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中国玩家,为何不再青睐韩国网游?
3 6 Ke· 2026-01-14 07:13
Core Viewpoint - The article discusses the decline of Korean online games in the Chinese market, which were once dominant but have lost their appeal among younger players, leading to a significant shift in the gaming landscape [1][3][12]. Group 1: Historical Context - Korean online games, such as "Dungeon & Fighter," generated 94% of their sales from Chinese players in 2019, amounting to 6.2 billion RMB [2]. - The peak of Korean online games in China occurred around the early 2000s, with titles like "Legend of Mir" and "MapleStory" becoming immensely popular [6][8]. - By 2002, Korean games had already earned 600 million RMB from Chinese internet users [7]. Group 2: Reasons for Decline - The primary reason for the decline is the conflict over profit-sharing between Korean game developers and Chinese agents, leading to a breakdown in collaboration [12][21]. - Korean game companies often require Chinese agents to invest heavily in marketing and localization, which has led to dissatisfaction and disputes over revenue sharing [21][22]. - Recent legislative changes in South Korea have made it more difficult for Chinese companies to act as agents, increasing operational costs and prompting many to develop their own games instead [22][23]. Group 3: Market Dynamics - In 2017, Korean game exports to China accounted for 60% of total exports, reaching 3 to 4 billion USD [24]. - The deterioration of Sino-Korean relations, particularly due to geopolitical tensions, has further restricted the entry of Korean games into the Chinese market, allowing local companies to thrive [25]. - Chinese gaming companies have begun to dominate the Korean market, with titles like "The Last War: Survival" generating significant revenue in Korea, indicating a reversal of fortunes [30][33]. Group 4: Financial and Operational Challenges - Korean game developers face significant financial constraints, limiting their ability to innovate and compete with Chinese firms that have stronger capital backing [30][31]. - The success of Chinese games like "Black Myth: Wukong" highlights the disparity in capital and operational capabilities between Chinese and Korean gaming companies [27][29]. - Many smaller Korean companies struggle to survive, as failed game projects can lead to immediate financial crises due to their limited resources [33].
迷惑!游戏大厂奇葩新规,15 分钟不动鼠标就不算工时。网友:这班没法上了
程序员的那些事· 2025-12-22 01:27
伯乐在线分享IT互联网职场和精选干货文章(原域名已不再维护)。组织维护10万+star的开源技术资源 库,包括:Python, Java, C/C++, Go, JS, CSS, Node.js, PHP, .NET 等 前段时间韩国游戏圈出了个大新闻,知名厂商 NCsoft 搞的新考勤制度,把员工和网友都惹毛了。 核心规则简单又离谱:上班时 15 分钟不碰鼠标或键盘,系统就自动停计工时。 这事不光在韩国引发热议,也让不少打工人直呼"难以理解",到底是怎么回事? 一、奇葩规则:15 分钟无操作 = 没上班? 以下文章来源于伯乐在线 ,作者伯小乐 伯乐在线 . NCsoft 原本计划在 2025 年 10 月,上线一套全新的考勤监控系统。 这套系统的操作逻辑挺直白:员工进工作区就算开始计时,连在公司图书馆待着的时间都能算工时。 但最让人吐槽的是"15 分钟规则": 只要登录工作电脑后,超过 15 分钟没手动操作鼠标或键盘,系统就 会暂停累计这段时间的工时 。 公司方面解释,这么做是为了防止员工摸鱼,还强调这套系统已经过法律审查,完全合规。 可在游戏行业里,很多工作根本不需要一直敲键盘、点鼠标。 策划师要坐着琢磨 ...
世纪华通摘帽,微信苹果达成关键协议丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-11-17 09:29
Group 1: Industry Developments - Century Huatong has received approval from the Shenzhen Stock Exchange to withdraw its risk warning, confirming compliance with the stock listing rules [3] - Tencent has reached a 15% revenue share agreement with Apple for WeChat mini-program payments, marking a significant collaboration between the two companies [6][7] - NetEase's game "Where Winds Meet" has achieved over 500,000 players within 40 minutes of its overseas launch, ranking in the top 5 most played games on Steam [8] Group 2: Company Performance - Tencent's Q3 2025 report shows game revenue of 63.6 billion yuan, a 22% year-on-year increase, driven by new game launches and sustained performance of existing titles [9] - Century Huatong's subsidiary, DianDian Interactive, has seen significant success with its game "Whiteout Survival," achieving over 200 million downloads and topping revenue charts for 15 consecutive months [3][4] - The new strategy mobile game "Kingshot" has generated over 400 million USD (approximately 2.8 billion yuan) since its launch in February 2025 [4] Group 3: Legal and Regulatory Matters - Giant Network has assisted law enforcement in breaking a cheating case related to its game "Supernatural Action Group," leading to the arrest of three suspects involved in the distribution of cheating software [11] - CyberAgent has reached a friendly settlement with Konami regarding a patent lawsuit over the game "Uma Musume," which involved a claim for 4 billion yen (approximately 185 million yuan) [12] Group 4: Strategic Partnerships and New Releases - NCsoft plans to collaborate with Chinese companies to launch mobile versions of "Lineage" and "Aion," targeting a 2026 release in mainland China [14] - Valve has launched new hardware products, including the Steam Machine, which aims to expand its gaming hardware ecosystem [13]
《永恒之塔》手游官宣2026年推出,聚焦游戏ETF(159869)布局窗口
Mei Ri Jing Ji Xin Wen· 2025-11-12 03:28
Group 1 - The gaming sector experienced fluctuations, with the gaming ETF (159869) showing a slight decline after an initial rise of nearly 1% in early trading. Major stocks like Beiwai Technology, Guomai Culture, and Light Media saw significant drops, while a few like Mingchen Health and Giant Network performed positively. As of November 11, the gaming ETF's product scale reached 11.468 billion yuan, facilitating investors' access to leading A-share gaming companies [1][2] - On November 11, Shengqu Games and NCsoft announced a collaboration to develop a mobile version of the classic MMORPG "Lineage," expected to launch in 2026. This partnership signifies a revival of classic IPs in the mobile gaming sector, aiming to attract both returning core players and new users. The collaboration between leading firms and overseas copyright holders is becoming a crucial strategy for revitalizing classic IPs and expanding into global markets [1] Group 2 - The gaming sector is undergoing transformations driven by AI, content, and commercialization model changes. The gaming ETF (159869) tracks the CSI Animation and Gaming Index, reflecting the overall performance of A-share listed companies in the animation and gaming industry, highlighting investment opportunities in this area [2]
索尼PS5系列游戏机全球出货量达到8420万台;盛趣游戏《永恒之塔》手游官宣2026年推出|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-11-11 23:06
Group 1 - Sony's PS5 series has achieved global shipments of 84.2 million units, with 3.9 million units sold in the latest quarter, reflecting a 5% year-on-year revenue growth and a 10% increase in operating profit [1] - The company is shifting its focus from promoting PS5 hardware to enhancing profitability through software and services, indicating a strategic pivot as the console market matures [1] - This transition suggests that hardware manufacturers will increasingly rely on content ecosystems and subscription services for revenue generation in the gaming industry [1] Group 2 - Shengqu Games and NCsoft announced the development of a mobile version of the classic IP "Lineage," expected to launch in 2026, which aims to attract both returning and new players [2] - The upcoming mobile game is part of a trend where major companies collaborate with overseas copyright holders to revitalize classic IPs and expand into global markets [2] Group 3 - NEXON's "ARC Raiders" has surpassed 4 million units in cumulative sales and achieved over 700,000 concurrent players, demonstrating strong market appeal for the "looter shooter" genre [3] - The game has topped the Steam global sales chart for two consecutive weeks, indicating the competitive strength of Embark Studios and the popularity of the gameplay model [3] - The success of "ARC Raiders" may encourage more developers to explore the "looter shooter" segment, intensifying competition within this niche [3]
中国互联网史上最大规模并购要来了?
投中网· 2025-06-21 04:33
Core Viewpoint - Tencent is considering acquiring Nexon for $15 billion, which would mark a significant move in the gaming industry, potentially making it the largest acquisition by a Chinese internet company to date [3][4][19]. Group 1: Historical Context - Korean games played a pivotal role in the development of the Chinese gaming market, with titles like "Legend," "Dungeon & Fighter (DNF)," and "MapleStory" shaping the gaming landscape [2][3]. - Tencent's long-standing relationship with Neople, the developer of DNF, began in 2008 when it secured the rights to operate the game in China after a protracted negotiation process [9][10]. Group 2: Acquisition Details - The potential acquisition of Nexon is seen as a strategic move for Tencent to consolidate its position in the gaming industry, especially given Nexon's portfolio of popular IPs [6][19]. - The acquisition price of $15 billion is viewed as reasonable considering Nexon's market position and historical performance, especially after its IPO in 2011 [16][19]. Group 3: Market Dynamics - The gaming industry has evolved significantly since Tencent's initial dealings with Neople, and the current landscape presents new challenges and opportunities for acquisitions [15][19]. - Tencent's strategy has shifted towards a more aggressive investment approach, aiming to secure future hits in the gaming market by expanding its portfolio through acquisitions [18][19].