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高考后,你会考虑就读游戏专业吗?
3 6 Ke· 2025-06-06 12:57
Core Insights - The establishment of a formal game design major in Chinese higher education marks a significant shift in the academic landscape, with 29 new programs added, including "Game Art Design" [1][14] - The increasing number of students pursuing game-related degrees reflects a growing interest in the gaming industry, although concerns about job placement and industry readiness persist [2][15] Group 1: Industry Trends - The game design major is now recognized as an independent discipline in China, with only three universities currently offering such programs [1][14] - Internationally, universities like NYU and USC have established comprehensive game design programs, but there are concerns about the practical applicability of the curriculum to industry needs [4][5] - The gaming industry is perceived as experience-driven, making internships and project work crucial for job placement [15][17] Group 2: Educational Gaps - Many graduates from game design programs report a disconnect between academic training and industry requirements, with some courses focusing more on theory than practical skills [8][9] - The curriculum in some institutions lacks direct relevance to industry practices, leading to a need for students to self-educate and seek additional experiences [9][13] - There is a notable difference in the effectiveness of game programs between domestic and international institutions, with some foreign programs offering more hands-on experience and better job placement rates [13][14] Group 3: Employment Landscape - The job market for game design graduates is competitive, with many students feeling pressure to gain relevant experience early in their academic careers [15][17] - Graduates from game design programs often find themselves competing with candidates from other backgrounds, as many industry roles do not require a specific degree in game design [13][15] - The employment rates for graduates vary significantly by program, with technical roles generally having higher placement rates compared to artistic roles [18][22]
网易游戏反腐重灾区背后:爆款方法论失效,丁磊收权,打破山头与内斗加入复杂流程
Sou Hu Cai Jing· 2025-06-06 09:48
Core Insights - In 2025, NetEase Games is facing an unprecedented anti-corruption storm, revealing deep-seated issues such as stagnating growth, ineffective blockbuster game production methods, and intense internal factional struggles [3] - Founder Ding Lei has taken control to dismantle the entrenched factional culture and has introduced complex management processes, which have increased employee pressure and marginalized projects [3][4] Financial Performance - In Q3 2024, revenue from games and related value-added services was 201 billion yuan, accounting for nearly 80% of NetEase's total revenue, but this represented a year-on-year decrease of 4.2% [3] - In Q1 2025, revenue increased to 209 billion yuan, but net profit is expected to be between 68.86 billion yuan and 75.67 billion yuan, down from 78.86 billion yuan in the same period last year, indicating weak growth [3] Internal Issues - Multiple executives and employees have been criminally investigated for corruption, with the involved contract amounts reaching 2 billion yuan, and actual amounts estimated between 800 million yuan and 1 billion yuan [3] - Corruption in the game marketing sector has been exposed, with advertising agents engaging in kickbacks and rebates, creating an environment conducive to corruption [3] Management Changes - Ding Lei has returned to frontline management since 2023, actively participating in daily operations to combat internal factionalism and corruption [4] - Organizational restructuring has occurred, including the splitting of the Tianxia division into three and the establishment of the Xingjian studio to enhance investment in female-oriented games [4] Employee Impact - New management processes have led to increased employee burdens, with staff required to work at least 10 hours a day or face warnings [4] - Project deadlines have intensified, with projects being halted if they do not show potential for blockbuster success, leading to many projects failing before launch [4]
上海的游戏公司又都好起来了
Hu Xiu· 2025-06-06 04:11
Core Insights - The gaming companies in Shanghai appear to be recovering, signaling a potential new phase for the industry [1][26] Group 1: Company Performance - Eagle's new game "Pom Pom" has achieved significant success, ranking Top 3 in China and Top 10 globally on Steam with an 88% approval rating [1][2][3] - Paper Games has seen a remarkable turnaround, with its flagship store topping the sales chart on Tmall during the "618" shopping festival [5][6] - The game "Love and Deep Space" has shown strong performance, with projected revenue exceeding 6 billion yuan across all platforms in 2024 [6][7] - Heartbeat Games has reported a nearly 70% year-on-year revenue increase, reaching 3.3 billion yuan in 2024, driven by successful titles [10][12] Group 2: Industry Trends - The gaming industry in Shanghai is experiencing a collective improvement, which may indicate the beginning of a recovery cycle [26] - Despite the positive trends, many companies remain cautious regarding project launches and hiring, with a significant oversupply of talent in the job market [24][25] - The past two years saw a wave of layoffs and project cancellations across the industry, but the current signs of recovery suggest a potential shift in the market dynamics [23][26]
活了?畅销Top1突然换人:消失整整4年,它还能大杀四方?
3 6 Ke· 2025-06-06 03:40
Core Viewpoint - The revival of the classic game "Thunder Warplane" by Aileyou in the mini-game market demonstrates the cyclical nature of trends in the gaming industry, highlighting the potential for classic designs to regain popularity [1][5][22]. Group 1: Game Performance and Market Position - "Thunder Warplane: Gathering" reached the top of the WeChat mini-game sales chart, achieving the number one position shortly after its release [1][3]. - The game has maintained a strong presence, remaining in the top four of the rankings even days after its initial success [3]. - The original "Thunder Warplane" was a significant contributor to Tencent's success in the mobile gaming market, generating substantial revenue during its peak [2][18]. Group 2: Game Features and Mechanics - The gameplay of "Thunder Warplane: Gathering" retains the core mechanics of the original game, featuring simple controls and classic bullet-hell gameplay [6][17]. - Players can enhance their experience through various upgrades and character development systems, including weapon upgrades and pilot training [10][13]. - The game offers multiple modes, including endless mode and PVP, while maintaining a focus on the classic bullet-hell experience [17][26]. Group 3: Company Strategy and Market Trends - Aileyou's shift to the mini-game market represents a strategic pivot after experiencing a decline in the mobile gaming sector, aiming to capitalize on emerging opportunities [22][30]. - The mini-game market is characterized by a growing user base, with nearly 50% overlap with mobile game users, indicating a significant potential for new player acquisition [23][30]. - The revival of "Thunder Warplane" aligns with the current trend of simple, engaging gameplay that appeals to both nostalgic players and new users [26][30]. Group 4: Future Outlook - The mini-game market is projected to grow significantly, with a compound annual growth rate of 182.3% from 2022 to 2024, suggesting a favorable environment for Aileyou's continued success [27]. - The company aims to leverage lessons learned from past experiences in the mobile gaming market to enhance long-term operations and player engagement in the mini-game sector [29][30].
莉莉丝的10亿「逆行」进攻
3 6 Ke· 2025-06-06 03:39
Core Insights - The article discusses the transition of Lilith Games with its new game "Farlight 84," which is seen as a crucial response to the company's shift towards achieving a high Daily Active User (DAU) count after the failure of "Party Life" [1] - "Farlight 84" is an export-to-domestic game that has undergone significant adjustments and is expected to launch in the summer, marking the final sprint phase [1] Industry Context - The current leading trend in the domestic FPS market is the "mole digging" gameplay, with "Delta Force" continuing to dominate [2] - "Farlight 84" focuses on the battle royale genre, which was once the most popular direction six years ago but has since evolved significantly, as seen with games like "Peace Elite" that maintain longevity through fresh content [2] Challenges and Adjustments - The FPS genre is seen as a double-edged sword, offering substantial returns due to its global user base while also demanding high standards in design, technology, art, operations, and user ecology [3] - Lilith Games has faced challenges in its transition, having to adjust its direction multiple times, which has extended the development cycle of "Farlight 84" [4] - The game underwent a "reconstruction-level" change in systems and art resources after shifting focus from overseas to the domestic market, contributing to the prolonged development timeline [4] Market Strategy - The current market landscape for FPS games has limited competition for new products, allowing "Farlight 84" to adopt a strategy of competing against established titles [6] - Lilith Games aims to leverage design to break into the market while learning from the operational failures of "APEX," particularly regarding anti-cheat measures [6] - The company has implemented a self-developed anti-cheat system that can quickly respond to reports of cheating, which is crucial for maintaining game quality [6] User Engagement and Growth - "Farlight 84" has reportedly achieved over 1 million daily active users and 50 million registered users through natural growth during its overseas testing phase [9] - However, the game's overseas popularity may not significantly aid its domestic launch, as the PC gaming experience is generally superior, and mobile users tend to engage more with paid content [9] Future Outlook - Lilith Games is attempting to distance itself from a reliance on paid user acquisition, which has characterized its previous successes in card and SLG games [10] - The company is focused on creating a differentiated product through design, but faces challenges in execution, user engagement, and competition from established giants in the FPS market [12] - The upcoming summer launch of "Farlight 84" represents a critical moment for Lilith Games as it seeks to establish itself in a highly competitive environment [12]
东海证券晨会纪要-20250606
Donghai Securities· 2025-06-06 03:08
Group 1: Market Analysis - The Shanghai Composite Index is currently facing a resistance level at 3418 points and a support level at 3174 points, with the index closing at 3376 points on June 4, 2025, just 42 points away from the resistance level [5][6] - If the index effectively breaks above the 3418 points resistance, it may signal a shift from a long-term sideways trading range to an upward trend, with the 3418 points level becoming a strong support [5][6] - The index has attempted to break the 3418 points resistance five times since October 8, 2024, but has not succeeded, indicating significant market indecision [6] Group 2: Consumer Trends - During the Dragon Boat Festival, domestic tourism saw 119 million trips, a year-on-year increase of 5.7%, while tourism revenue reached 42.73 billion yuan, growing by 5.9% [9][10] - The average spending per person for domestic travel was 359.08 yuan, a slight decrease of 2.11% compared to the same period last year [9] - Short-distance and surrounding travel dominated, with nearly 50% of travelers opting for nearby destinations, and family trips being a significant trend due to the coinciding Children's Day [10][11] Group 3: Economic Indicators - The People's Bank of China announced a 1 trillion yuan reverse repurchase operation, indicating ongoing liquidity support in the market [16] - The tax authority reported that the private economy's vitality has been improving, with a 3.6% year-on-year increase in sales revenue for the private sector in the first four months of 2025, outpacing the overall growth of national enterprises [17][18] - The European Central Bank lowered interest rates by 25 basis points, reflecting a continued accommodative monetary policy stance in response to economic conditions [21]
行业增长超预期叠加AI研发深化,游戏板块回调,游戏ETF(516010)跌超1%,昨日净流入超3亿元
Mei Ri Jing Ji Xin Wen· 2025-06-06 02:31
Group 1 - The core viewpoint of the article indicates that the Chinese gaming market is expected to reach a scale of 27.351 billion yuan by April 2025, showing a year-on-year growth of 21.93% and a quarter-on-quarter growth of 2.47%, exceeding market expectations [1] - The growth is primarily driven by long-term products, benefiting from events like collaborations and new seasons, with significant revenue increases for some leading products [1] - The mobile gaming market has seen a year-on-year growth of 28.41%, reaching 20.424 billion yuan, while the client game market has experienced a quarter-on-quarter growth of 3.75% [1] Group 2 - In the overseas market, revenue from independently developed Chinese games has increased by 9.62%, with products like "Honkai: Star Rail" experiencing a surge in income due to anniversary events [1] - From January to May 2025, 610 domestic online game licenses were issued, marking a year-on-year increase of 16.41%, and the pace of issuing import licenses has accelerated, reflecting a favorable policy environment for the gaming industry [1] - The gaming sector shows strong cash flow and stable performance, with ongoing deepening of AI game development [1] Group 3 - The gaming ETF (code: 516010) tracks the animation and gaming index (code: 930901), which is compiled by Shenzhen Securities Information Co., Ltd., selecting listed companies involved in animation creation, game development, and operations to reflect the overall performance of the animation and gaming industry [1] - This index focuses on the cultural and entertainment industry, particularly emphasizing emerging fields such as digital content production and interactive entertainment, effectively reflecting the development trends of the domestic animation and gaming industry [1]
6月5日京东全球购Switch2国内同步首发 北京玩家凌晨喜提真机
Zhong Jin Zai Xian· 2025-06-06 02:13
据悉,截至6月5日零时开售前,Switch2在京东的累计预约量已经突破了40万。对于还没有下单的玩 家,只需打开京东APP,搜索关键词"switch2全球购"或者关注"京东香港自营旗舰店",即可直达抢购页 面。现在下单,不仅能享专属价格优惠,更有官方质保与极速发货服务,轻松开启Switch2的全新游戏 世界。 当前,京东618正在火热进行中,京东全球购汇集海量国际大牌、海外特色好物,并为消费者带来,每 晚8点"全球好物一元抢"、"国际大牌真五折"等一系列惊喜优惠活动,又好又便宜! 家住北京朝阳区将台地区的一位资深玩家,成为这场"速度与激情"的见证者之一。6月5日凌晨00:01, 京东全球购青春采销与京东快递小哥便将国内首批官方授权的Switch2主机送到了他的手中。作为凌晨 收货的幸运玩家,该用户表示,"完全没想到能有机会成为全国最早拿到Switch2的一批人之一,京东的 配送速度真是名不虚传,体验超乎预期!" 这样的惊喜体验并非个例。媒体此前报道,国内首批官方授权货源的Switch2已于5月底就送达京东物流 保税仓。京东全球购表示,对于6月5日前在平台完成支付的Switch2订单,均将于6月5日进行发货,以 ...
任天堂Switch 2全球同步发售;时隔4年国产游戏再夺苹果设计大奖|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-06-05 22:45
Group 1 - Nintendo's new gaming console, Nintendo Switch 2, was globally launched on June 5, with a price of 69,980 yen (approximately 3,399 RMB) and pre-orders exceeding 400,000 units [1] - The launch of Switch 2 is expected to increase investor interest in Nintendo's performance and the gaming console sector, focusing on new products and sales [1] Group 2 - Chinese game developer Paper Games' title "Infinite Warmth" won the "Visual and Graphics" category at the 2025 Apple Design Awards, marking the first win for a Chinese game in four years [2] - The game is recognized for its innovative gameplay centered around collecting diverse outfits rather than weapons, showcasing the design strength of Chinese games and potentially attracting investor attention to innovation and profitability [2] Group 3 - Xindong Network's strategy RPG mobile game "Ither" has launched its international version and opened pre-registration for the domestic version, with over 670,000 pre-registrations on TapTap [3] - The upcoming public test for the domestic version is set for later this year, indicating strong market anticipation and potential for commercial success, which may lead to discussions on the performance of Chinese game developers in overseas markets [3]
卑微如我,才是游戏公司今天最重要的人|深氪
36氪· 2025-06-05 21:56
Core Viewpoint - The article emphasizes the importance of game operation in the current era of stagnant growth in the gaming industry, highlighting that effective player management and engagement are crucial for retaining users and extending the lifecycle of games [8][16][54]. Group 1: Game Operation Challenges - The gaming industry is transitioning into a phase where retaining existing users is more critical than acquiring new ones, as evidenced by a mere 0.94% growth in China's gaming user base in 2024 [15][16]. - The operational strategies of game companies must adapt to the new reality of stagnant user growth, necessitating a focus on player retention and satisfaction [16][54]. - A significant operational incident in the game "绝地潜兵2" illustrates how poor management can lead to player dissatisfaction, despite initial successes [5][7]. Group 2: Player Engagement Strategies - Effective player operation involves understanding user behavior and proactively addressing potential churn risks, with companies employing data-driven strategies to monitor player engagement [27][30]. - Companies are increasingly using personalized communication and incentives to keep players engaged, such as sending tailored messages or rewards to those showing signs of disengagement [28][30]. - The concept of "超预期服务" (exceeding expectations) is highlighted, where companies go beyond standard service to create emotional connections with players, thereby enhancing loyalty [42][45]. Group 3: Historical Context and Evolution - The evolution of game operation practices over the past two decades reflects a shift from basic customer service to sophisticated user lifecycle management, driven by technological advancements and market competition [46][50]. - The rising costs of acquiring new players have made it imperative for companies to invest in retaining existing users, as the cost of acquiring a light user has increased to 35-40 yuan by 2024 [53][54]. - Historical insights reveal that early game companies did not prioritize extensive user engagement, but the current landscape demands a more nuanced approach to player relationships [56][58].