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当腾讯游戏的“新枪”射中1200万DAU
虎嗅APP· 2025-04-22 10:31
财报显示,腾讯2024年网络游戏业务收入1977亿元,同比增长9.9%,其中国际市场收入580亿元,同比增长 9%,国内市场收入1307亿元,同比增长10%——陡峭财报数据背后,三年间,腾讯长青游戏矩阵从本土游 戏市场的8款增至全球 (包含海外市场) 的14款,"长青游戏战略"初见成效 (腾讯财报将年流水超 过 40 亿元且季度平均日活超过 500 万的手游或超过 200 万的 PC 游戏定义为长青游戏) 。 具体来看,旗舰长青游戏中,《王者荣耀》《和平精英》依然是"两棵摇钱树";其他长青游戏方面,上线四 年的《金铲铲之战》仍保持强劲的增长势头;具备长青潜力的新游,去年 9 月底上线的《三角洲行动》注 册玩家已突破 4000 万,更是短短半年让DAU一举冲破1200万,展现出下一个长青"爆款"的潜力。 这恰恰符合腾讯对游戏业务生长路径的调整——2023年,腾讯管理层在财报电话会上定调:"未来将聚焦于 维持和增长长青游戏,同时创造有潜力成为长青游戏的新游戏——这意味着我们将更加聚焦于少数游戏而 不是做很多的新游戏。与此同时,必须给每款游戏很强的定位、非常强的品类和玩法,投入很高的人力和 制作价值,以便超越玩家的 ...
Ragnarok: Back to Glory Official Launching in Korea and Southeast Asia on April 17, 2025
Newsfilter· 2025-04-17 10:00
Seoul, South Korea, April 17, 2025 (GLOBE NEWSWIRE) -- GRAVITY Co., Ltd. (NASDAQGM:GRVY) ("Gravity" or "Company"), a developer and publisher of online and mobile games, announced the official launch of Ragnarok: Back to Glory, in Korea and Southeast Asia on April 17, 2025. Ragnarok: Back to Glory is a 3D MMORGPG Mobile game that features a globally integrated marketplace, allowing users in Taiwan, Hong Kong, Macau, Korea and Southeast Asia to freely trade in-game items. The game received positive feedback f ...
跨端不是游戏公司的救命稻草
远川研究所· 2025-04-15 12:28
去年1月,马化腾在年度员工大会上批评腾讯游戏躺在功劳簿上不思进取,今年功劳簿焕发二春,一年 拿下双位数增长,收获"非常争气"的五星好评[1];点点互动靠着小程序游戏弯道超车米哈游,跻身国内 前三。 东山再起的是少数,增长无策的是多数。根据不完全统计,2024年,已经发布财报的多家游戏公司里, 预盈的公司只占三分之一。完美世界这样的大户,也迎来上市后首次亏损。 乱流之下,"多端互通"变成为数不多的锚点。 长期以来, 移动端(手机) 与 桌面端(PC/游戏机) 是泾渭分明的两个市场,对应着迥异的需求偏好 与产品逻辑。 2020年9月,《原神》登陆多个不同平台,在性能各异的终端间维持了相对一致的游戏体验,终端间清 晰的分界线开始模糊。 2021年,《原神》挤进PS4游戏畅销榜单,此后连续四年锁定前十,与《使命召唤》、《堡垒之夜》等 现象级作品难分伯仲,让"多端互通"成为行业最大共识。 但眼下凛冬未远,这架引擎的余温能把游戏行业带出泥沼吗? 一笔获客的账 "跨端"是一个技术问题,但也是一个算账问题。 作为第一个吃螃蟹的开发商,米哈游立项《原神》时面对着两个大背景: 一是移动互联网的流量日趋集中,游戏渠道商的话语权依然 ...
全面解析Statter Network:创新技术如何引领区块链未来
Sou Hu Cai Jing· 2025-04-14 23:36
Core Viewpoint - The Statter Network is positioned as a leading project in the metaverse sector, leveraging innovative technologies to enhance blockchain development and provide comprehensive services for the metaverse ecosystem [1][3]. Project Background - Statter is a high-performance public chain aimed at global metaverse developers, focusing on reducing blockchain development barriers through innovative technology [3]. - Key features include the SPoW consensus mechanism, drag-and-drop public chain generation technology, and Multi-VM compatibility [3]. Core Technical Advantages - The drag-and-drop public chain generation technology allows developers to easily create their own chains, significantly lowering development costs and time [4]. - The SPoW mechanism ensures 100% mining output of STT, maintaining decentralization while reducing energy consumption [6]. - Multi-VM compatibility supports low transaction fees and high TPS, enhancing competitiveness in DeFi, NFT, and RWA applications [8]. STT Token Distribution Mechanism - STT relies entirely on mining output, with 92% of tokens allocated to ecosystem contributors, ensuring fair and transparent distribution [9]. - Mining requires STT staking, with a mechanism in place to destroy 90% of STT, promoting long-term stability and value growth [10]. Global Community and Ecosystem Development - Statter Network is rapidly expanding its global ecosystem, particularly in Europe and Asia, with a strong presence in countries like Spain, Germany, and France [11][13]. - The ecosystem includes various applications supporting STT payments, with plans for further expansion into DeFi, NFT, and GameFi [13]. Future Development Directions and Outlook - Statter Network possesses strong competitive advantages in technology, mining economics, and community ecosystem, with potential for significant growth as market conditions stabilize [14]. - Future initiatives include digitizing real-world assets, providing DeFi services, and supporting NFT and GameFi ecosystems [15].
Neuralink Monkey Plays a Video Game (Explained)
Neura Pod – Neuralink· 2025-04-07 16:00
when neuralink showed their monkey playing a video game with no hands in 2021 you probably didn't realize they actually implanted two nural links with one on each side of his brain to capture and decode brain signals the monkey played the game normally then because nurlink could read his brain signals they disconnected the joystick and sent those signals to the computer directly now Nolan Alex and Brad who are all paralyzed were all in planted with neurolinks in Phoenix Arizona and can also play video games ...
2025年12月俄罗斯游戏市移动场广告趋势洞察报告
AppGrowing· 2025-04-07 07:35
Investment Rating - The report indicates a cautious investment rating for the Russian gaming market, particularly in mobile advertising, reflecting a stable yet competitive landscape [4][6]. Core Insights - The Russian mobile gaming advertising market experienced a "rise and fall" trend in ad volume from January to February 2025, with a recovery noted at the end of February [4][6]. - Casual and puzzle games remain the primary focus for ad spending, with a notable interest in PVP and simulation elements among Russian players [4][11]. - Chinese developers dominate the advertising market in Russia, significantly outpacing other foreign competitors, with Vietnamese firms as key challengers [11][17]. Summary by Sections Overall Advertising Scale and Trends - In January-February 2025, the Russian mobile game advertising market showed a weekly trend of "rise and fall," with a 13.2% increase in ad volume in the second week of January, followed by a decline until a 12.2% increase at the end of February [6][7]. - The number of apps being advertised remained stable, with over 9,000 games consistently in the market, indicating a stable competitive landscape [6][8]. Advertising Volume Trends - The weekly advertising volume fluctuated, with notable increases and decreases, reflecting a dynamic market environment [7]. - The number of apps advertised showed minor fluctuations, maintaining a consistent presence in the market [8]. Category Advertising Volume and Competitive Insights - The distribution of advertising across game categories in Russia aligns closely with global trends, with casual and puzzle games leading in ad volume [11][12]. - The competitive landscape is heavily influenced by Chinese developers, who hold a significant market share, followed by Vietnamese developers [15]. Media Platform Insights - Advertising networks are the primary channel for game developers in Russia, accounting for 97% of the market, with local media platforms like Yandex and Vkontakte being significant players [17][19]. - The main game categories advertised on local platforms include role-playing and strategy games [20]. Creative Material Characteristics - Video ads dominate the advertising format, with vertical videos making up 40.3% of the total, and the most common video length being 16 to 30 seconds [24][25]. - The use of engaging video content aligns with current mobile user preferences, enhancing the effectiveness of advertising campaigns [24]. Developer and Product Insights - The report lists the top developers and their main products in the Russian market, highlighting the competitive nature of the landscape [30][33]. - New entrants in the market are also identified, indicating ongoing competition and innovation within the sector [35].
UCL强化学习派:汪军与他的学生们
雷峰网· 2025-02-27 10:15
2006 年暑假的一个午后,汪军踏上了从荷兰小城代尔夫特开往首都阿姆斯特丹的火车,他将在阿姆斯特丹换 乘飞机,飞往美国西雅图参加第 29 届国际计算机协会信息检索大会(ACM SIGIR)。 " 他们构成中国强化学习研究的半壁江山。 " 作者丨赖文昕 编辑丨陈彩娴 作为一支在 AI 领域历经数十年的研究分支,强化学习仍在历久弥新。 01 从推荐系统到强化学习 此时的信息检索领域如日中天,加上微软、雅虎和谷歌三巨头最核心的业务也是搜索,ACM SIGIR 每年都能 汇集学术界与工业界的最高人才,来开一场信息检索界的"年会"。 在华盛顿大学的会场里,汪军在一片掌声中获得了最佳博士联盟奖,于博士毕业的前一年拿下了信息检索领域 博士的最高荣誉。 这位意气风发的青年此刻并未想到,自己将会在 15 年后再获得时间检验奖的荣誉提名——2021 年的汪军已 转向强化学习(RL)数年,作为发起人之一成立了华人强化学习社区RL China,为国内强化学习研究培养了 一批优秀的青年人才,成为领域的"一代宗师"。 汪军 汪军出生于江苏南京,1993 年从金陵中学毕业后开始在东南大学攻读电子工程专业。本科毕业后,他先在工 业界工作三年 ...