Workflow
BINGCHUAN(300533)
icon
Search documents
冰川网络(300533) - 2024年年度股东大会决议公告
2025-05-16 12:06
证券代码:300533 证券简称:冰川网络 公告编号:2025-036 深圳冰川网络股份有限公司 2024 年年度股东大会决议公告 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。 特别提示: 1.本次股东大会未出现否决议案的情形; 2.本次股东大会未出现涉及变更以往股东大会已通过的决议。 3.本次股东大会以现场投票和网络投票相结合的方式召开; 4.为尊重中小投资者利益,提高中小投资者对公司股东大会决议事项的参与 度,本次股东大会对中小投资者进行单独计票,中小投资者是指除上市公司董 事、监事、高级管理人员以及单独或者合计持有公司 5%以上股份的股东以外的 其他股东。 一、会议召开和出席情况 1.股东大会届次:2024 年年度股东大会 2.股东大会的召集人:公司董事会 3.会议召开的合法、合规性:经公司第五届董事会第六次会议审议通过,决 定召开公司 2024 年年度股东大会,召集程序符合有关法律、行政法规、部门规 章、规范性文件和公司章程的规定。 4.会议召开的日期、时间: (1)现场会议召开时间:2025 年 5 月 16 日(星期五)14:30 (2)网络投票 ...
冰川网络(300533) - 国浩律师(深圳)事务所关于深圳冰川网络股份有限公司2024年度股东大会之法律意见书
2025-05-16 12:06
北京│上海│深圳│杭州│广州│昆明│天津│成都│宁波│福州│西安│南京│南宁│济南│重庆│苏州│长沙│太原│武汉│贵阳│乌鲁木齐│郑州│石家庄│合肥│海南 │青岛│南昌│大连│银川│拉孜│香港│巴黎│马德里│斯德哥尔摩│纽约 BEIJING│SHANGHAI│SHENZHEN│HANGZHOU│GUANGZHOU│KUNMING│TIANJIN│CHENGDU│NINGBO│FUZHOU│XI'AN│NANJING│NANNING│JINAN│ CHONGQING│SUZHOU│CHANGSHA│AIYUAN│WUHAN│GUIYANG│URUMQI│ZHENGZHOU│SHIJIAZHUANG│HEFEI│HAINAN│QINGDAO│NANCHANG│ DALIAN│YINCHUAN│LHATSE│HONG KONG│PARIS│MADRID│STOCKHOLM│NEW YORK 之 法律意见书 国浩律师(深圳)事务所 关于 深圳冰川网络股份有限公司 2024 年度股东大会 致:深圳冰川网络股份有限公司 本所同意将本法律意见书随贵公司本次股东大会的决议一并公告,并依法对 本所出具的法律意见承担相应的责任。 ...
冰川网络(300533) - 关于2021年限制性股票激励计划预留授予部分第三个归属期归属结果暨股份上市的公告
2025-05-15 09:32
证券代码:300533 证券简称:冰川网络 公告编号:2025-035 深圳冰川网络股份有限公司 关于 2021 年限制性股票激励计划预留授予部分第三个归属 期归属结果暨股份上市的公告 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。 特别提示: 1.本次归属的激励对象人数:24 人; 2.本次归属股票数量:158,640 股,占目前公司总股本的 0.06771%; 3.本次归属限制性股票上市流通日为:2025 年 5 月 20 日; 4.本次限制性股票归属股票来源:公司向激励对象定向发行公司 A 股普通 股股票。 深圳冰川网络股份有限公司(以下简称"公司")于 2025 年 4 月 28 日召开 第五届董事会第七次会议、第五届监事会第六次会议审议通过了《关于 2021 年 限制性股票激励计划预留授予部分第三个归属期归属条件成就的议案》,近日公 司办理了 2021 年限制性股票激励计划预留授予部分第三个归属期归属股份的 登记工作,现将详情公告如下: 一、本次激励计划实施情况概要 公司《2021 年限制性股票激励计划(草案)》(以下简称"《激励计划》"或 "本激励 ...
冰川网络(300533) - 关于召开2024年年度股东大会的提示性公告
2025-05-12 10:52
证券代码:300533 证券简称:冰川网络 公告编号:2025-034 深圳冰川网络股份有限公司 关于召开 2024 年年度股东大会的提示性公告 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 2025 年 4 月 22 日在中 国证监会指定的创业板信息披露网站发布了《关于召开 2024 年年度股东大会的 通知》(公告编号:2025-025)。本次股东大会将采取现场投票与网络投票相结合 的方式召开,为进一步保护投资者的合法权益,方便各位股东行使股东大会表 决权,现将本次股东大会的事项提示如下: 一、召开会议的基本情况 1.股东大会届次:2024 年年度股东大会 2.股东大会的召集人:公司董事会 3.会议召开的合法、合规性:经公司第五届董事会第六次会议审议通过,决 定召开公司 2024 年年度股东大会,召集程序符合有关法律、行政法规、部门规 章、规范性文件和公司章程的规定。 4.会议召开的日期、时间: (1)现场会议召开时间:2025 年 5 月 16 日(星期五)下午 14:30 (2)网络投票时间: 通过深圳证 ...
游戏年报|小游戏赛道竞争日趋激烈 营销投入趋向两极化 冰川网络销售费用率超过80%
Xin Lang Zheng Quan· 2025-05-09 10:11
Core Insights - The Chinese gaming industry has entered a phase of stock competition, with the user base reaching 674 million in 2024, a year-on-year growth of 0.94% [1] - The actual sales revenue of the Chinese gaming market is 325.783 billion, reflecting a year-on-year increase of 7.53%, driven by the release of new games and the performance of popular titles [1] - A total of 26 A-share gaming companies reported a combined revenue of 93.434 billion, up 7.74% year-on-year, but the net profit halved, indicating a trend of "increased revenue without increased profit" [1] Industry Performance - Mobile games continue to dominate the market, accounting for 73.12% of actual sales revenue [1] - Approximately 88.46% of 23 gaming companies experienced a decline in gross profit margin, with six companies seeing a drop of over 10 percentage points [2] - Sales expenses for the gaming industry increased by 20.05% to 30.671 billion, with the sales expense ratio rising from 29.46% to 32.83% [4] Marketing Expenditure Trends - About 40% of gaming companies saw a year-on-year increase in sales expenses, with ST Huatuo experiencing the highest growth at 129.14% [3] - The marketing investment is becoming polarized, with over 50% of major gaming companies reporting a decline in net profit due to rising customer acquisition costs [4] - Companies like Iceberg Network have a sales expense ratio exceeding 80%, with marketing costs significantly impacting profitability [6][8] Company-Specific Insights - Iceberg Network's sales expenses reached 2.302 billion, a 32.04% increase, with marketing costs accounting for a substantial portion of total expenses [6] - Despite high marketing investments, Iceberg Network's revenue growth stagnated, resulting in a net loss of 223 million, indicating inefficiencies in their customer acquisition strategy [8] - Sanqi Interactive, focusing on mini-games, reported a sales expense ratio of over 50%, with total sales expenses of 9.712 billion, reflecting a 6.84% increase [8]
63款游戏年流水曝光:一款推广花了6.6亿,12款流水超五亿
3 6 Ke· 2025-05-07 12:18
Core Insights - The gaming industry is witnessing a significant focus on SLG (Simulation and Strategy Games) products, with companies like Shenzhou Taiyue and IGG reporting synchronized growth in revenue and profits from their flagship titles [2][6][10] - Mini-games are emerging as a popular segment, contributing significantly to revenue for companies such as Zhongqingbao and Zhangqu Technology, indicating a shift in consumer preferences [2][24][30] Revenue and Performance - In 2024, 12 games reported annual revenues exceeding 500 million yuan, with 10 games showing year-on-year growth, including titles like "Age of Origins" and "Doomsday: Last Survivors" [6][7] - Shenzhou Taiyue's "Age of Origins" generated 352,915 million yuan in revenue, marking a 7% increase, while "War and Order" also maintained strong performance with over 100 million yuan in revenue [7][8] - IGG's "Kingdom Age" remains a top revenue generator, although its income has declined from 30 billion HKD to nearly 26 billion HKD [11] Marketing and Promotion - Ten games had promotional expenses exceeding 10 million yuan, with "Age of Origins" leading at 66,080 million yuan, representing 19% of its revenue [18][19] - Companies are increasingly focusing on reducing promotional expenditures to enhance profitability, as seen with "Super World" and "War and Order" [20][21] Mini-Game Market - The mini-game market is experiencing rapid growth, with a reported revenue of 39.836 billion yuan in 2024, a 99.18% increase year-on-year [24] - Companies like Xinghui Entertainment and Zhongqingbao are actively investing in mini-games, with titles like "Anti-Japanese Heroes 2" generating significant revenue [30][32] Future Developments - Shenzhou Taiyue is planning to test new SLG titles in the overseas market, indicating a strategic expansion [10] - IGG is also set to launch new SLG projects, aiming for diversified growth in the coming years [12]
A股传媒2024及25Q1总结:游戏加速、影视高增,出版利润率恢复
Investment Rating - The report maintains a positive outlook on the A-share media sector for 2024 and Q1 2025, highlighting significant growth in gaming, film, and publishing sectors [4][5]. Core Insights - The report indicates that the overall performance of the media sector in 2024 remains under pressure, but there are signs of improvement in quarterly trends, with a notable increase in net profit by 38.6% year-on-year in Q1 2025 [5][6]. - The gaming industry shows a strong upward trend, with Q1 2025 revenue growth of 21.9%, marking the best growth rate in nearly 13 quarters, driven by new product launches and the upcoming AI gaming developments [11][15]. - The film sector benefits from a resurgence in box office performance, particularly driven by the success of "Nezha: Birth of the Demon Child," with Q1 2025 box office revenue increasing by 49% year-on-year [5][14]. - The publishing sector demonstrates resilience, with net profit recovering to levels close to Q1 2023, despite a slight revenue decline [14]. Summary by Relevant Sections Gaming Sector - Q1 2025 revenue increased by 21.9%, with a net profit margin of 13%, up 2.4 percentage points from the previous year [11][15]. - Companies like Century Huatong and Perfect World reported significant growth, with expectations for continued improvement in the second half of 2025 as new products are launched [15][21]. Film Sector - The domestic film market saw a 49% increase in box office revenue in Q1 2025, with average ticket prices reaching 46.8 yuan [5][14]. - The success of major films like "Nezha: Birth of the Demon Child" has positively impacted the industry, leading to improved profit margins for cinema chains [14]. Publishing Sector - The publishing industry experienced a slight revenue decline of 4.2% year-on-year, but profit margins improved significantly due to tax exemptions for state-owned publishing companies [14]. - The overall financial health of major publishing groups remains stable, with expectations for consistent dividend payouts [14]. Advertising Sector - The advertising market continues to face pressure, but companies like Focus Media show resilience with a year-on-year revenue increase of 5% and net profit growth of 9% [14]. Long Video Sector - The long video sector is impacted by macroeconomic factors, with a shift in user attention towards short dramas affecting brand advertising revenues [5][14].
游戏板块持续拉升,冰川网络涨超10%
news flash· 2025-05-06 02:10
游戏板块持续拉升,冰川网络(300533)涨超10%,神州泰岳(300002)涨超7%,盛天网络 (300494)、汤姆猫(300459)、电魂网络(603258)跟涨。 ...
调研速递|冰川网络接受线上投资者调研 聚焦游戏上线及业务布局要点
Xin Lang Cai Jing· 2025-04-29 10:34
声明:市场有风险,投资需谨慎。 本文为AI大模型基于第三方数据库自动发布,任何在本文出现的信 息(包括但不限于个股、评论、预测、图表、指标、理论、任何形式的表述等)均只作为参考,不构成 个人投资建议。受限于第三方数据库质量等问题,我们无法对数据的真实性及完整性进行分辨或核验, 因此本文内容可能出现不准确、不完整、误导性的内容或信息,具体以公司公告为准。如有疑问,请联 系biz@staff.sina.com.cn。 点击查看公告原文>> 对于是否考虑布局算力多元化扩展业务,公司回应短期业务重点仍专注于游戏业务,AI算力在部分工 种应用有助于提升游戏研发效率和降低成本。公司暂无重组计划。 在AI与游戏结合方面,公司一直在密切关注AI+游戏可能性并探索新模式,但当前尚无成熟AI游戏上 线。 公司2025年第一季度实现营业收入6.54亿元,归属于上市公司股东的净利润1.89亿元。关于2025年是否 有股权激励计划,公司表示2018年、2021年分别实施了限制性股票股权激励计划,后续将根据业务经营 发展需要决定是否继续实施。 谈及业绩波动大的原因,公司指出,广告投放节奏、会计收入确认准则、移动卡牌游戏产品生命周期以 及 ...
冰川网络(300533) - 2025年4月29日投资者关系活动记录表
2025-04-29 09:58
深圳冰川网络股份有限公司投资者关系活动记录表 证券代码:300533 证券简称:冰川网络 答:您好,公司 2025 年第一季度报告已于 2025 年 4 月 28 日披露,一季度公司实现营业收入 6.54 亿元,归属于上 市公司股东的净利润 1.89 亿元,具体详情请您审阅公司相关 公告。感谢您的关注,谢谢! 8. 公司 2025 年会有股权激励相关计划的安排吗 答:您好,公司于 2018 年、2021 年分别实施了限制性 股票股权激励计划。后续公司将根据公司业务经营发展的需 要来选择是否继续实施股权激励计划。感谢您的关注,谢 谢! 编号:【2025】第 001 号 投资者关系活动 类别 □特定对象调研 □分析师会议 □媒体采访 √业绩说明会 □新闻发布会 □路演活动 □现场参观 □其他 参与单位名称及 人员姓名 线上参与公司 2024 年度网上业绩说明会的投资者 时间 2025 年 4 月 29 日 15:00 至 17:00 地点 深圳证券交易所"互动易"平台"云访谈"栏目 上市公司接待人 员姓名 董事长、总经理刘和国先生 董事会秘书、副总经理梅薇红先生 财务总监董嘉翌女士 独立董事祝理力先生 投资者关系 ...