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冰川网络涨2.01%,成交额3.06亿元,主力资金净流入2077.97万元
Xin Lang Cai Jing· 2026-01-09 05:34
冰川网络所属申万行业为:传媒-游戏Ⅱ-游戏Ⅲ。所属概念板块包括:手游、网络游戏、小盘、短剧概 念、基金重仓等。 截至9月30日,冰川网络股东户数3.62万,较上期减少18.02%;人均流通股4555股,较上期增加 21.97%。2025年1月-9月,冰川网络实现营业收入18.76亿元,同比减少5.39%;归母净利润5.02亿元,同 比增长207.49%。 分红方面,冰川网络A股上市后累计派现10.75亿元。近三年,累计派现8.17亿元。 机构持仓方面,截止2025年9月30日,冰川网络十大流通股东中,香港中央结算有限公司位居第二大流 通股东,持股1454.96万股,相比上期增加681.09万股。华夏中证动漫游戏ETF(159869)位居第三大流 通股东,持股472.28万股,相比上期增加82.31万股。国泰中证动漫游戏ETF(516010)位居第七大流通 股东,持股131.96万股,为新进股东。 1月9日,冰川网络盘中上涨2.01%,截至13:08,报37.00元/股,成交3.06亿元,换手率5.07%,总市值 86.75亿元。 资金流向方面,主力资金净流入2077.97万元,特大单买入2177.16万元,占 ...
集体翻倍!这个板块彻底翻身?
格隆汇APP· 2026-01-07 11:33
Core Viewpoint - The gaming sector in the A-share market has seen a significant rise, with an overall increase of over 60% in 2025, driven by favorable policies and market conditions [1] Group 1: Market Recovery and Growth - The number of approved domestic online games reached a historical high of 1,771 in 2025, a 25.07% increase from 1,416 in 2024 [2] - The recovery in game approvals is attributed to a combination of factors, including improved policies and social attitudes towards the gaming industry [4][5] - In April 2025, the government introduced three measures to support the gaming industry, including tax incentives and support for IPOs and mergers [6] - The approval process for game licenses has been optimized, reducing the time to under a year, with some approvals taking as little as three months [8] - Negative impacts from past regulations, such as restrictions on minors and license suspensions, are gradually dissipating [9] Group 2: Industry Investment and Revenue - Leading gaming companies have significantly increased their R&D expenditures, with Century Huatong, Giant Network, and G-bits spending 760 million, 340 million, and 280 million yuan respectively, all showing over 45% growth year-on-year [11] - The actual sales revenue of the domestic gaming market reached 350.79 billion yuan in 2025, reflecting a year-on-year growth of 7.68% [13] - The user base grew by 1.35% to 683 million, marking a historical peak [16] - The gaming industry is experiencing a surge in user engagement and spending, with the overall revenue growth for the industry’s stocks showing increases of 22%, 22%, and 29% in the first three quarters of the year [23] Group 3: Evolving Game Genres and Trends - The gaming industry is witnessing a rapid evolution in game genres, with a notable rise in party games and FPS titles since 2022 [30][32] - The success of games like "Genshin Impact" has set a precedent for future game releases, indicating a trend towards innovative and hybrid game types [35] - WeChat mini-games have emerged as a significant growth area, with market revenue reaching 53.54 billion yuan in 2025, a 34.39% increase [39] - The monthly active users of WeChat mini-games reached 500 million, with daily online time increasing by 10% [40] Group 4: Future Outlook and Competitive Landscape - The gaming market is expected to continue expanding, driven by the rise of high-quality mobile games and the integration of AI in game development and operations [46][47] - Despite the positive outlook, competition within the gaming industry is intensifying, prompting companies to pursue mergers and global market expansion [50][51] - The most promising companies are those that can innovate gameplay and develop platform-based gaming experiences, which may lead to growth and valuation increases [55] - The darkest times for the gaming industry appear to be over, signaling a potential turning point for sustained growth [56]
游戏行业供需两旺,板块基本面改善及产品周期兑现三重共振,行业或延续高景气
Mei Ri Jing Ji Xin Wen· 2026-01-06 02:25
游戏板块具备AI、内容、商业化模式变革多点催化,游戏ETF(159869)跟踪中证动漫游戏指数,反映动 漫游戏产业A股上市公司股票的整体表现,关注游戏ETF(159869)布局机会。 2025年全球手游收入总量同比增长0.5%,共有8款产品全球分成后收入突破10亿美元。其中,《王者荣 耀》再次蝉联榜首,《Whiteout Survival》(无尽冬日)年度收入增幅约50%,成为10亿美元梯队的增长冠 军。 中原证券(601375)认为,2025年国内游戏产业继续保持稳步增长,市场规模和用户规模再创新高,行 业供需两旺,游戏板块基本面改善以及产品周期兑现带来高景气度,AI技术加速渗透带来的研发、运 营等效率的降本增效在报表端或逐步验证。 1月6日盘中,游戏板块持续走强,游戏ETF(159869)现涨超0.5%。持仓股中,三七互娱(002555)、吉 比特(603444)、名臣健康(002919)、奥飞娱乐(002292)、国脉文化(600640)等涨幅靠前,完美 世界(002624)、迅游科技(300467)、冰川网络(300533)等小幅回调。游戏ETF(159869)近10个交 易累计"吸金"达13.06亿 ...
冰川网络:第五届董事会第十二次会议决议公告
Zheng Quan Ri Bao· 2026-01-05 13:36
(文章来源:证券日报) 证券日报网讯 1月5日,冰川网络发布公告称,公司第五届董事会第十二次会议审议通过《关于拟与关 联方签署相关采购合同暨关联交易的议案》。 ...
冰川网络(300533.SZ):拟与关联方签署相关采购合同
Ge Long Hui A P P· 2026-01-05 09:38
格隆汇1月5日丨冰川网络(300533.SZ)公布,根据公司业务发展的需求,公司拟与关联方北京掌上云集 科技发展有限公司(简称"掌上云集")签署相关采购合同(《技术服务合同》)。公司拟接受掌上云集 关于《Android应用加固系统》软件产品的有偿使用授权,掌上云集为公司提供Android加固服务等技术 支持工作,涉及交易金额13.00万元。掌上云集系公司参股公司,公司财务总监董嘉翌在掌上云集担任 董事,基于上述事实,本次交易认定为关联交易。 ...
冰川网络:2026年1月5日召开董事会会议
Mei Ri Jing Ji Xin Wen· 2026-01-05 08:43
(记者 曾健辉) 每经AI快讯,冰川网络1月5日晚间发布公告称,公司第五届第十二次董事会会议于2026年1月5日在深 圳市南山区学府路63号荣超高新区联合总部大厦15楼公司会议室以现场与通讯相结合的方式召开。会议 审议了《关于拟与关联方签署相关采购合同暨关联交易的议案》等文件。 每经头条(nbdtoutiao)——秒光!1499元飞天茅台上线即空,i茅台App冲上苹果购物榜第一,10万用 户已下单!经销商同价做回馈,1000箱很快卖完 ...
冰川网络(300533) - 第五届董事会第十二次会议决议公告
2026-01-05 08:32
证券代码:300533 证券简称:冰川网络 公告编号:2026-001 深圳冰川网络股份有限公司 第五届董事会第十二次会议决议公告 二、董事会会议审议情况 会议审议并通过了如下议案: 1. 审议通过《关于拟与关联方签署相关采购合同暨关联交易的议案》 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 1.本次董事会由董事长刘和国先生召集,会议通知于 2025 年 12 月 29 日以 专人送达、电子邮件、电话等形式送达全体董事,董事会会议通知中包括会议 的相关材料,同时列明了会议的召开时间、地点、内容和方式。 2.本次董事会于 2026 年 1 月 5 日上午 10:00 在深圳市南山区学府路 63 号 荣超高新区联合总部大厦 15 楼公司会议室以现场与通讯相结合的方式召开。 3.本次董事会应参加董事人数 5 人,实际参加表决的董事人数 5 人,其中独 立董事袁振超、祝理力以通讯表决的方式参加。 4.本次董事会由董事长刘和国先生主持,公司高级管理人员列席了本次董事 会。 5.本次会议的召集、召开和表决程序符合《中华人民共和国公司法》等法律 ...
冰川网络(300533) - 关于拟与关联方签署相关采购合同暨关联交易的公告
2026-01-05 08:32
证券代码:300533 证券简称:冰川网络 公告编号:2026-002 深圳冰川网络股份有限公司 本次关于《技术服务合同》的签署不会对公司 2025 年度经营业绩产生重大 影响,对未来年度经营业绩的影响需根据具体项目的推进和实施情况而定。公司 将根据相关事项后续进展情况,依法履行相应的决策审议程序和信息披露义务, 敬请广大投资者注意投资风险。 二、关联方基本情况 公司名称:北京掌上云集科技发展有限公司 注册地址:北京市朝阳区阜通东大街 1 号院 3 号楼 23 层 3 单元 132701 关于拟与关联方签署相关采购合同暨关联交易的公告 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。 深圳冰川网络股份有限公司(以下简称"公司")于 2026 年 1 月 5 日召开 了第五届董事会第十二次会议及第五届董事会独立董事专门会议第七次会议,审 议通过了《关于拟与关联方签署相关采购合同暨关联交易的议案》。具体情况如 下: 一、关联交易概述 根据公司业务发展的需求,公司拟与关联方北京掌上云集科技发展有限公司 (以下简称"掌上云集")签署相关采购合同(《技术服务合同》)。公司 ...
出海占比五成、AI全面介入:2025年的SLG都在卷什么?
3 6 Ke· 2025-12-31 11:52
Core Insights - The SLG (Strategy Game) sector in 2025 is characterized by a stable market with no standout new products, while the overall revenue continues to grow, particularly in overseas markets [1][3] - In the overseas market, SLG games account for 49.96% of the revenue among the top 100 Chinese self-developed mobile games, marking an 8.6% increase year-on-year [1] - The domestic market shows a slight increase in the number of SLG games, but revenue share remains lower at 9.77%, ranking fourth among game categories [1] Group 1: Market Dynamics - The competition in the domestic SLG market has shifted from revenue generation to cost-effectiveness and return on investment, with AI being widely adopted for marketing and user acquisition [3][16] - The SLG market is now in a "stock war" phase, where established games must continuously innovate to maintain their user base against familiar competitors [3][36] Group 2: Key Players and Performance - Century Huatong's subsidiary, Diandian Interactive, has emerged as a leading player with its game "Whiteout Survival," which has generated over $2.8 billion in global revenue since its launch [4][10] - Another successful title from Diandian Interactive, "Kingshot," has also shown strong performance, reaching over $100 million in revenue by September 2025 [6][8] - Century Huatong's stock price surged by 400% in 2025, with net profit reaching 4.357 billion yuan, a 141.65% increase year-on-year [10][12] Group 3: Innovations and Trends - The introduction of AI in game development and marketing has significantly improved efficiency, with companies like Century Huatong and Sanqi Interactive reporting substantial gains in productivity [26][30] - The trend of leveraging IP for game development has diminished, with many previously anticipated IP projects being canceled or shelved, indicating a shift in strategy [16][20] - New entrants like Florere Game have successfully launched popular titles in the saturated market, demonstrating that opportunities still exist for innovative products [15][12] Group 4: Future Outlook - The SLG market is expected to continue evolving, with a focus on creating proprietary IP and innovative gameplay to stand out in a competitive landscape [37][39] - As AI becomes more integrated into game development, the potential for market homogenization raises concerns, but also presents opportunities for unique artistic expression [35][39]
将线上流量变为线下消费,深圳发力“电竞经济”
Sou Hu Cai Jing· 2025-12-31 11:43
Core Insights - The article highlights the transformation of esports events in Shenzhen's Nanshan district, showcasing a shift from merely watching competitions to immersive experiences that engage participants in various activities and consumption [1][2]. Group 1: Event Structure and Engagement - The esports carnival features a 17-day "Honor of Kings" event with a "1+2+3+N" multi-dimensional framework, integrating esports elements into public spaces [2]. - The main venue, Shenzhen Talent Park, has been transformed into a "No Boundaries King" themed town, blending virtual and real experiences with various attractions [4]. - Multiple sub-venues offer unique experiences, such as VR gaming and light art, while themed activities like parades and concerts enhance engagement [4]. Group 2: Transportation and Accessibility - Nanshan has established seamless transportation links, including themed buses and exclusive helicopter tours, to facilitate access to the events [4]. - The integration of public transport with event themes aims to convert online enthusiasm into physical attendance [4]. Group 3: Economic Impact - The esports carnival has generated significant economic activity beyond ticket sales, with a reported 58,000 visitors in a single day during the first weekend [6]. - A collaborative initiative with the local business bureau provided 5 million yuan in consumer subsidies, stimulating spending across various sectors [7]. - The "event-driven tourism" model has proven effective, with over 10,000 tickets for the "Naraka: Bladepoint" finals sold within five minutes, attracting a majority of out-of-province attendees [7]. Group 4: Technological Integration - The event showcased advanced technology, including humanoid robots and drone light shows, enhancing the overall appeal and experience [11]. - This integration of technology reflects Shenzhen's strengths in industries like AI and drone technology, contributing to the event's attractiveness [11]. Group 5: Industry Foundation and Policy Support - Nanshan's esports industry has a robust foundation, with annual revenues exceeding 100 billion yuan, accounting for over 80% of Shenzhen's total [12]. - The region hosts major gaming companies and esports clubs, creating a comprehensive ecosystem that supports various facets of the industry [12]. - Local policies provide substantial financial support for hosting major esports events, fostering a conducive environment for growth [12].