游戏产业发展
Search documents
城市24小时 | 中部两省间的第二条高铁,来了
Mei Ri Jing Ji Xin Wen· 2025-11-25 16:16
每经记者|刘艳美 每经编辑|杨欢 "长江云新闻"11月25日消息,湖北宜昌至湖南常德高速铁路预计今年内开工,2029年底建成。 宜常高铁北起湖北省宜昌市长阳东站,南至湖南省常德市常德站,全线234.4公里,设计时速350公里,总投资约324.7亿元。沿途将设6个车站,其中湖北境 内有长阳东站、宜都站、松滋西站,湖南境内有澧县西站、临澧东站、常德站。 根据此前信息,项目建成后,宜昌至常德的旅行时间将缩短至约1.5小时,到长沙也只需约2.5小时,比目前绕行武汉的路线缩短一半以上。 解读:宜常高铁是我国"八纵八横"高速铁路主通道之一呼南通道的关键一环,也是《长江中游城市群发展"十四五"实施方案》提出的交通基础设施重点项目 之一。 公开信息显示,早在2017年,呼南通道襄阳至常德段就完成设计招标,并开展预可研等前期准备工作。不过此后数年,由于湘鄂两省对线路走向方案未达成 一致,加上襄阳至荆门高铁和沿江高铁通道的优先实施,宜常铁路此前推进较为缓慢。直至2023年,宜常铁路被纳入国家储备开工计划。今年以来,项目开 始加快推进: 1月6日,国家发展改革委官网通报,该委已批复新建宜昌至常德铁路可行性研究报告。9月29日,生态 ...
莫斯科国际游戏周即将开幕 五位中国行业领袖齐聚亮相
Sou Hu Wang· 2025-11-24 01:56
莫斯科国际游戏周将于11月28日至30日举办,将汇聚来自中国、印度、越南、哈萨克斯坦、塞尔维亚、 阿根廷和阿联酋等20多个国家和地区的200多位行业专家,其中包括五位来自中国的业界领军人物,共 同探讨全球趋势和本土化策略。 在莫斯科游戏中心,将会举办一系列商业活动,主要涵盖四个方向的议题。其中,"游戏生态系统"方向 侧重于讨论开发者支持机制和机构发展框架,将会通过一场旗舰会议,考察区域游戏中心和生态系统建 设,由与会者来分析各国基础设施和机构性支持机制。 "行业技术"方向重在探讨正在重塑市场的新兴技术解决方案和商业模式,包括一场题"游戏起源:从概 念到产品"的核心环节,将汇集行业专家的意见,剖析关键开发阶段,从制作原型制作、发现独特游戏 玩法到营销变现,并分享在避免关键错误、以及把创意转化为商品的重要经验。由VK Play发起的"从全 球化到本地化:游戏产业发展的新方向"板块讨论预计将会是中国观众的关注重点。这场讨论将会邀请 五位来自中国的业界领袖跟大家分享这个全球最大游戏市场的见解,包括吸引受众的传播策略、全球发 行策略以及中国监管详情。此外,还有一场由罗昊主持的实操讲座,题为"游戏引擎的底层:从渲染到 逻 ...
米哈游次时代新作公布实机演示;腾讯战投育碧11.6亿欧元;Unity和Epic宣布合作 | 氪游周报
3 6 Ke· 2025-11-23 05:52
Group 1: Game Releases and Updates - MiHoYo and HoYoverse have unveiled a 31-minute gameplay demonstration of their flagship new title "Varsapura," showcasing its immersive experience and unique design [1] - The action mobile game "Bleach: Immortal Souls" developed by ACG has officially launched on all platforms, emphasizing the original storyline and 3D combat [3] - The highly anticipated hardcore shooter "Escape from Tarkov" has received negative reviews post-launch on Steam, with a current positive rating of only 8% in the simplified Chinese region due to performance issues and server problems [5][7] Group 2: Industry Developments - Beijing's Haidian District has released measures to promote high-quality development in the gaming and esports industries, offering up to 20 million yuan in rewards for outstanding game projects [10] - Unity and Epic Games have announced a historic collaboration, allowing Unity editors to directly publish game projects to Epic's "Fortnite" platform, enhancing cross-platform capabilities [11] - Tencent has completed a strategic investment of 1.16 billion euros in Ubisoft Nova SAS, valuing the studio at 3.8 billion euros, which oversees major game franchises like "Assassin's Creed" and "Rainbow Six" [12]
《黑神话:悟空》制作人冯骥:全世界去年最赚钱的10款游戏,有4款是中国团队研发丨直击乌镇
Xin Lang Ke Ji· 2025-11-07 09:01
Core Insights - The 2025 World Internet Conference featured a dialogue among leaders of the "Six Little Dragons" from Hangzhou, highlighting the significance of the Chinese gaming industry on a global scale [1] Industry Overview - The Chinese gaming industry has been the largest in the world in terms of user base and scale for over a decade, contributing to the development of numerous users and talents [1] - Four out of the ten highest-grossing games globally last year were developed by Chinese teams, with three others involving Chinese investment or participation, showcasing the industry's ability to produce top-tier companies [1] Company Insights - The founder and CEO of Game Science, Feng Ji, emphasized the high technical content of the gaming industry, likening it to other tech giants like Nvidia and Microsoft, which have historically benefited from advancements in gaming [1]
海南自贸港游戏产业生态创新发展大会在澄迈启幕
Sou Hu Cai Jing· 2025-10-19 11:24
大会同步举行海南老城科技新城2025年电竞嘉年华颁奖典礼。本次嘉年华企业赛吸引全国120支队伍参 赛,创同类赛事规模纪录。 作为"2025中国·澄迈国际经济贸易洽谈会"的核心专场,海南自贸港游戏产业生态创新发展大会18日在 澄迈启幕。会上发布并解读澄迈游戏产业三大核心支撑举措,为产业发展筑牢基石。 ——政策红利凸显优势。"三税"政策(零关税与"一负三正"清单、"双15%"低税率、简税制)大幅降低企 业运营成本;自贸港创新金融工具缩短审批周期、扩大服务范围,为企业自研资金回收与海外投资提供 便利;依托全国最短外商投资准入负面清单、率先实施的跨境服务贸易负面清单及三张"零关税"清单, 高效吸引外资、降低进口成本。 ——配套场景加速落地。美术研发人才培养实训基地联合本地高校开设定制课程,破解"人才荒";动捕 与高精度模型扫描基地配备国际顶尖设备,设两个高标准光学动捕棚,通过产业券补贴服务费用,可承 接海内外高水平制作需求;880㎡游戏音频制作基地内设多个专业功能空间,提供音效、配乐、拟音、 配音一站式解决方案。 ——生态服务全面覆盖。构建五大核心生态服务体系实现全链条赋能,涵盖助力企业高效获取版号的游 戏出版服务、 ...
8月166款国产游戏获批 创年内单月版号新高
Zheng Quan Shi Bao· 2025-08-25 18:07
Group 1 - The National Press and Publication Administration announced the approval of 166 domestic games and 7 imported games in August 2025, marking a new monthly high for domestic game approvals this year [1] - Among the 166 domestic games, 107 are mobile games, 39 are mobile casual puzzle games, 17 are mobile and client games, 1 is a console game (PS5), and 2 are client games [1] - Major companies like NetEase and Bilibili have successfully obtained approvals for their games, indicating strong performance among leading firms in the industry [1] Group 2 - Several A-share game companies reported positive impacts from the issuance of game approvals, with Baotong Technology highlighting the role of approvals in the recovery of the domestic game industry [2] - Tom Cat mentioned that the game industry is experiencing a dual drive of policy support and technological innovation, with 757 domestic and 55 imported game approvals issued in the first half of 2025, reflecting an 18% year-on-year increase [2] - The domestic game market achieved a sales revenue of 168 billion yuan in the first half of 2025, a 14.08% year-on-year growth, with the user base reaching nearly 679 million, marking a historical high [2]
涨停!一则消息,引爆603444
Shang Hai Zheng Quan Bao· 2025-08-20 02:25
Market Overview - On August 20, A-shares opened lower across the board, with the Shanghai Composite Index down 0.28%, the Shenzhen Component down 0.61%, and the ChiNext Index down 1.14%. By the time of reporting, the Shanghai Composite Index had turned positive, rising by 0.07%. The total trading volume in the Shanghai, Shenzhen, and North markets was 704 billion yuan, a decrease of 63.5 billion yuan compared to the same time the previous day [1]. Gaming Sector Performance - The gaming sector showed strength, with stocks such as Gigabit (603444) hitting the daily limit, and other companies like Xunyou Technology, Kaiying Network, Perfect World, and Giant Network also experiencing gains. This surge was influenced by the announcement of the latest game "Black Myth: Wukong" by Game Science during the opening night of the International Games Expo in Cologne, Germany [2][3]. Key Stock Movements - Notable stock performances included: - Gigabit (603444) at 421.19 yuan, up 10.00% [4] - Xunyou Technology (300467) at 25.58 yuan, up 9.22% [4] - ST Zhongqingbao (300052) at 11.54 yuan, up 4.06% [4] - Perfect World (002624) at 15.82 yuan, up 2.86% [4] - Kaiying Network (002517) at 20.65 yuan, up 2.63% [4] Game Science Developments - Game Science founder Feng Ji expressed on Weibo that after the release of "Black Myth: Wukong," the team is focused on developing a new title in the "Black Myth" series, featuring new heroes, gameplay, visuals, technology, and stories. He indicated that the legend of Wukong will return in a more complete and solid form in the future [5]. - The flagship 3A game "Black Myth: Wukong" was released in August 2024, generating significant buzz and discussions both domestically and internationally, with sales surpassing 10 million copies within four days and reaching 18 million copies globally within two weeks [5].
美股异动丨网易、哔哩哔哩盘前走高 上半年国内游戏市场实际销售收入创历史新高
Ge Long Hui· 2025-08-05 09:16
| 130.280↑+2.970 +2.33% | | 收盘价 08/04 15:59 | | --- | --- | --- | | 133.140 ↑ 2.860 +2.20% | | 盘前价 08/05 04:24 | | 三 24 24 4 5 8 8 目 ♥ 10 | | ● 快捷交 | | 最高价 131.720 | 开盘价 131.500 | 成交量 53.67万 | | 最低价 130.280 | 昨收价 127.310 | 成交额 7011.57 | | 平均价 130.654 | 市盈率 TM 18.61 | 总市值 824.93亿 | | 辰 幅 1.13% | 市盈率(静) 20.35 | 总股本 6.33亿 | | 鱼手率 0.15% | 市净率 4.116 | 流通值 457.06亿 | | 62周最高 141.450 委 比 88.68% | | 流通股 3.51亿 | | 62周最低 74.171 | 量 比 0.85 | 色 主 1股 | | 历史最高 141.449 股息TTM 2.569 | | 换股比率 5.00 | | 方史最低 -1.546 | 股息率ITM 1.9 ...
上半年国内游戏市场销售收入1680亿元创同期历史新高
Zheng Quan Shi Bao· 2025-07-31 22:24
Industry Overview - In the first half of 2025, China's gaming market achieved actual sales revenue of 168 billion yuan, marking a year-on-year growth of 14.08%, setting a historical record [1] - The number of domestic gaming users reached 679 million, also a historical high [1] - The gaming market's actual sales revenue for the first quarter of 2025 was approximately 857.04 billion yuan, reflecting a significant year-on-year increase of 17.99% [1] - The second quarter's revenue is estimated to be around 823 billion yuan, maintaining above 800 billion yuan for the season [1] Market Performance - In 2024, the actual sales revenue of China's gaming market was 325.78 billion yuan, with a year-on-year growth of 7.53% [1] - The user base for gaming in 2024 was 674 million, both revenue and user numbers being historical highs [1] - From mid-2020 to mid-2024, the semi-annual actual sales revenue fluctuated between 140 billion to 150 billion yuan, indicating a breakthrough in the industry with the current figures approaching 170 billion yuan [1] International Market - In the first half of 2025, the actual sales revenue of Chinese self-developed games in overseas markets reached 9.5 billion USD (approximately 680 billion yuan), with a year-on-year growth of 11% [2] - The primary markets for Chinese games abroad are the United States, Japan, and South Korea, contributing 31.96%, 16.2%, and 7.47% of overseas revenue, respectively [2] Game Categories - The mobile gaming sector showed robust growth, with actual sales revenue of 125.31 billion yuan in the first half of 2025, reflecting a year-on-year increase of 16.55% [2] - The success is attributed to strong performances from MOBA, shooting, and strategy games, along with revenue growth from new shooting and action RPG titles [2] - Conversely, the revenue from the two-dimensional mobile game market declined significantly to 14.58 billion yuan, a year-on-year decrease of 8% due to factors like slowing growth of top games and reduced consumer spending [2] - Mini-games performed exceptionally well, with actual sales revenue of 23.28 billion yuan, marking a year-on-year growth of 40.2% [2] Company Performance - ST Huatuo expects a consolidated revenue of approximately 17 billion yuan for the first half of 2025, a year-on-year increase of about 83.27%, with a projected net profit of 2.4 billion to 3 billion yuan, reflecting a growth of 107.2% to 159% [3] - Youzu Network anticipates a net profit of 40 million to 60 million yuan, a year-on-year increase of 768.75% to 1203.13%, driven by stable operations of games like "Youth Three Kingdoms" [3] - Perfect World expects to turn a profit with a projected net profit of 480 million to 520 million yuan, compared to a loss of 177 million yuan in the same period last year, supported by the upcoming launch of its self-developed game "Zhu Xian World" [3]
上半年国内游戏市场销售收入1680亿元 创同期历史新高
Zheng Quan Shi Bao· 2025-07-31 21:26
Industry Overview - In the first half of 2025, China's gaming market achieved actual sales revenue of 168 billion yuan, marking a year-on-year growth of 14.08%, reaching a historical high [1] - The number of domestic gaming users reached 679 million, also a record high [1] - The gaming market's actual sales revenue for the first quarter of 2025 was approximately 857.04 billion yuan, with a significant year-on-year increase of 17.99% [1] - The second quarter's revenue is estimated to be around 823 billion yuan, maintaining above 800 billion yuan for the season [1] - In 2024, the gaming market's actual sales revenue was 325.78 billion yuan, with a year-on-year growth of 7.53% [1] Overseas Market Performance - In the first half of 2025, the actual sales revenue of Chinese self-developed games in overseas markets reached 9.5 billion USD (approximately 680 billion yuan), reflecting a year-on-year growth of 11% [2] - The primary overseas markets for Chinese games are the United States, Japan, and South Korea, contributing 31.96%, 16.2%, and 7.47% of the overseas revenue, respectively [2] Mobile Gaming Sector - The actual sales revenue of China's mobile gaming market in the first half of 2025 was 125.31 billion yuan, with a year-on-year increase of 16.55% [2] - The growth is attributed to the strong performance of MOBA, shooting, and strategy games, as well as revenue growth from new shooting and action RPG titles [2] - However, the revenue from the two-dimensional mobile game market declined significantly, with a year-on-year decrease of 8%, impacted by slowing growth of leading titles and reduced player spending [2] Mini Games and Other Segments - The mini-game market in China showed remarkable performance, with actual sales revenue of 23.28 billion yuan in the first half of 2025, achieving a year-on-year growth of 40.2% [2] Company Performance - ST Huatuo (002602) expects a consolidated revenue of approximately 17 billion yuan for the first half of 2025, a year-on-year increase of about 83.27%, with a projected net profit of 2.4 to 3 billion yuan, reflecting a growth of 107.2% to 159% [3] - Youzu Network (002174) anticipates a net profit of 40 to 60 million yuan, with a year-on-year increase of 768.75% to 1203.13%, driven by stable revenue from games like "Youth Three Kingdoms" [3] - Perfect World (002624) expects to turn a profit in the first half of 2025, projecting a net profit of 480 to 520 million yuan, compared to a loss of 177 million yuan in the same period last year [3]