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口碑两极化的“捞女游戏”,能借短剧东风走多远?
3 6 Ke· 2025-06-27 13:14
同为真人互动影像游戏,均以男性视角切入,剧情推进依靠与其他几位由真人演员扮演的女性角色展开关系,互动体验接近"短剧+游戏"的结合体。 图片来源:《情感反诈模拟器》 从上线首日反响平平,到冲上热搜后紧急改名,《情感反诈模拟器》在不到48小时内体验了一把赛博过山车。 乍一看,《情感反诈模拟器》与2年前爆火的《完蛋!我被美女包围了!》(下文简称《完蛋!》)颇有几分相似: 只不过,《完蛋!》主打的是男性恋爱向,《情感反诈模拟器》则加入了情感反诈主题,并将镜头对准了所谓"捞女"进行叙事。 不出所料,游戏一经上线,就引发网友对于"捞女"一词是否存在污名化的争议,游戏官方迅速改名为《情感反诈模拟器》,并声明改名后"内容无删减"。 主创团队介绍,该游戏海报制作来自杂志《男人装》的御用摄影团队 即便经历了一轮改名,但《情感反诈模拟器》的热度只增不减。 发售第三天,现售价29元的《情感反诈模拟器》登顶游戏平台Steam国区热销榜首,超过首次开启全平台打折的《黑神话:悟空》与经典射击游戏 《CS2》。截至发稿前,该游戏好评率达到96%。 另据SteamDB显示,《情感反诈模拟器》24小时峰值在线人数超8万人次,而此前《完蛋!》24 ...
这家23人的游戏公司,计划赴美上市
3 6 Ke· 2025-06-27 12:26
注:招股书按财年(截至每年的9月30日)来统计营收等数据。 近期,游戏公司黑瞳科技(DarkIris Inc.,本文简称集团)在美国SEC公开披露招股书,计划在纳斯达克上市。 此前游戏新知介绍过香港厂商盾兵科技63人团队赴美IPO,而黑瞳科技的规模甚至更小,截至2025年3月31日,集团只有23人,其中游戏研发团队及市场 共计14人。人虽不多,但业绩还可以。黑瞳科技的游戏业务面向海外,2024财年(截至2024年9月30日),集团营收为792万美元(约合人民币5682万 元),净利润约110万美元(约合人民币787万元)。 西岐网络是一家专注历史策略类游戏的公司,成立超过23年,创始人为洪志芳。团队最早是做页游的,首款产品《精忠岳飞》曾上线腾讯平台,创下月流 水超百万的成绩。后来业务逐步向手游领域拓展,推出了《我有上将》《武布天下》《王女异闻录》等产品,团队规模也发展到百人左右。 西岐网络曾于2016年4月挂牌新三板,根据早期披露文件,该公司2016~2019年的营收均超过千万元,后为了提高运营效率节省不必要的开支,公司于 2019年11月从新三板摘牌。 | | For the Financial Years ...
在爆火与泡沫中循环的真人影游,与正在消融的行业界限
3 6 Ke· 2025-06-27 11:23
Core Viewpoint - The article discusses the evolution and potential future of interactive video games, also known as "影游" (interactive image games), highlighting their historical context, recent successes, and the challenges faced in the industry [1][19]. Historical Context - The first interactive movie, "A Man and His House," was released in 1967, paving the way for future interactive media [2]. - The introduction of Full-Motion Video (FMV) in games like "Dragon's Lair" in 1983 brought interactive storytelling to the forefront, achieving commercial success [2][3]. Technological Influence - The rise of CD-ROM technology in the 1990s allowed for the storage of large amounts of video content, leading to a boom in FMV games [3]. - Despite initial excitement, many FMV games failed due to poor interactivity and storytelling quality, leading to a decline in interest [4][5]. Recent Developments - The release of "The Invisible Guardian" in 2019 marked a significant return of interactive video games in China, combining live-action footage with player choices [8][11]. - The game was well-received, generating discussions about the potential of interactive storytelling in gaming [11][12]. Industry Trends - The success of "The Invisible Guardian" has inspired a wave of similar projects, including Netflix's interactive film "Black Mirror: Bandersnatch" and various interactive video initiatives from Chinese streaming platforms [11][19]. - The phenomenon of "完蛋!我被美女包围了!" (translated as "I'm Surrounded by Beautiful Women!") in 2023 further propelled the popularity of interactive games, achieving significant sales and player engagement [13][14]. Challenges and Future Outlook - The industry faces challenges in maintaining quality and creativity, as many new projects attempt to replicate successful formulas without understanding the underlying design principles [16][19]. - The integration of film and gaming industries requires collaboration among diverse professionals, including directors, writers, and game designers, to create compelling interactive experiences [20][21]. - Future developments may lead to new roles such as "interactive narrative designers" and "technical directors" to address the unique demands of interactive storytelling [21][22].
版号放量、地方政策加持,游戏产业或将迈向高质量发展
Mei Ri Jing Ji Xin Wen· 2025-06-27 03:11
6月27日,游戏板块早盘震荡回调,游戏ETF(159869)现小幅微跌。持仓股跌多涨少,完美世界、巨人网络、三七互娱、掌趣科技、恺英网 络等跌幅居前,仅华立科技、富春股份、神州泰岳、顺网科技等小幅微涨。 6月24日,国家新闻出版署公布6月游戏审批版号名单,本批次版号数量创今年新高。与此同时,广东、北京相继出台网络游戏高质量发展激励 措施,优质项目将给予最高500万元扶持奖励,浙江也出台了支持游戏出海的相关措施。业内人士认为,在版号放量与地方政策加持的背景 下,游戏产业将迈向高质量发展。 2024年,广东游戏总营收达2604.31亿元,约占全国八成,同比增长6.3%;游戏出海营收达423.6亿元,同比增长9.9%。今年5月,广东瞄准"全 球游戏产业高地"目标,推出全国首个省级游戏产业专项政策《关于推动网络游戏产业高质量发展的若干措施》,出台13条举措覆盖原创精 品、科技创新、产业集群等全链条。 政策明确对优质项目最高奖励500万元,重点支持AI、游戏大模型等前沿技术,并推动"游戏+文旅"跨界融合,成立游戏企业服务中心和游戏 出海服务中心。在此背景下,广东正在加快打造"全球游戏产业高地",6月26日,广东(广州) ...
从永坤黄金到住范儿,揭秘爆雷新套路
吴晓波频道· 2025-06-26 16:47
点击上图▲立即收听 " 这 些爆雷企业所在的产业共性是:野蛮生长,快速迭代,做局自毁,但又生生不息。 " 文 / 巴九灵(微信公众号:吴晓波频道) 在江浙沪拥有 23 家黄金门店、 11 家珠宝门店的永坤黄金 " 十年磨一骗 " ,打着 " 年化 9% 保本保收益 " 的金字招牌,在 5 月被发现无法兑 付,涉案人数多达 1 万人,涉案金额高达 40 亿元。 网络上, " 拿什么还我全家族近十年两千万 "" 一百多万血本无归 " 的帖子接连涌现, 62 岁的陈阿姨就是其中一位受害者。 十年前,她在家附近的门店买过金饰, " 服务好、门店多、看起来很正规 " 。后来她又听朋友说,永坤有黄金委托保管业务,年化收益 5% — 9% ,还承诺 " 保底回购、价格下跌补差额并赔违约金 " 。 这种 " 有钱自己赚,风险别人担 " 的好事让陈阿姨有些怀疑,但一打听,发现身边不少人都在买, " 存银行利息太低了,股票又风险太大,我觉 得永坤黄金这么多年一直在营业,线下还有那么多店,应该靠谱 " 。 于是,陈阿姨先是投了十万,这些年又慢慢加码,三年前家里拆迁,政府赔了一笔钱,她咬咬牙,把这笔 " 养老钱 " 也投了进去。 直 ...
“出海+企服”双中心揭牌!广东发力游戏产业高质量发展
Nan Fang Du Shi Bao· 2025-06-26 15:51
广东正在加快打造"全球游戏产业高地"。6月26日,广东(广州)游戏出海服务中心、广东(广州)游 戏企业服务中心分别在海珠区、黄埔区正式揭牌成立。 据悉,广东是全国游戏第一大省。2024年,广东游戏总营收达2604.31亿元,约占全国八成,同比增长 6.3%;游戏出海营收达423.6亿元,同比增长9.9%。 今年5月,广东瞄准"全球游戏产业高地"目标,推出全国首个省级游戏产业专项政策《关于推动网络游 戏产业高质量发展的若干措施》,出台13条举措覆盖原创精品、科技创新、产业集群等全链条。政策明 确对优质项目最高奖励500万元,重点支持AI、游戏大模型等前沿技术,并推动"游戏+文旅"跨界融 合,成立游戏企业服务中心和游戏出海服务中心。 在此背景下,两大服务中心同时揭牌,标志着"政策包"落地工作又往前推进了一步。广东省委宣传部相 关负责人表示,成立服务中心的初心就是服务企业,始终将服务好企业作为第一要务,搭建好政府与企 业、企业与海外市场的桥梁,建设好专业智库,为企业政策咨询、项目申报、市场推广、法律援助、游 戏出海等提供更为精准、更加贴心的服务。 两大服务中心落地,构建了"国际化拓展+本土化赋能"联动体系。其中,广 ...
两中心同日揭牌 广州构建游戏产业“出海+企服”联动体系
Nan Fang Du Shi Bao· 2025-06-26 15:51
广东是全国游戏产业第一大省。2024年,广东游戏总营收达2604.31亿元,约占全国八成,同比增长 6.3%;游戏出海营收达423.6亿元,同比增长9.9%。 今年5月,广东瞄准"全球游戏产业高地"目标,推出全国首个省级游戏产业专项政策《关于推动网络游 戏产业高质量发展的若干措施》,出台13条举措覆盖原创精品、科技创新、产业集群等全链条。政策明 确对优质项目最高奖励500万元,重点支持AI、游戏大模型等前沿技术,并推动"游戏+文旅"跨界融 合,成立游戏企业服务中心和游戏出海服务中心。 6月26日,广东(广州)游戏出海服务中心、广东(广州)游戏企业服务中心分别在海珠区、黄埔区揭 牌成立。两个中心的落地,构建了"国际化拓展+本土化赋能"联动体系,将助力广东打造全球游戏产业 高地,加速文化出海,实现技术突破与文化输出的双重跃升。 "出海之路充满机遇,也遍布荆棘。文化差异、合规风险、支付结算、渠道拓展、知识产权保护等,每 一项都考验着企业的能力与韧性。"乐牛游戏副总裁陈智伟表示,出海服务中心是企业的"坚强后 盾"与"服务港湾",能为企业一站式服务,提升出海效率,让企业能更专注地打磨精品,开拓全球市 场。未来,企业将持 ...
手游之外的另一个战场:超300款产品单季流水超千万
3 6 Ke· 2025-06-26 13:04
Core Insights - The year 2023 marks the rise of mini-games, with 2024 expected to see continued product and market expansion, leading to a mature ecosystem by 2025 [1] Group 1: User Growth and Engagement - Mini-game users online increased by 10% year-on-year, with over 80% of users accessing games through "pull-down, social, and search" methods [2] - The platform has over 5 billion monthly active users, with only 10% overlap with mobile game users, indicating a unique user base [4] - Players engage with an average of 6 mini-games monthly, with daily online time increasing by 10% compared to the previous year [4] Group 2: Developer Ecosystem - There are over 400,000 mini-game developers, with 80% being small teams of fewer than 30 people [2][8] - The platform has seen the emergence of multiple stable mini-games with over 10 million monthly active users, supported by a strong developer ecosystem [5] - The introduction of tools like LTVMax and expansion of game size limits aims to support developers and enhance game quality [9] Group 3: Market Dynamics and Competition - 70% of listed gaming companies have begun investing in mini-games, indicating a shift in market focus [10] - The entry of established companies like Supercell into the mini-game market is expected to elevate the overall quality and diversity of offerings [10] - The mini-game platform has a library of over 200 quality IPs, enhancing collaboration opportunities and user engagement [10] Group 4: Social Interaction and User Experience - The integration of social features allows for seamless interaction between players, creating a dual-loop ecosystem within the WeChat environment [11] - The rise of PC mini-games has seen a 55% increase in activity, with a 40% expansion in commercial scale [11] - The WeCare initiative supports educational and cultural projects, showcasing the platform's commitment to social impact [15]
广东游戏“双中心”揭牌,构筑“出海+企服”新引擎
Sou Hu Cai Jing· 2025-06-26 11:26
Core Insights - The establishment of the Guangdong (Guangzhou) Game Overseas Service Center and the Guangdong (Guangzhou) Game Enterprise Service Center marks a significant step in optimizing the business environment and supporting the growth of game enterprises in Guangdong [1][2] Group 1: Service Centers Overview - The two service centers aim to create a "global expansion + local empowerment" synergy, facilitating Guangdong's ambition to become a global gaming industry hub and enhance cultural export [1] - The Game Overseas Service Center will focus on international development needs, providing comprehensive services such as market research, legal consulting, technical standards support, talent training, and international cooperation [2] - The Game Enterprise Service Center will offer a multi-functional platform for local enterprises, including government services, R&D support, talent development, copyright protection, legal consulting, and technology sharing [2] Group 2: Industry Growth and Policy Support - Guangdong's gaming industry is projected to achieve total revenue of 260.43 billion yuan in 2024, accounting for approximately 80% of the national total, with a year-on-year growth of 6.3% [1] - The overseas gaming revenue is expected to reach 42.36 billion yuan, reflecting a year-on-year increase of 9.9% [1] - The province has introduced a comprehensive policy package aimed at high-quality development of the gaming industry, including 13 measures that support original content, technological innovation, and industry clustering [1] Group 3: Future Directions - The two centers will leverage their platform advantages to integrate resources and provide high-quality services, driving the gaming industry towards high-quality development and establishing a globally influential gaming industry [3] - The gaming sector in Guangdong is encouraged to explore innovative development models, enhance international collaboration, and deepen integration with other industries [3] - Guangdong game enterprises are urged to seize opportunities for increased innovation investment, improve product quality, and create culturally distinctive games that tell Chinese stories on the global stage [3]
连比尔·盖茨都沉迷的扫雷和纸牌,藏着微软一段30年的「摸鱼」史
3 6 Ke· 2025-06-26 09:33
Core Points - Microsoft has evolved into the world's third-largest gaming company, with Windows becoming a significant gaming platform over the past three decades [2][38] - The initial perception of Windows was as a serious business tool, with early games like "Microsoft Flight Simulator" and "Reversi" not establishing it as a gaming platform [2][3] Group 1: Development of Windows Games - Microsoft aimed to demonstrate the entertainment value of Windows by developing games, driven by programmers who wanted to have fun during their spare time [3][4] - The creation of the card game by intern Wes Cherry in 1988 was a pivotal moment, leading to its integration into Windows 3.0, which was initially intended to help users become familiar with the mouse [4][7] - The card game became one of the top three most-used programs in Windows, surpassing even Word and Excel in usage time [7][11] Group 2: Microsoft Entertainment Pack - The Microsoft Entertainment Pack was launched with minimal budget and aimed to provide casual gaming experiences for users [12][16] - The first entertainment pack was released in 1990, followed by three more packs within two years, showcasing games like Tetris and Minesweeper [16][19] - Minesweeper gained immense popularity, even captivating Bill Gates, who reportedly deleted it from his computer to avoid addiction [20][22] Group 3: Legacy and Modernization - The success of these early games led Microsoft to recognize the importance of gaming in enhancing the appeal of Windows [11][38] - Classic games like Solitaire and Minesweeper have been updated and modernized, continuing to be part of the Windows experience [9][25] - The legacy of these games is evident in modern iterations, such as the inclusion of SkiFree in Windows 11's installation interface [36][38]