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9月游戏版号发布 共145款国产网络游戏获批
Di Yi Cai Jing· 2025-09-24 11:00
网易的《星绘友晴天》、中青宝的《开派大祖师》等在列。 9月24日,国家新闻出版署公布2025年9月份国产网络游戏审批信息,共145款游戏获批,网易的《星绘友晴天》、中青宝的《开 派大祖师》等在列。 | 序号 | 名称 | 申报类别 | 出版单位 | 运营单位 | 批复文号 | 出版物号 | 批准时间 | | --- | --- | --- | --- | --- | --- | --- | --- | | | | | 成都电子科大出版社 | 成都卓杭网络科技股 | 国新出审 | ISBN 978-7- | | | 1 | 艾尔大作战 | 移动 | 有限责任公司 | 份有限公司 | [2025] 1712 | 498-15555-9 | 2025年09月24日 | | | | | | | 름 | | | | 2 | 傲刀江湖 | 移动 | 上海锦游网络技术有 | 上海萌蜂网络科技有 | 国新出审 [2025] 1713 | ISBN 978-7- | 2025年09月24日 | | | | | 限公司 | 限公司 | | 498-15556-6 | | | | | | | | 言 | | | | 3 | 拔了个 ...
国家新闻出版署发布9月份国产网络游戏审批信息 145款游戏获批
智通财经网· 2025-09-24 10:19
智通财经APP获悉,国家新闻出版署9月24日发布2025年9月份国产网络游戏审批信息,145款游戏获批,网易(09999)的《星绘友晴天》、中青宝(300052.SZ) 的《开派大祖师》在列。 | | | | 杭州渡口网络科技 | 上下左右(深圳) | 国新出审 | ISBN | | | --- | --- | --- | --- | --- | --- | --- | --- | | 13 | 冲啊, 逗英雄 | 移动 | 有限公司 | 互联网有限公司 | [2025] 1724 | 978-7-498-15567-2 | 2025年09月24日 | | | | | | | 름 | | | | | | 移动-休闲益 | 成都电子科大出版 | 厦门歆阳网络科技 | 国新出审 | ISBN | | | 14 | 冲破难关 | 智 | 社有限责任公司 | 有限公司 | [2025] 1725 | 978-7-498-15568-9 | 2025年09月24日 | | | | | | | 름 | | | | | | 移动-休闲益 | 河北冠林数字出版 | 成都好搭档科技有 | 国新出审 | ISBN | | | 1 ...
游戏板块9月22日涨0.16%,ST华通领涨,主力资金净流出14.84亿元
Market Overview - On September 22, the gaming sector rose by 0.16% compared to the previous trading day, with ST Huatuo leading the gains [1] - The Shanghai Composite Index closed at 3828.58, up 0.22%, while the Shenzhen Component Index closed at 13157.97, up 0.67% [1] Individual Stock Performance - ST Huatuo (002602) closed at 19.81, with a gain of 4.98% and a trading volume of 1.495 million shares, amounting to a transaction value of 2.924 billion [1] - Other notable gainers included *ST Dazheng (600892) with a 4.08% increase and ST Kaiwen (002425) with a 3.33% increase [1] - Conversely, 37 Interactive Entertainment (002555) saw a decline of 5.52%, closing at 22.24, with a trading volume of 1.5908 million shares and a transaction value of 3.588 billion [2] Capital Flow Analysis - The gaming sector experienced a net outflow of 1.484 billion from institutional investors, while retail investors saw a net inflow of 1.582 billion [2][3] - ST Huatuo had a net inflow of 2.26 billion from institutional investors, while retail investors had a net outflow of 960.133 million [3] ETF Performance - The gaming ETF (product code: 159869) tracking the China Securities Animation and Gaming Index increased by 3.64% over the past five days, with a net inflow of 17.632 million [5] - The food and beverage ETF (product code: 515170) decreased by 2.31%, with a net outflow of 24.043 million [5]
游戏板块9月18日跌1.56%,星辉娱乐领跌,主力资金净流出17.2亿元
Market Overview - On September 18, the gaming sector declined by 1.56%, with Xinghui Entertainment leading the drop [1] - The Shanghai Composite Index closed at 3831.66, down 1.15%, while the Shenzhen Component Index closed at 13075.66, down 1.06% [1] Individual Stock Performance - Xinghui Entertainment (300043) closed at 7.17, down 6.88%, with a trading volume of 2.0662 million shares and a turnover of 1.518 billion yuan [2] - Other notable declines include: - Shenzhou Taiyue (300002) down 4.95% to 14.20 with a turnover of 1.763 billion yuan [2] - Bingchuan Network (300533) down 4.55% to 40.52 with a turnover of 994 million yuan [2] - Conversely, Xunyou Technology (300467) saw an increase of 5.61%, closing at 27.10 with a turnover of 927 million yuan [1] Capital Flow Analysis - The gaming sector experienced a net outflow of 1.72 billion yuan from major funds, while retail investors contributed a net inflow of 1.439 billion yuan [2] - Speculative funds saw a net inflow of 281 million yuan into the gaming sector [2]
破圈出海!这一行业涨幅冲进前三
Zheng Quan Shi Bao· 2025-09-17 23:16
Group 1: Industry Performance - The gaming industry index closed up 2.13% on September 17, with key stocks like Kaiying Network rising by 9.01% and others like Giant Network and Xunyou Technology increasing by over 4% [1] - Year-to-date, the gaming industry index has increased by 82.61%, ranking third among all Shenwan secondary industries, making it one of the best-performing sectors this year [1] - Six gaming stocks have doubled in price compared to the end of last year, with ST Huatuo, Giant Network, and 37 Interactive Entertainment showing significant cumulative increases of 286.19%, 261.23%, and 157.39% respectively [1] Group 2: Market Growth - The gaming market revenue reached 1970.84 billion yuan from January to July 2025, marking a year-on-year growth of 12.58% [2] - Projected revenues for the gaming market from 2022 to 2024 are 2658.84 billion yuan, 3029.64 billion yuan, and 3257.83 billion yuan respectively, indicating robust growth potential [2] Group 3: Esports Development - The esports industry in China generated 127.61 billion yuan in revenue from January to June 2025, reflecting a year-on-year increase of 6.1% [4] - The Chinese esports industry is expanding its influence overseas, particularly in regions like Latin America, alongside traditional markets in East and Southeast Asia [4] Group 4: Supply and User Growth - The steady growth in industry revenue is attributed to the continuous release of new games, with a noticeable reduction in the approval cycle for game licenses [5] - As of June 2025, the number of online game users in China reached 584 million, an increase of 26.92 million from December 2024, representing 52% of the total internet users [7] - The proportion of female gamers has risen to 48%, up by 3.1 percentage points from the end of 2024, contributing to market expansion and innovation [7] Group 5: International Expansion - The overseas business revenue of 20 A-share gaming companies reached 21.823 billion yuan in the first half of 2025, a year-on-year increase of 30.43% [9] - Notably, ST Huatuo, Kunlun Wanwei, and 37 Interactive Entertainment reported overseas revenues exceeding 1 billion yuan, with ST Huatuo achieving 89.58 billion yuan, accounting for 52.06% of its total revenue [10]
ST中青宝(300052.SZ):目前智算业务收入规模较小,处于市场拓展与模式探索阶段
Ge Long Hui· 2025-09-10 07:59
Core Viewpoint - ST Zhongqingbao (300052.SZ) is actively expanding its cloud computing business, focusing on building high-quality cloud data centers and exploring new revenue streams through its intelligent computing services [1] Group 1: Cloud Computing Business - The company has established self-built high-quality cloud data centers in Shenzhen, Chengdu, and Leshan [1] - It provides basic IDC services such as cabinet rental and bandwidth rental, along with value-added services like network security [1] Group 2: Intelligent Computing Services - During the reporting period, the company launched its intelligent computing business, integrating resources from computing equipment manufacturers, business expansion channels, and industry application developers [1] - The intelligent computing business is currently in the market expansion and model exploration phase, with a small revenue scale [1] - There is uncertainty regarding the maturity of its business model and the profitability cycle [1]
抗日战争电子游戏的演变:从“玩家的胜利”到“人民的胜利”
Xin Lang Cai Jing· 2025-09-03 11:44
Core Viewpoint - The article discusses the evolution and significance of video games themed around the Chinese Anti-Japanese War, highlighting their role in cultural expression and historical memory, while also addressing the challenges and opportunities within this genre [2][3][4]. Group 1: Historical Context and Development - The development of Anti-Japanese War video games began in the 1990s, reflecting a growing national sentiment and the desire for cultural representation in the gaming industry [5][6]. - Early games like "Tunnel Warfare" and "Mine Warfare" incorporated historical narratives and aimed to educate players about the sacrifices made during the war [8][10]. - The emergence of games such as "Blood Lion: Defend China" showcased a commercial path that combined popular gameplay with nationalistic themes, despite often lacking in quality [7][8]. Group 2: Cultural and Ideological Significance - Video games serve as a unique medium for constructing historical memory and disseminating ideological narratives, with the potential to influence cultural identity [4][5]. - The rise of serious games and historical games has prompted scholars to explore the interplay between narrative and education within the gaming context [4][5]. - The incorporation of national sentiment in game design has been a driving force in the creation of domestic titles, reflecting broader societal values and historical consciousness [6][9]. Group 3: Challenges and Critiques - Many contemporary Anti-Japanese War games have shifted towards a focus on simplistic enjoyment rather than historical accuracy, leading to a dilution of the serious themes originally intended [11][15]. - The commercialization of gaming has resulted in a trend where historical narratives are often overshadowed by gameplay mechanics aimed at maximizing player engagement and revenue [16][17]. - Criticism has emerged regarding the exploitation of national sentiment for profit, raising concerns about the integrity of historical representation in games [17][18]. Group 4: New Directions and Innovations - Recent titles like "The Hidden Guardian" and "Easy Red 2" have demonstrated a shift towards more nuanced storytelling and player engagement, allowing for deeper exploration of historical themes [18][20][23]. - These games challenge the notion of "player victory" by incorporating complex narratives that require players to confront historical realities rather than simply achieving success through gameplay [19][23]. - The potential for video games to serve as a medium for serious historical reflection and education is increasingly recognized, suggesting a path forward for the genre [23][24].
游戏板块8月29日涨1.54%,星辉娱乐领涨,主力资金净流出4.81亿元
Market Overview - On August 29, the gaming sector rose by 1.54%, led by Xinghui Entertainment, while the Shanghai Composite Index closed at 3857.93, up 0.37% [1] - The Shenzhen Component Index closed at 12696.15, up 0.99% [1] Top Gainers in Gaming Sector - Xinghui Entertainment (300043) closed at 5.25, up 5.85% with a trading volume of 2.2598 million shares and a transaction value of 1.194 billion [1] - ST Huaton (002602) closed at 15.53, up 5.00% with a trading volume of 1.6222 million shares and a transaction value of 2.476 billion [1] - Youzu Interactive (002174) closed at 66.91, up 4.55% with a trading volume of 670,000 shares and a transaction value of 1.133 billion [1] Top Losers in Gaming Sector - Glacier Network (300533) closed at 43.45, down 4.84% with a trading volume of 253,100 shares [2] - Shengtian Network (300494) closed at 15.10, down 3.64% with a trading volume of 482,400 shares [2] - Fuchun Co. (300299) closed at 6.96, down 3.33% with a trading volume of 441,500 shares [2] Capital Flow Analysis - The gaming sector experienced a net outflow of 481 million from major funds, while retail investors saw a net inflow of 505 million [2] - The net outflow from speculative funds was 24.3461 million [2] Individual Stock Capital Flow - Kunlun Wanwei (300418) had a net inflow of 330 million from major funds, but a net outflow of 1.57 billion from speculative funds [3] - ST Huaton (002602) saw a net inflow of 180 million from major funds, with a net outflow of 1.27 billion from speculative funds [3] - Youzu Interactive (002174) had a net inflow of 133 million from major funds, but a net outflow of 48.7022 million from speculative funds [3]
ST中青宝2025年中报简析:亏损收窄
Zheng Quan Zhi Xing· 2025-08-27 23:31
Core Viewpoint - ST Zhongqingbao (300052) reported a narrowing loss in its 2025 mid-year financial results, with total revenue declining and a slight improvement in net profit loss compared to the previous year [1] Financial Performance Summary - Total revenue for the period was 97.9464 million yuan, a year-on-year decrease of 19.19% [1] - Net profit attributable to shareholders was -24.6458 million yuan, showing a year-on-year improvement of 1.45% [1] - In Q2, total revenue was 48.6697 million yuan, reflecting a year-on-year increase of 5.04% [1] - Q2 net profit attributable to shareholders was -12.9112 million yuan, with a year-on-year improvement of 7.87% [1] - Gross margin stood at 28.73%, up 32.86% year-on-year, while net margin was -25.27%, down 25.27% year-on-year [1] - Total selling, administrative, and financial expenses amounted to 40.5026 million yuan, accounting for 41.35% of revenue, an increase of 27.5% year-on-year [1] - Earnings per share were -0.09 yuan, a year-on-year increase of 10.0% [1] Key Financial Changes - Cash and cash equivalents increased by 143.77%, attributed to reduced short-term loan repayments and new intelligent computing business collections [9] - Contract liabilities rose by 32.87% due to pre-received contract payments [3] - Financial expenses increased by 27.48% due to higher financing lease costs [7] - Research and development expenses decreased by 30.65% due to project adjustments and reduced personnel costs [9] - Operating cash flow decreased by 38.76% due to lower sales collections from decreased revenue [9] Business Evaluation - The company's historical financial performance has been generally poor, with a median Return on Invested Capital (ROIC) of -4.79% over the past decade [9] - The company has reported losses in 7 out of 14 annual reports since its listing, indicating a lack of investor interest without significant restructuring or shell acquisition [9] - Current cash flow situation is concerning, with cash and cash equivalents only covering 16.99% of current liabilities [9]
万联证券:8月游戏版号发放量创新高 行业修复节奏持续推进
智通财经网· 2025-08-27 07:36
Core Viewpoint - The issuance of game licenses in August 2025 reached a record high, with 166 domestic games and 7 imported games approved, indicating a stable trend in the normalization of license issuance and ongoing industry recovery [1][2]. Group 1: Game License Issuance - A total of 1,050 domestic games have been approved since the beginning of the year, with 166 games approved in August alone, marking a month-on-month increase of 39 games [2]. - The approved domestic games include titles from well-known companies such as NetEase, Bilibili, and others, showcasing a diverse range of products [2]. - For imported games, 69 have been approved this year, with 7 approved in August, including Tencent's "Kaeas Dreamland" [2]. Group 2: Notable Game Titles - "Kaeas Dreamland," developed by South Korea's Smilegate, is expected to perform well due to its unique gameplay mechanics and high-quality 2D animation [3]. - "Escape from Duckov," developed by Bilibili's "Carbonated Squad," has received positive feedback during its Steam testing phase, with over 200,000 players and a 93% "very positive" rating [4]. - The game combines tactical gameplay with a cute art style, filling a niche in the "light tactical game" market [4].