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姚记科技(002605) - 关于公司控股股东暨实际控制人减持股份计划的预披露公告
2025-07-24 12:30
| 证券代码:002605 | 证券简称:姚记科技 公告编号:2025-051 | | --- | --- | | 债券代码:127104 | 债券简称:姚记转债 | 上海姚记科技股份有限公司 关于公司控股股东暨实际控制人减持股份计划的预披露公告 公司控股股东暨实际控制人姚朔斌先生及其一致行动人保证向本公司提供 的信息内容真实、准确、完整,没有虚假记载、误导性陈述或重大遗漏。本公司 及董事会全体成员保证公告内容与信息披露义务人提供的信息一致。 特别提示: 1、上海姚记科技股份有限公司(以下简称"公司")控股股东暨实际控制 人姚朔斌先生及其所有一致行动人合计持有公司股份207,193,857股,占公司总 股本的49.63%。 2、控股股东暨实际控制人姚朔斌先生及其四位一致行动人姚文琛先生、姚 晓丽女士、玄元私募基金投资管理(广东)有限公司-玄元科新241号私募证券 投资基金(以下简称"玄元基金")和珠海阿巴马私募基金投资管理有限公司- 阿巴马悦享红利28号私募证券投资基金(以下简称"阿巴马基金")计划自本公 告披露之日起十五个交易日后的三个月内通过集中竞价或大宗交易的方式合计 减持公司股份不超过12,524,1 ...
姚记科技:控股股东及其一致行动人拟减持不超过3%公司股份
news flash· 2025-07-24 12:21
Group 1 - The controlling shareholder and actual controller of Yaoji Technology, Yao Shuaobin, along with his concerted parties, holds a total of 207 million shares, accounting for 49.63% of the company [1] - Yaoji Technology plans to reduce its holdings by no more than 12.5242 million shares, representing 3% of the total shares, within three months after the announcement date [1] - The reduction will be executed through centralized bidding or block trading, with a maximum of 1% through centralized bidding and 2% through block trading [1]
继续布局AI应用及高景气的文娱IP消费
KAIYUAN SECURITIES· 2025-07-22 14:12
Investment Rating - The report maintains a "Positive" investment rating for the media industry [1] Core Insights - The media industry continues to show high growth potential, particularly in gaming, offline entertainment, and AI applications. The report emphasizes the importance of investing in these sectors to capitalize on ongoing trends [4][5] Industry Data Overview - The game "Delta Force" ranks first on the iOS free chart in mainland China, while "Honor of Kings" holds the top position on the iOS revenue chart as of July 19, 2025 [12][14] - The film "Jurassic World: Rebirth" achieved the highest box office revenue for the week [12] Gaming Sector - The gaming sector is experiencing a new product cycle, with companies like Xindong and Youyi Time reporting positive earnings forecasts for H1 2025, driven by new game launches and improved profit margins [4] - The report recommends focusing on high-potential gaming companies such as Xindong, Giant Network, and Perfect World [4] Online Music Sector - The online music market has significant growth potential, especially among younger users. The report highlights the increasing user base and potential for higher ARPU compared to international platforms like Spotify [4] Concert and Live Events - The concert industry is expected to maintain high growth, with a reported 78% year-on-year increase in box office revenue for large concerts in 2024 [4] Domestic Animation - The domestic animation sector is thriving, with successful releases like "The Legend of Luo Xiaohei 2" and upcoming events such as ChinaJoy 2025 expected to drive consumer engagement and spending [4] AI Applications - Recent advancements in AI, including the release of new models and applications, are anticipated to accelerate commercialization in various sectors, including AI companionship, creation, and marketing [5] Company Performance - The report highlights key companies in the gaming and entertainment sectors, recommending specific stocks based on their performance and market position [4][5]
全面布局IP卡牌-姚记转债近况交流
2025-07-16 06:13
Summary of Conference Call Company and Industry Involved - The conference call primarily discusses a company involved in the gaming and card trading industry, focusing on its business model and market dynamics. Key Points and Arguments 1. **Long Lifecycle of Games**: The company has a long lifecycle for its games, with potential revenue peaks extending beyond 10 to 20 years, combining advantages of both heavy and light games [1] 2. **Internet Marketing Business**: The company has been involved in internet marketing since 1889, assisting major platforms like ByteDance [2] 3. **Profit Sources**: The company’s three main business segments generate annual profits in the range of 500 to 600 million [3] 4. **Growth in Secondary Trading Platform**: The secondary trading platform, 卡陶, reported a Gross Merchandise Volume (GMV) of 3 billion last year, up from 1 billion the previous year, indicating a rapid growth rate of approximately 40% expected this year [4][6] 5. **Commission Model**: The business model involves a 5% commission on transactions within the secondary trading platform, contributing to a few million in annual profits [4][6] 6. **IP Partnerships**: The company has secured partnerships with major football clubs for card issuance in China, including Manchester United and Barcelona [4][7] 7. **Emerging IPs**: The company is expanding into entertainment IPs, with plans to develop cards for popular franchises like Pokémon and Disney [10][11] 8. **Market Dynamics**: The card trading market is maturing, with the company focusing on both sports and entertainment IPs to attract a broader audience [8][16] 9. **Overseas Market Potential**: The company is exploring overseas markets, particularly in the secondary trading space, where eBay holds a 50% market share, representing a potential market size of approximately 150 billion USD [13][14] 10. **Future Plans**: There are no immediate plans for independent listings of subsidiary companies, as the focus remains on business development and IP acquisition [15] 11. **Profit Expectations**: The company anticipates a profit of around 50 million this year, driven by collaborations and a shift towards higher-margin businesses [18] 12. **Challenges in Gaming Revenue**: The gaming segment has faced challenges, with current revenue not meeting expectations, but there is hope for stabilization and growth in the coming months [20] Other Important but Overlooked Content - The company is actively engaging with investors and addressing their concerns regarding market trends and business strategies [3][17] - The call highlighted the importance of adapting to consumer preferences, particularly among younger demographics who are becoming the main consumer force [3] - The company is also considering expanding its card offerings to include more diverse IPs to capture different market segments [10][16]
姚记科技(002605) - 关于全资子公司向银行申请综合授信额度并为其提供担保的公告
2025-07-14 10:30
本公司及董事会全体成员保证信息披露内容的真实、准确和完整,没有虚假 记载、误导性陈述或重大遗漏。 上海姚记科技股份有限公司(以下简称"公司"或"姚记科技")于 2025 年 7 月 14 日召开第六届董事会第二十二次议和第六届监事会第二十次会议,审议通过 了《关于全资子公司向银行申请综合授信额度并为其提供担保的议案》,现将相 关内容公告如下: 一、本次担保事项概述 | 证券代码:002605 | 证券简称:姚记科技 | 公告编号:2025-048 | | --- | --- | --- | | 债券代码:127104 | 债券简称:姚记转债 | | | | 上海姚记科技股份有限公司 | | 关于全资子公司向银行申请综合授信额度并为其提供担保 的公告 公司全资子公司上海芦鸣网络科技有限公司(以下简称"芦鸣科技")为解 决其日常经营资金的需求,拟向平安银行股份有限公司上海分行(以下简称"平 安银行")和招商银行股份有限公司上海分行(以下简称"招商银行")各申请 人民币 3,000 万元的综合授信额度,包括国内信用证融资、商票保贴、流动资金 贷款等,业务发生期间为合同签订之日起 1 年。公司为支持全资子公司的经营 ...
姚记科技(002605) - 第六届监事会第二十次会议决议公告
2025-07-14 10:30
| 证券代码:002605 | 证券简称:姚记科技 | 公告编号:2025-050 | | --- | --- | --- | | 债券代码:127104 | 债券简称:姚记转债 | | 上海姚记科技股份有限公司 具体内容详见巨潮资讯网(www.cninfo.com.cn)及公司指定信息披露媒体《证 券时报》《中国证券报》《证券日报》同日披露的《关于全资子公司向银行申请综 合授信额度并为其提供担保的公告》。 二、备查文件 1、公司第六届监事会第二十次会议决议 特此公告! 上海姚记科技股份有限公司监事会 第六届监事会第二十次会议决议公告 本公司及监事会全体成员保证信息披露内容的真实、准确和完整,没有虚假 记载、误导性陈述或重大遗漏。 上海姚记科技股份有限公司(以下简称"公司")第六届监事会第二十次会 议于 2025 年 7 月 7 日以电话、电子邮件方式发出通知,并于 2025 年 7 月 14 日 以通讯表决方式召开。会议应到监事 3 名,实际出席会议的监事 3 名。会议的召 开和表决符合有关法律、行政法规、部门规章、规范性文件和公司章程的规定。 会议由监事会主席王琴芳女士主持,经全体监事审议和表决,通过了以 ...
姚记科技(002605) - 第六届董事会第二十二次会议决议公告
2025-07-14 10:30
| 证券代码:002605 | 证券简称:姚记科技 | 公告编号:2025-049 | | --- | --- | --- | | 债券代码:127104 | 债券简称:姚记转债 | | | | 上海姚记科技股份有限公司 | | 第六届董事会第二十二次会议决议公告 本公司及董事会全体成员保证信息披露内容的真实、准确和完整,没有虚假 记载、误导性陈述或重大遗漏。 上海姚记科技股份有限公司(以下简称"公司")第六届董事会第二十二次 会议于 2025 年 7 月 7 日以电话、电子邮件等方式发出通知,并于 2025 年 7 月 14 日以通讯表决方式召开。会议应到董事 7 名,实际出席会议的董事 7 名,部 分高级管理人员、监事列席。会议的召开和表决符合有关法律、行政法规、部门 规章、规范性文件和公司章程的规定。会议由董事长姚朔斌先生主持,经全体董 事审议和表决,通过了以下议案: 一、审议通过了《关于全资子公司向银行申请综合授信额度并为其提供担保 的议案》,同意 7 票,反对 0 票,弃权 0 票。 公司全资子公司上海芦鸣网络科技有限公司(以下简称"芦鸣科技")为解 决其日常经营资金的需求,拟向平安银行股份有限公司 ...
传媒行业周报:《斗罗大陆:猎魂世界》公测,Grok4发布-20250713
Guoyuan Securities· 2025-07-13 09:15
Investment Rating - The report maintains a "Buy" rating for several companies in the media industry, including Giant Network, Kaiying Network, and Shenzhou Taiyue [4][6][9]. Core Insights - The media industry (Shenwan) saw a weekly increase of 3.11%, ranking 8th among industries, while the Shanghai Composite Index rose by 1.09% [12][20]. - Key performers in the media sector included Huamei Holdings, Shengyibao, and Zhongwen Online, with significant weekly gains [20] - The report highlights the positive trends in AI applications and cultural exports, particularly in gaming, IP, short dramas, and publishing [4]. Industry Performance - The gaming sector's weekly performance showed a 1.34% increase, while advertising marketing rose by 5.32%, and the film industry saw a 2.96% increase [12][15]. - The top three best-selling games as of July 10, 2025, were "Honor of Kings," "Peace Elite," and "Delta Action" [27]. - The total box office for the week of July 4-10, 2025, reached 665 million yuan, with "Jurassic World: Rebirth" leading at 38.9% of the total box office [37][39]. Key Data and Updates - In AI applications, Deepseek led domestic web traffic with 380.15 million visits in June, despite an 11.94% decrease [24][26]. - The report notes that 33 Chinese manufacturers made it to the global mobile game publisher revenue list, accounting for 17.6 billion USD, representing 33% of the total revenue [30]. - Upcoming game releases include Tencent's "Star Resonance" on July 17 and the sequel "I'm Surrounded by Beautiful Women! 2" on the same day [34][35].
传媒行业7月投资策略:持续看好游戏板块表现,把握AI应用与IP潮玩布局机会
Guoxin Securities· 2025-07-07 13:47
Group 1: Market Overview - In June 2025, the media sector (Shenwan Media Index) rose by 8.40%, outperforming the CSI 300 Index by 5.90 percentage points, ranking 7th among 31 industries [12][17] - The current TTM-PE for the Shenwan Media Index is 47.9x, positioned at the 87th percentile over the past five years, indicating a relatively high valuation [17] - Notable stock performances included Giant Network, Lianjian Optoelectronics, and ST Guangwang with significant gains, while Xiangyuan Cultural Tourism and Youzu Network faced declines [20] Group 2: Gaming Sector - A total of 147 domestic games and 11 imported games were approved in June, maintaining a high level of issuance, with 812 game licenses granted in the first half of 2025, a year-on-year increase of 17.9% [23] - The Chinese gaming market generated revenue of 28.1 billion yuan in May, reflecting a 10% year-on-year growth, with mobile games achieving 21.2 billion yuan in revenue, up 12% [26] - The gaming sector is expected to see upward valuation adjustments driven by new product launches, regulatory policies, and AI applications [2][4] Group 3: Film and Television Sector - The total box office in June reached 1.906 billion yuan, down 14.6% year-on-year, but showing a 9.7% month-on-month increase [50] - The top five films in June included "Mission: Impossible 8" and "Detective Conan: The Eye of the One-Horned," indicating a gradual recovery in box office performance [53] - The summer film season is critical, with over 60 films scheduled for release, and the performance of new films like "731" and "The Lychee of Chang'an" is being closely monitored [61] Group 4: AI Applications - The 2025 Global Unicorn List highlighted SpaceX, ByteDance, and OpenAI as the top three companies, with valuations of 2.6 trillion yuan and 2.2 trillion yuan respectively [77] - OpenAI launched the Deep Research API, designed for advanced analysis and deep information synthesis, indicating significant advancements in AI capabilities [78] - ByteDance introduced the VINCIE-3B image editing model and the EX-4D video generation framework, showcasing breakthroughs in AI-driven content creation [80][84]
游戏产业跟踪(12):新游表现持续强势,暑期档游戏赛道有望延续高景气
Changjiang Securities· 2025-07-06 13:11
Investment Rating - The report maintains a "Positive" investment rating for the gaming industry [7]. Core Insights - The Chinese gaming market continues to grow at a high speed, with multiple new games contributing to incremental growth. The market size in May reached 28.051 billion yuan, showing a year-on-year increase of 9.86% and a month-on-month increase of 2.56% [4][10]. - Several self-developed games, such as "Kingshot," have performed well in overseas markets, indicating a strong outlook for game exports. The actual sales revenue of Chinese self-developed games in overseas markets was 1.577 billion USD in May, up 6.93% year-on-year [10]. - The issuance of game licenses has reached a recent high, with 158 licenses granted in June, including 147 domestic and 11 imported games, signaling positive policy support for the industry [10]. - The upcoming summer game release cycle is expected to sustain high industry prosperity, with several new titles from listed gaming companies showing strong performance [10]. - The combination of new game cycles, favorable policies, and advancements in AI technology is expected to enhance the valuation of the gaming sector, making it a focal point for investment opportunities [10]. Summary by Sections Market Performance - The gaming market in China maintained a robust growth trajectory, with May's market size at 28.051 billion yuan, reflecting a year-on-year growth of 9.86% and a month-on-month growth of 2.56% [4][10]. - Mobile games contributed significantly, with a market size of 21.177 billion yuan in May, showing a year-on-year increase of 11.96% [10]. New Game Releases - Multiple new games have shown strong performance, with titles like "杖剑传说" and "超自然行动组" achieving significant revenue in their initial months [10]. - The summer release cycle is anticipated to further boost the gaming sector's fundamentals [10]. Policy Support - Recent policy initiatives have been introduced across various regions to support the gaming industry, including measures to enhance game exports and promote AI integration [10]. - The issuance of game licenses in June has set a new record since the resumption of approvals in 2022, indicating a stable and supportive regulatory environment [10]. AI Integration - Companies are making progress in integrating AI with gaming, with notable developments such as the upcoming launch of AI-driven gaming applications [10]. - The report highlights the potential for AI to catalyze growth within the gaming sector, enhancing both product offerings and operational efficiencies [10].