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国游出海这一年:夺科隆、拿TGA,给老外一点武侠震撼
创业邦· 2025-12-26 09:06
Core Viewpoint - The article emphasizes the growth of China's gaming industry in overseas markets, highlighting that the actual sales revenue of self-developed games reached $9.501 billion, a year-on-year increase of 11.07% [6]. Group 1: Market Performance - Tencent's international market revenue grew by 43%, marking the highest growth rate since the segment's performance was disclosed [9]. - NetEase's overseas deferred revenue increased by 25.3% to 19.47 billion yuan, indicating that the overseas market is becoming a second growth curve for its gaming business [9]. - By 2025, China's self-developed game overseas revenue is expected to exceed $20 billion, reflecting a significant upward trend in overseas income [9]. Group 2: Leading Companies - Century Games has been identified as the "first factory" for overseas expansion, ranking first in the global mobile game manufacturers list, with notable titles like "Endless Winter" and "Kingdom of Bouncing" contributing to its success [12][13]. - Other companies like FunPlus and Lilith Games also continue to perform well in the overseas market, particularly in the SLG genre, which is popular in emerging markets [14]. Group 3: Game Genres and Player Demographics - SLG games remain a popular category for Chinese games going abroad, appealing to a wide range of players, including those in conflict zones seeking escapism [14]. - Casual games from companies like Habby, which include titles like "Archero" and "Dungeon of the Endless," have also shown strong performance in overseas markets due to their low entry barriers and engaging gameplay [16]. - Lemon Microfun targets ultra-casual players, primarily women, with games like match-3 and simulation genres, catering to players looking for quick entertainment during daily routines [19]. Group 4: Trends in Game Development - The article notes that shooting games continue to be a traditional strong category for overseas markets, with Tencent's "Delta Force" performing exceptionally well [20]. - The second dimension (二游) games, while not mainstream, have a dedicated following in overseas markets, with players attending conventions to connect with others [22]. - The success of titles like "Ming Tide" and "Yuan Yun Sixteen Sounds" indicates a growing interest in Chinese cultural themes, particularly in the martial arts genre, which has gained traction among overseas players [41][43]. Group 5: Future Directions - The article suggests that the combination of martial arts, immersive experiences in second dimension games, and detailed narratives in female-oriented games will shape the future landscape of Chinese games going abroad [48]. - The industry is transitioning from a rough expansion phase to a more refined competition stage focused on quality, culture, and gameplay [49]. - Companies will need to balance global adaptation with local expression to maintain competitive advantages in the international market [49].
年终总结②:200亿出海市场,谁在闷声赚大钱
3 6 Ke· 2025-12-25 12:11
Core Insights - The overseas market remains a key focus for the Chinese gaming industry, with actual sales revenue from self-developed games reaching $9.501 billion in the first half of 2025, marking an 11.07% year-on-year growth [1] - Major companies like Tencent and NetEase have reported significant revenue growth from international markets, with Tencent's international market revenue increasing by 43% and NetEase's deferred revenue growing by 25.3% to 19.47 billion yuan [3] - The trend indicates that by 2025, the overseas revenue from Chinese self-developed games is expected to exceed $20 billion, highlighting the increasing demand for Chinese games abroad [3] Group 1 - Tencent is recognized as a leading player in the overseas market, but Century Huatong has been named the "first factory" for overseas expansion in 2025 [4] - The "Top 50 Global Mobile Game Publishers" list includes nine Chinese companies, showcasing the competitive landscape and the presence of Chinese firms in the global market [5] - Century Huatong's success is attributed to several hit mobile games, particularly in the SLG genre, which remains popular in emerging markets [8] Group 2 - Companies like Haipi Games and Lemon Microfun are capitalizing on casual gaming trends, targeting light players, particularly women, with games that are easy to pick up and play [10][12] - The second dimension of gaming, particularly in the overseas market, is still developing, with companies like MiHoYo maintaining a loyal player base despite not being as dominant as in previous years [16] - The success of games like "Yanyun Sixteen Sounds" on platforms like Steam indicates a growing interest in Chinese martial arts games, suggesting a potential new direction for Chinese games in international markets [30][32] Group 3 - The overseas gaming market is evolving, with trends showing a shift towards quality, culture, and gameplay, moving away from a more crude approach [37] - The combination of martial arts themes, immersive experiences in second-dimensional games, and detailed narratives in female-oriented games are shaping the new landscape of Chinese games abroad [37] - Future challenges for companies will include balancing global adaptation with local expression while leveraging cultural advantages for sustained commercial competitiveness [37]
上线仅半年!网易《头号追击》官服将停运
Xi Niu Cai Jing· 2025-12-25 03:55
近日,网易游戏《头号追击》发布网易(官方版本)停运公告称,由于游戏开发运营策略的调整,《头号追击》游戏将于2026年2月26日10时终止运营。 公告显示,2025年12月17日10时,《头号追击》的全平台下载入口将被关闭,玩家将无法下载该游戏,同时停止游戏充值、新用户注册;2026年2月26日10 时,正式停止游戏运营,关闭游戏服务器,同时关闭该游戏的网易游戏官方网站,届时上述网站将不能访问。 公告还显示,自停运公告发布之日起至2026年2月26日10时止,《头号追击》现有玩家游戏账号中尚未使用的头号币可继续使用。 值得一提的是,11月24日15时,网易旗下MMO游戏《射雕》正式停止运营,停运的主要原因是《射雕三部曲》IP的合作期即将结束,以及游戏运营策略的 调整。 ...
深圳打造出海第一城 广州规划大湾区游戏谷 “粤游戏”拿下全国八成营收
Shen Zhen Shang Bao· 2025-12-24 23:37
Core Insights - Shenzhen aims to become China's leading city for game exports, while Guangzhou plans to develop the "Greater Bay Area Game Valley," indicating the expansion of Guangdong's gaming industry [1][3] Group 1: Market Growth and Projections - The global gaming market is projected to reach $188.8 billion by 2025, growing at a rate of 3.4%, with the Asia-Pacific market expected to be $87.6 billion, growing at 2.3%, and China's market estimated at $52.3 billion [1] - Guangdong's gaming revenue is forecasted to reach ¥283.613 billion by 2025, representing a year-on-year growth of 8.9% [2] Group 2: User Base and Revenue Distribution - China's gaming user base has surpassed 680 million, marking a historical high, with Guangdong's gaming revenue accounting for over 80% of the national total, up from 79.94% last year [2] - In 2025, mobile games are expected to generate ¥211.632 billion, client games ¥69.655 billion, and mini-program games ¥37.046 billion in Guangdong [2] Group 3: Industry Leadership and Development Trends - Guangdong's gaming industry has shown an average annual growth rate of 12% over the past decade, solidifying its position as a national leader [2] - The region is transitioning from "product management" to "emotional management," enhancing its role as the "heart" of China's gaming industry [3] Group 4: International Expansion - Guangdong's self-developed games are projected to generate overseas revenue of ¥42.36 billion in 2024, with expectations of reaching ¥46.427 billion by 2025, reflecting a growth of 9.6% [3] - The trend of "hardcore overseas expansion" is becoming a significant development strategy for Guangdong's gaming industry [3] Group 5: E-sports and Cultural Integration - E-sports are increasingly becoming a social activity for young people, evolving into an independent industry with a new ecosystem [4] - The integration of e-sports with various sectors, including culture and tourism, is creating new consumption patterns and opportunities within the industry [4]
12月25日热门中概股涨跌不一 台积电涨0.70%,阿里巴巴跌0.72%
Xin Lang Cai Jing· 2025-12-24 18:23
12月25日热门中概股涨跌不一,纳斯达克中国金龙指数(HXC)收跌0.07%。 上涨股当中(按市值从高到低),台积电涨0.70%,拼多多涨1.23%,京东涨0.31%,日月光半导体涨 0.03%,中华电信涨0.15%,腾讯音乐涨0.14%,联电涨0.19%,贝壳涨0.63%,理想汽车涨0.54%,蔚来 涨0.20%。 下跌股当中(按市值从高到低),阿里巴巴跌0.72%,网易跌0.64%,携程跌0.33%,百度跌0.38%,富 途控股跌0.27%,小鹏汽车跌0.71%,中通跌0.84%,华住酒店集团跌0.61%,满帮跌0.98%,中国新城农 村跌0.36%。 美股周三收高,标普500指数创历史新高。美国上周初请失业救济人数降至21.4万。 | | e家快服 | +9.19% | +0.085 | | --- | --- | --- | --- | | | EJH | 0.00% 盘后 | | | | 罗科任 | +7.88% | +0.160 | | | LGCL | -0.46% 盘后 | | | | 盈丰科技 | +7.32% | +0.079 | | | CREG | 0.00% 盘后 | | | | 开 ...
“粤游戏”拿下全国八成营收
Shen Zhen Shang Bao· 2025-12-24 17:22
Core Insights - Guangdong is positioning itself as a leading hub for the gaming industry in China, with initiatives to become the first city for game exports and the establishment of the "Greater Bay Area Game Valley" [2][3] Group 1: Market Growth and Projections - The global gaming market is projected to reach $188.8 billion by 2025, growing at a rate of 3.4%, with the Asia-Pacific region expected to generate $87.6 billion, a 2.3% increase [2] - China's gaming revenue is estimated to reach $52.3 billion by 2025, while Guangdong's gaming revenue is forecasted to hit ¥283.61 billion, reflecting an 8.9% year-on-year growth [2][3] Group 2: Guangdong's Market Share - Guangdong's gaming revenue accounts for over 80% of the national total, increasing from 79.94% the previous year, with a significant contribution from mobile games, client games, and mini-program games [3] - The province has seen an average annual growth rate of 12% in its gaming industry over the past decade, solidifying its status as a national leader [3] Group 3: Industry Development and Trends - The gaming industry in Guangdong is transitioning from "product management" to "emotional management," reinforcing its position as the "heart" of China's gaming sector [4] - The esports sector is rapidly evolving into a standalone industry, driven by new consumer trends and policies, with significant growth in esports-related products and events [4] Group 4: International Expansion - Guangdong's self-developed games are projected to generate over ¥42.36 billion in overseas revenue in 2024, with expectations for this figure to reach ¥46.43 billion by 2025, marking a 9.6% increase [4]
从《原神》到《黑神话:悟空》,中国游戏出海进阶之路
Core Insights - The Chinese gaming industry has experienced significant growth, with annual revenue increasing from 140.7 billion RMB to 325.7 billion RMB from 2015 to 2025, marking a doubling in revenue over the decade [1] - The focus has shifted from single product overseas distribution to a comprehensive global strategy encompassing investment, development, testing, publishing, and operation [2] - By 2025, the actual sales revenue of self-developed games in overseas markets is projected to reach 20.455 billion USD (approximately 144.03 billion RMB), reflecting a year-on-year growth of 10.23% [2] Industry Trends - The Chinese gaming industry has seen a comprehensive upgrade from government support to institutional backing and team enhancements, with initiatives like the "Game Shanghai Ten Articles" and the establishment of overseas service centers [3] - Major companies like Tencent and Century Huatong have reported substantial overseas revenues, with Tencent's overseas income reaching 20.8 billion RMB, accounting for about one-third of its total gaming revenue, and a year-on-year growth of 43% [4] - The diversification of game genres and gameplay has been crucial, with successful titles across various categories, including action, simulation, and RPGs, indicating a broadening of market appeal [4][5] Globalization Strategies - Chinese gaming companies are increasingly adopting global strategies from the outset, moving from localized adaptations to deep localization that considers cultural preferences and gameplay mechanics [8] - The shift in publishing strategies includes simultaneous global launches and prioritizing overseas versions, enhancing the relevance of products in international markets [8] - The use of interactive advertising and market testing has become common, allowing developers to gather real-time feedback and adjust their products accordingly [9] Technological Advancements - The integration of advanced technologies such as AI, VR, and cloud computing has become essential for Chinese gaming companies to enhance operational efficiency and market responsiveness [12][14] - AI technologies are being leveraged to streamline creative processes, allowing for rapid development and iteration of game concepts, thus reducing costs and time [15][16] - The 2025 report indicates that the growth in gaming revenue and user base is attributed to improved mobile game quality, successful long-standing titles, and the strong performance of mini-program games [16]
快讯:恒指开盘涨0.02% 恒科指涨0.07% 黄金股延续涨势 内房股板块活跃 网易涨超1%
Xin Lang Cai Jing· 2025-12-24 01:26
客户端 今日港股三大指数集体高开,恒指开盘涨0.02%,报25780.09点,恒科指涨0.07%,国企指数涨0.09%。 盘面上,科网股跌多涨少,网易涨超1%,腾讯跌近1%;黄金股延续涨势,中国白银集团涨超2%;内房 股板块活跃,融创中国涨超1%;银行股部分上涨,重庆农村商业银行涨超1%。 责任编辑:郭栩彤 热点栏目 自选股 数据中心 行情中心 资金流向 模拟交易 热点栏目 自选股 数据中心 行情中心 资金流向 模拟交易 客户端 今日港股三大指数集体高开,恒指开盘涨0.02%,报25780.09点,恒科指涨0.07%,国企指数涨0.09%。 盘面上,科网股跌多涨少,网易涨超1%,腾讯跌近1%;黄金股延续涨势,中国白银集团涨超2%;内房 股板块活跃,融创中国涨超1%;银行股部分上涨,重庆农村商业银行涨超1%。 | 国企指数 | 8922.07 +0.09% | | --- | --- | | 800100 | | | 但生科技指数 | 5492.83 +0.07% | | 800700 | | | 恒生指数 | 25780.09 +0.02% | | 800000 | | 责任编辑:郭栩彤 ...
活不过10天的新服,能盘活网易MMO吗?
3 6 Ke· 2025-12-24 00:24
MMO这块儿,确实网易更会整活。 就在上周,网易《逆水寒》端游宣布将于明年1月9日推出"十日服"。如字面意思,整个服就只开十天,1月9日开服,运营十天后于1月18日关服,并清除 所有数据。 01 我在逆水寒端游中"搜打撤"? 十日服与传统服到底有哪些区别?除了10日删档等表面信息外,与正式服、黄金服相比,游戏在商业化模式、养成、战斗、交易等方面均有所不同。 最关键的,十日服取消了点卡,玩家可以无门槛地去体验。而玩家在游戏内的所有充值,可以全部继承到正式服中。 首先,为何会推出十日服?据《逆水寒》端游所述,MMO最有趣的部分就在前10天——玩家全部从0开始,社交尚未固化,数值尚未积累,对于任何一名 玩家都有体验。 不过,或许考虑到十日服的生态会与常规服截然不同,此次十日服更像是一片试验田:它独立运行,并不影响现有服务器生态。同时在养成、战斗上更加 激进,如回归原始的无规则野外PK,更快的养成释放,技能简化去掉冗余操作等等,这些在主流MMO很难见到设计,在十日服一股脑地放出来。 除了行业关注外,十日服在玩家圈层也掀起了不小的波澜。自12月19日《逆水寒》官方公众号公布十日服消息后,截止至今阅读量达到8.4万,转发 ...
游戏动漫下一站去哪?行业沙龙马栏山论道
Chang Sha Wan Bao· 2025-12-23 15:33
Core Insights - The event "Evolution·Symbiosis·Empowerment - 2025 High-Quality Development Salon for Game and Animation Art" highlighted the transformative impact of AI on the gaming and animation industry, emphasizing that small teams can achieve significant results through enhanced efficiency [1][3]. Group 1: Event Overview - The salon was attended by over 100 representatives from game and animation companies, educational institutions, and independent developers, focusing on diverse development paths for animation and game art driven by visual technology [1]. - The event was guided by the Management Committee of the Malanshan (Changsha) Video Cultural and Creative Park and co-hosted by various organizations, aiming to inject new momentum into the regional game and animation art ecosystem through multi-faceted collaboration [3]. Group 2: AI and Industry Development - The establishment of an art production capacity base was announced, aimed at creating a standardized, large-scale, and professional art production platform to enhance project efficiency [3]. - The event featured discussions on the application of AI in the entire animation production process, showcasing how AI can revolutionize content creation and improve efficiency [3]. Group 3: Future Directions - The Malanshan Video Cultural and Creative Park is developing a "three-in-one" ecosystem to support high-quality development in the animation and gaming industry, focusing on computational power, enterprise cultivation, and an optimized innovation service environment [6]. - Future plans include enhancing the "creative research and development - talent cultivation - industry transformation" ecosystem to position the park as a leading hub for digital cultural creation and art production in China [6].