses by repaying part of its past debts [1] - The company plans to continue optimizing its financial structure and strengthening financial management by 2026 [1]
世纪华通:点点互动的核心竞争力是研发和发行一体化
Zheng Quan Ri Bao Zhi Sheng· 2026-01-20 14:09
Core Viewpoint - Century Huatong emphasizes that the core competitiveness of Didi Interactive lies in the integration of research and development with publishing [1] Group 1 - Didi Interactive possesses extensive experience in user acquisition and has a rich product line in SLG (Simulation Game) and casual games [1] - The organic combination of user acquisition expertise and diverse product offerings has enabled Didi Interactive to break revenue records in the SLG and casual gaming sectors [1]