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11月份游戏版号发放量创今年新高,游戏板块新品周期开启,聚焦游戏ETF(159869)布局机会
Mei Ri Jing Ji Xin Wen· 2025-12-03 02:59
Group 1 - The A-share market opened lower on December 3, with the Shanghai Composite Index down 0.14%, the Shenzhen Component down 0.13%, and the ChiNext Index down 0.04. The sectors showing weakness included lithium battery electrolyte, superhard materials, 6G, commercial aerospace, and CPO concept stocks, while themes related to cross-strait integration and AI applications showed strength [1] - As of December 2, the game ETF (159869) reached a product scale of 11.221 billion, facilitating investors to easily invest in leading A-share gaming companies [1] - The number of game approvals in November reached a new high for the year, with a total of 178 games approved, including titles from well-known manufacturers such as Bilibili and Perfect World. Year-to-date, 1,532 domestic games have been approved, while 93 imported games have been approved, with 6 in November [1] Group 2 - Among the games approved in November, "Star Sand Island," a life simulation game set in a subtropical island, has gained market attention. It features activities like fishing, livestock farming, and exploration. The game has previously appeared at major gaming events and has over 400,000 wish list entries on Steam as of November 13 [2] - Wanlian Securities predicts that competition in the life simulation game sector will intensify by 2026, with major game developers like miHoYo and Tencent entering the market. The success of "Star Sand Island" will depend on its differentiation and leveraging multi-platform advantages [2] - Related ETFs include the game ETF (159869), which focuses on leading companies in the A-share IP gaming industry, and the cultural and entertainment media ETF (516190), which provides balanced exposure across marketing, film, tourism, and IP toy sectors [2]
万联晨会-20251201
Wanlian Securities· 2025-12-01 00:48
Market Overview - The A-share market saw collective gains last Friday, with the Shanghai Composite Index rising by 0.34% to close at 3,888.60 points, the Shenzhen Component Index increasing by 0.85% to 12,984.08 points, and the ChiNext Index up by 0.7% to 3,052.59 points. The total trading volume in the A-share market reached 1.59 trillion RMB, with net purchases from southbound funds amounting to 2.727 billion HKD. Over 3,900 stocks in the A-share market experienced gains [1][6]. - In terms of sector performance, the steel, agriculture, forestry, animal husbandry, and retail sectors led the gains, while the banking and coal sectors saw declines. Concept indices such as titanium dioxide and Hainan Free Trade Zone performed well, whereas indices related to avian influenza and flu saw declines [1][6]. Important News - The China Securities Regulatory Commission (CSRC) has drafted an announcement regarding the pilot launch of commercial real estate investment trusts (REITs). The announcement outlines eight key points, including the definition of commercial real estate REITs, registration and operational management requirements, and the responsibilities of fund managers and custodians. It emphasizes the need for strict adherence to regulatory standards and the roles of regulatory bodies in monitoring and managing risks associated with commercial real estate REITs [2][6]. Industry Insights - In November, a record 184 game licenses were approved, with notable titles such as Xishanju's "Star Sand Island" entering the life simulation genre. The total number of approved domestic games this year has reached 1,532, with 178 approved in November alone. The report highlights the competitive landscape for life simulation games, with major developers like miHoYo and Tencent also entering the market [7][8][9]. - The approval of game licenses is expected to continue to support the industry's recovery, with a focus on companies that possess product reserves, research capabilities, and diverse thematic layouts [9].
触乐本周行业大事:11月184款版号下发,字节或有意出售沐瞳,腾讯完成对育碧子公司战略投资
Sou Hu Cai Jing· 2025-11-29 07:16
Group 1: Game Approval and Market Trends - In November, the National Press and Publication Administration approved a total of 184 games, bringing the total number of game licenses issued in 2025 to 1,624, with 1,532 being domestic and 92 being imported [1][4] - The number of domestic game licenses approved each month has consistently exceeded 110 over the past year, indicating a stable growth trend compared to last year [4] - Notable games approved this month include Tencent's "No Man's Land," Bilibili's "Shining! Lume," and Perfect World's "Dream New Zhu Xian: Light Enjoy" [1] Group 2: ByteDance and Savvy Games Group Negotiations - ByteDance is reportedly in talks with Saudi Savvy Games Group to sell its gaming subsidiary, Mouton, with negotiations still ongoing and no final agreement reached [5] - Mouton's flagship game, "Mobile Legends: Bang Bang," has over 1.5 billion downloads globally and is considered a core asset of ByteDance's gaming business [5] - There are concerns regarding Savvy's financial situation, which may impact the negotiations, as the Saudi Public Investment Fund is facing funding shortages [7] Group 3: Tencent's Strategic Investments - Tencent has completed a strategic investment of €11.6 billion (approximately 900 million RMB) in Ubisoft's subsidiary, Vantage Studios, acquiring a 26.32% economic interest while Ubisoft retains control [8][10] - Vantage Studios will focus on major Ubisoft IPs like "Assassin's Creed," "Far Cry," and "Rainbow Six," aiming to develop them into evergreen brands with annual revenues of €1 billion [8] Group 4: Game Releases and Updates - Tencent's Level Infinite has secured global publishing rights for the upcoming cross-platform game "Project Spirits" developed by Shift Up, indicating Tencent's deepening involvement in game development [11][13] - Bilibili's game "Yao Guang Lu: Chaos Princess" will cease online operations on December 8, 2025, after a short lifespan, reflecting challenges in sustaining player engagement [16][18] - NetEase's collectible card game "Onmyoji: The Card Game" will stop new content updates after January 1, 2026, although servers will remain operational [19][21] Group 5: Acquisitions and Market Expansion - Nintendo plans to acquire 80% of Bandai Namco Studios Singapore by April 1, 2026, to enhance its game development capabilities [22][24] - The Chinese Embassy in Belarus praised NetEase's "Yanyun Sixteen Sounds," highlighting the increasing success of Chinese ARPGs in international markets [25][28] - Kaien Network's investment in the AI game "EVE" is set for a second test, with plans for a Q1 2026 launch, showcasing the industry's focus on AI-driven gaming experiences [29][31]
A股传媒25Q3总结:游戏仍加速,分众毛利率回到峰值
Shenwan Hongyuan Securities· 2025-11-05 10:12
Investment Rating - The report indicates a positive investment outlook for the gaming sector, highlighting its strong performance compared to other sub-industries within the media sector [3][4]. Core Insights - The A-share media sector reported an 8.2% year-on-year revenue growth and a 59.8% increase in net profit attributable to shareholders in Q3 2025, with significant differentiation among sub-industries [3][4]. - The gaming industry showed remarkable growth, with a 28.6% year-on-year revenue increase, marking six consecutive quarters of accelerating revenue growth and achieving a profit margin of 19.0%, the highest quarterly level since 2022 [3][4]. - The external environment for gaming continues to improve, with an increase in the average monthly number of domestic game approvals and relaxed third-party payment policies from platforms like Google and Apple, which are expected to enhance channel cost efficiency [3][6][10]. - The advertising sector, particularly focusing on Focus Media, has seen substantial growth in internet advertising spending, leading to improved profit margins and a return to historical highs in gross margins [3][4]. - The publishing sector has shown mixed results, with some state-owned publishing groups experiencing significant profit growth while others face challenges due to changes in educational material subscription methods [3][4]. Summary by Sections Gaming Sector - The gaming sector's revenue in Q3 2025 grew by 28.6% year-on-year, with a profit margin of 19.0%, the best performance since 2022 [3][4]. - Domestic PC game sales increased by 20% year-on-year, driven by titles like "Dream" and "Delta" [11]. - Key companies to watch include ST Huatuo, Giant Network, and Jiubite, which have shown significant growth [3][4][19]. Advertising Sector - Focus Media has optimized its cost structure, leading to a gross margin that has reached historical highs [3][4]. - Future observations will focus on the elasticity of internet advertising spending and the impact of new partnerships and acquisitions [3][4]. Publishing Sector - The performance of state-owned publishing groups varies, with some recovering from previous declines while others continue to face challenges [3][4]. - The overall trend indicates a need for adaptation to changing market conditions and consumer demands [3][4]. Long Video Sector - Mango TV is at a critical juncture, with expectations for operational improvements as policy support strengthens [3][4]. - The focus will be on innovative IP operations and product cycles in the coming years [3][4].
国金证券:25Q3游戏行业利润加速释放 看好后续丰富产品储备继续驱动增长
Zhi Tong Cai Jing· 2025-11-03 08:13
Core Insights - The gaming industry is experiencing significant growth, with Q3 2025 revenue reaching 30.36 billion yuan, a year-on-year increase of 28.61%, outpacing the overall media industry's growth of 8.20% [1][2] - Net profit attributable to the parent company for the gaming sector is 5.78 billion yuan, reflecting a remarkable year-on-year growth of 111.65%, also surpassing the media industry's profit growth of 59.35% [1][2] - The gaming industry's revenue and profit growth rates have shown a consistent upward trend on a quarterly basis [2] Financial Performance - The overall gross margin of the gaming industry has been on the rise since Q4 2024, significantly exceeding the average gross margin of the media industry [2] - The net profit margin for the gaming sector has also been improving since Q2 2024, despite a temporary decline in Q4 2024 due to one-time impairment impacts [2] - Operating cash flow for the gaming industry has remained stable since 2021, with a substantial year-on-year increase in 2025, surpassing the total operating cash flow for the entire year of 2014 by Q3 2025 [2] Market Dynamics - The Chinese gaming market maintained a high level of prosperity, with actual sales revenue reaching 88.026 billion yuan in Q3 2025, reflecting a quarter-on-quarter growth of 6.96% [3] - As of October 2025, a total of 1,441 game licenses have been issued, exceeding the total for the entire year of 2024, indicating a robust pipeline of new products that is expected to continue driving industry growth [3]
10月版号发布,三季度中国游戏市场收入880亿元丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-10-26 09:28
Industry Overview - In October, a total of 166 games received approval for release, with 159 domestic games and 7 imported games, marking the highest number of new approvals in recent years [3] - The actual sales revenue of the Chinese gaming market for Q3 (July-September) was 880.26 billion yuan, representing a quarter-on-quarter growth of 6.96% but a year-on-year decline of 4.08% [5] Domestic Companies - Among the 159 approved domestic games, 155 are mobile games, 12 are client games, and 5 are web games, with notable titles including "Survival 33 Days" by 37 Interactive Entertainment and "Tomorrow's Prologue" by Meituan [4] - NetEase's Li Kaiming, head of the tenth division, announced his departure to pursue entrepreneurship, with the company confirming that his exit will not affect the studio's operations [6] - Tencent announced that "Honor of Kings World" is set to launch in spring 2026 [6] International Developments - A recent report indicated that 26% of European developers faced layoffs in 2025, with 13% leaving the gaming industry altogether [8] - The price of in-game items for "CS2" plummeted following a patch that expanded the trade-up system, with the price of the Karambit Doppler skin dropping from over $2,700 to around $1,100 [10] - Koei Tecmo Holdings significantly raised its profit forecast for the first half of the 2025 fiscal year (April to September), expecting both ordinary profit and net profit to double, driven by strong game sales and effective cost control [11]
游戏ETF(516010)盘中飘红,近10日净流入超7亿元,机构:9月游戏版号发放量维持高位
Mei Ri Jing Ji Xin Wen· 2025-09-29 06:57
Group 1 - The core viewpoint of the article highlights that the approval volume of game licenses in September remains high, covering various types of products and well-known manufacturers [1] - From the beginning of the year to date, a total of 1,195 domestic games have been approved, with 145 games approved in September, including titles from Tencent, miHoYo, NetEase, and others [1] - For imported games, a total of 80 games have been approved this year, with 11 games approved in September, including titles from Chuangmeng Tiandi and Xinghui Games [1] Group 2 - The game ETF (516010) tracks the animation and gaming index (930901), which selects listed companies involved in animation production, game development, platform operation, and related industry chains to reflect the overall performance of the sector [1] - The index focuses on innovation and growth in the animation and gaming field, covering the entire industry chain from content creation to distribution channels, showcasing distinct industry representation and market vitality [1]
EA或500亿美元私有化;9月下发156款版号 | 游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-09-29 01:15
Industry Dynamics - In August 2025, China's gaming market revenue reached 29.263 billion yuan, showing a month-on-month increase of 0.61% but a year-on-year decline of 13.01% [3] - The actual sales revenue of domestically developed games in overseas markets was 1.68 billion USD, reflecting a month-on-month decrease of 0.79% and a year-on-year decrease of 10.66% [3] - The year-on-year decline in revenue is attributed to the high revenue base from the previous year due to the success of the game "Black Myth: Wukong," and the lack of similarly impactful new releases during the current period [3] Game Licensing - On September 24, the National Press and Publication Administration issued licenses for 156 games, including 145 domestic and 11 imported titles [4] - Notable titles include Tencent's "Return Ring," NetEase's "Star Drawing Friends," and miHoYo's "Honkai: Inheritance Spirit" [4] Domestic Company News - NetEase announced the shutdown of "The Legend of the Condor Heroes," effective November 24, due to the expiration of its IP cooperation with Minghe Publishing and adjustments in operational strategy [5] - Tencent's UK studio Splash Damage has been sold to overseas private equity investors; the studio was previously acquired by Tencent in 2022 [6] - Tom Cat's former chairman Wang Jian reduced his holdings by 31.58 million shares, exiting the major shareholder position, with his remaining stake now below 5% [7] - Wang Jian's history of share reductions includes 71 transactions from 2019 to 2020, totaling over 700 million yuan, raising concerns about the company's fundamentals [8] - Kingsoft's subsidiary, Kingsoft Game, has formed a strategic partnership with Sega and Rovio to reintroduce the popular IP "Angry Birds" to the Chinese market [9] Regulatory Compliance - The Mexican Ministry of Finance proposed an 8% special tax on games containing "violent" content as part of its 2026 budget plan, applicable to both domestic and foreign companies [10] Major Transactions - Electronic Arts (EA) is reportedly negotiating a privatization deal valued at approximately 50 billion USD (about 356.74 billion yuan), which could become the largest leveraged buyout in history [11] eSports Events - The qualification matches for the 2025 League of Legends World Championship concluded, with teams BLG, AL, TES, and iG representing the LPL region [12]
游戏产业跟踪:暑期档以来游戏行业保持高热度,看好行业景气度延续
2025-09-28 14:57
Summary of the Gaming Industry Conference Call Industry Overview - The gaming industry in China has maintained high activity levels since the summer, with a market size of approximately 29 billion yuan in July, reflecting a year-on-year growth of nearly 5% [1][4] - Mobile game revenue showed a slight increase, with several new games performing well, such as "Douluo Dalu: Soul Master World," which generated over 100 million yuan in its first month [1][4] - The market size remained stable in August compared to July, but there was a year-on-year decline, with mobile game revenue decreasing by 4% [1][4] Key Insights - The overall performance of the gaming industry has been positive this year, supported by a relaxation of policies and an acceleration in supply growth [2] - The industry is in an upward trend, with new game launches significantly boosting company performance [2] - The release of 156 game licenses in September, including 145 domestic and 11 imported, indicates a healthy regulatory environment [6][7] Company-Specific Developments - Huatuo's core overseas products have shown strong performance, leading to an 11% month-on-month increase in revenue for Diandian Interactive [8] - Giant Network's game "Supernatural" has exceeded expectations in revenue stability, with plans to launch an overseas version next year [8] - Key products approved include new titles from Tencent, NetEase, and miHoYo, indicating strong competition among major players [6][7] International Market Performance - Chinese self-developed games generated nearly 1.7 billion USD in overseas revenue in July, with a year-on-year growth in single digits [5] - Despite a 10% year-on-year decline in August due to high base effects, some products like KingShow's "Frost Knight" maintained strong growth, with a 20% month-on-month increase [5] Future Trends - The legendary game market is substantial, with annual revenues of 30-40 billion yuan, and more legendary games are expected to enter the market [9] - Future growth will come from expanding partnerships with larger companies, the introduction of 25 key legendary games, and enhancements in PC, live streaming, and item trading functionalities [9] Product Development and AI Initiatives - Kaiying Network is entering a new product cycle, with "Blood of the River and Lake" launched in South Korea and plans for several new titles by 2025-2026 [10] - The AI product EVE is expected to launch by the end of the year, and the AI gaming platform Soon may begin commercialization [10] Performance of Key Companies - Gigabit has consistently outperformed expectations, with "Sword of the Hero" showing strong overseas revenue growth of 14% month-on-month in August [11] - Perfect World and Shenzhou Taiyue have new titles in development, with Perfect World's "Yihuan" showcased at the Tokyo Game Show [12] Overall Market Sentiment - The gaming industry remains strong, with companies performing well even in the traditionally slower month of September [13] - Continued investment opportunities are recommended in companies such as Giant Network, Kaiying Network, ST Huatuo, Perfect World, Gigabit, Shenzhou Taiyue, and Sanqi Interactive [13]
国泰海通|传媒:9月国产游戏版号共发放145款,优质内容供给有望持续释放
国泰海通证券研究· 2025-09-28 12:34
Core Viewpoint - The gaming industry is expected to perform well in the third quarter due to the release of quality content, with a positive long-term outlook for the sector [1]. Group 1: Market Performance - The media index increased by 0.63%, ranking 5th among 31 industries, underperforming compared to the Shanghai and Shenzhen 300 index (up 1.07%) and the ChiNext index (up 1.96%) [2]. - The total number of domestic game licenses issued this year has reached 1,195, significantly surpassing the 959 licenses issued during the same period last year [2]. Group 2: Game License Distribution - In September, 145 domestic game licenses were issued, including titles from major companies such as Tencent, NetEase, and miHoYo [2]. - Additionally, 11 imported game licenses were granted, featuring notable titles like "Super Hole" and "MapleStory: New Chapter" [2]. Group 3: Market Size and Trends - In August, the domestic gaming market size was 29.263 billion yuan, showing a month-on-month growth of 0.61% but a year-on-year decline of 13.01% due to high base effects from the previous year [3]. - Mobile game revenue was 21.521 billion yuan, with a month-on-month increase of 0.85% and a year-on-year decrease of 4.25%, while client game revenue was 6.563 billion yuan, showing a month-on-month decline of 1.11% but a year-on-year increase of 17.59% [3].