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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]
上半年游戏版号,发放超过800个
Zheng Quan Shi Bao Wang· 2025-06-26 07:17
上半年发放版号数据来了。 国产游戏版号同比增加超百个 2025年6月,新一批网络游戏版号发放,共有147款国产网络游戏获得版号,同时还有11款进口网络游戏获得版号。单月合 计发放版号数量超过158个,创近几年新高。 据证券时报记者统计,上半年共发放757个国产网络游戏获得版号,55个进口网络游戏版号,总数较2024年上半年进一步增 长。 新一批版号中,包括多家知名厂商产品,如A股公司恺英网络(002517)的《斗罗大陆:魂师大作战》、冰川网络 (300533)的《最后小队》、巨人网络(002558)的《无尽修仙》。其他知名厂商作品包括莉莉丝的《帕萌战斗日记》、 波克科技的《爆爆军团》、四三九九的《神都奇缘》《一起抓波奇》等。 腾讯和网易两大厂商则均在进口网络游戏方面有所斩获。腾讯的《穿越火线:虹》和网易的《无主星渊》,金山世游的 《鹅鸭杀》等都获得进口版号。 今年以来,国产网络游戏版号单月始终保持在110个以上。今年5月份达到130个,6月份升至147个,发放数量持续攀升。 | 时间 | 国产网络游戏版号数量 | 进口网络游戏版号数量 | | --- | --- | --- | | 2025年1月 | 123 ...
70%上市游戏公司投入微信小游戏 中国轻量化游戏生态吸引海外厂商入局
Zheng Quan Ri Bao· 2025-06-26 06:40
Core Insights - The WeChat Mini Games ecosystem is thriving, with a 10% year-on-year increase in user online duration and over 80% of users starting games through "pull-down, social, and search" methods [1] - More than 400,000 mini game developers are involved, with over 80% being small teams of fewer than 30 people [1] - Approximately 70% of listed gaming companies are investing in the mini game ecosystem, leading to a rich variety of engaging games for users [1] User Engagement - The monthly active users of WeChat Mini Games have reached 500 million, with users playing an average of 6 games per month and daily online duration also increasing by 10% compared to last year [1] - Nearly 70 games have achieved over 1 million daily active users (DAU), and over 300 games have generated more than 10 million yuan in quarterly revenue [1] Market Expansion - International gaming giant Supercell has entered the Chinese WeChat Mini Games market, launching its competitive mobile game "Brawl Stars" exclusively on the platform, with a mini game version of "Clash Royale" expected to launch in September [1] - The mini game IP cooperation platform has over 200 quality IPs, with new city tourism IPs being added, marking a significant expansion in the IP collaboration space [2] Technological Advancements - The PC mini games have seen a 55% increase in activity and a 40% expansion in commercial scale, with user acquisition spending increasing fourfold [2] - The WeChat Mini Games platform has introduced the LTVMax optimization tool and upgraded its technical capabilities, allowing for larger game sizes and improved efficiency in advertising [2] Social Responsibility - The WeChat Mini Games team has upgraded the WeCare public welfare program, opening donation capabilities and exclusive feedback mechanisms to all developers by July 1, 2025, with over 1 million yuan donated during the testing phase [2]
重庆云威科技CEO李力:创造力是爆款游戏的核心
Sou Hu Cai Jing· 2025-06-26 06:17
李力认为,做出爆款游戏本身有很大难度,每年公司内部立项的项目大概70—80个,真正能上线的大概40 个左右,"能做到微信人气榜前10的产品,一年如果能有2个左右,就算比较成功了。"值得注意的是,李 力认为爆款游戏离不开年轻人的天马行空创新。"一些应届毕业生他的活跃思路比我们做了五年、十年开 发的人员更活跃,我们也是非常欢迎和鼓励新进来的员工,特别是应届毕业生把自己的想法和点子先说出 来,再根据技术实现再进行创作。这是我们整个公司去做立项和打造尽可能给大家带来好产品的过程。" 上游新闻记者 孙磊 李力表示,云威科技旗下的《打螺丝》系列小游戏,在腾讯等平台中明列全国前三的成绩,源于公司有着 自己的"爆款方法论"。他表示,最核心的方法就是团队要保持比较好的创造力和氛围。每到周末的时候, 公司的策划、美术、程序等都要进行一次"头脑风暴"的碰撞,这期间往往能产生很多好点子,即便暂时"漂 在空中"很难落地,也要收集起来。李力表示,好的创意通过各种拆分落地,往往有不错的效果。如"打螺 丝"系列游戏,就把当时比较好的玩法原型加上打螺丝的题材结合起来进行的尝试。"可能过程当中会发现 当时看起来不合原理的,如一颗螺丝打到车顶,感 ...