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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 ...
冰川网络(300533) - 2025年第一季度报告披露提示性公告
2025-04-28 08:32
2025 年第一季度报告披露提示性公告 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。 证券代码:300533 证券简称:冰川网络 公告编号:2025-028 深圳冰川网络股份有限公司 特此公告。 深圳冰川网络股份有限公司 董事会 2025 年 4 月 29 日 深圳冰川网络股份有限公司 2025 年第一季度报告于 2025 年 4 月 29 日在中 国 证 券 监 督 管 理 委 员 会 指 定 的 创 业 板 信 息 披 露 网 站 巨 潮 资 讯 网 (http://www.cninfo.com.cn)披露,敬请投资者注意查阅。 ...
冰川网络(300533) - 第五届监事会第六次会议决议公告
2025-04-28 08:30
证券代码:300533 证券简称:冰川网络 公告编号:2025-030 深圳冰川网络股份有限公司 第五届监事会第六次会议决议公告 本公司及监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、监事会会议召开情况 1.深圳冰川网络股份有限公司第五届监事会第六次会议由监事会主席蒲怀 解先生召集,会议通知于 2025 年 4 月 23 日以专人送达、电话等形式送达全体 监事,监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.本次监事会于 2025 年 4 月 28 日上午 11:00 在深圳市南山区学府路 63 号 荣超高新区联合总部大厦 15 楼公司会议室召开,采取现场投票的方式进行表决。 具体内容详见公司同日于巨潮资讯网披露的《2024 年第一季度报告》。 表决结果:同意 3 票,反对 0 票,弃权 0 票。 2. 审议通过《关于作废 2021 年限制性股票激励计划预留部分已授予尚未归 属的限制性股票的议案》 经核查,监事会认为:鉴于公司 2021 年限制性股票激励计划中预留部分激 励对象离职,根据《上市公司股权激励管理办法》及公司《 ...
冰川网络(300533) - 第五届董事会第七次会议决议公告
2025-04-28 08:30
证券代码:300533 证券简称:冰川网络 公告编号:2025-029 深圳冰川网络股份有限公司 第五届董事会第七次会议决议公告 2.本次董事会于 2025 年 4 月 28 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 楼会议室以现场表决的方式召开。 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。 4.本次董事会由董事长刘和国先生主持,公司监事及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 法规和《公司章程》的有关规定,表决所形成的决议合法、有效。 二、董事会会议审议情况 1. 审议通过《关于公司<2025 年第一季度报告>的议案》 公司根据 2025 年度第一季度生产经营的实际情况,编制了《2025 年第一季 度报告》。 本议案已经公司董事会审计委员会审议通过。 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 4 月 23 日以专 人送达、电子邮件、电话 ...
冰川网络(300533) - 第五届董事会独立董事专门会议第三次会议决议
2025-04-28 08:30
深圳冰川网络股份有限公司 第五届董事会独立董事专门会议第三次会议决议 深圳冰川网络股份有限公司(以下简称"公司")第五届董事会独立董事专 门会议第三次会议于 2025 年 4 月 28 日以现场表决方式召开,应当出席本次会议 的独立董事 2 人,实际出席本次会议的独立董事 2 人。本次会议的召集、召开和 表决符合《公司法》《证券法》《深圳证券交易所创业板股票上市规则》《上市公 司独立董事管理办法》和《深圳冰川网络股份有限公司章程》等有关规定,程序 合法,经与会独立董事表决,形成如下决议: 1. 审议《关于作废 2021 年限制性股票激励计划预留部分已授予尚未归属的 限制性股票的议案》 (本页无正文,为深圳冰川网络股份有限公司第五届董事会独立董事专门会议 第三次会议决议之签章页) 独立董事签名: 袁振超 祝理力 经审核,全体独立董事认为:鉴于公司 2021 年限制性股票激励计划预留部 分已授予激励对象中有 13 名激励对象离职、不符合激励对象资格,上述 13 名原 激励对象已不符合公司激励计划中有关激励对象的规定,应当取消上述激励对象 资格,作废其已获授尚未归属的限制性股票 97,800 股。符合公司《2021 ...