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海南产经新观察:“要出海,来澄迈”
Zhong Guo Xin Wen Wang· 2025-10-11 03:49
中新网海南澄迈10月11日电 (陈英清)"聚焦出海,投资澄迈",是2025中国·澄迈国际经济贸易洽谈会的 主题,也成为海南自贸港封关运作和扩大开放之年里澄迈推进招商引资、全力拼经济的生动写照。 10月17日到19日,2025中国·澄迈国际经济贸易洽谈会将在澄迈县举行。澄迈县县长徐涛表示,以经洽 会为重要平台,让海内外投资者认识澄迈、走进澄迈、投资澄迈,让澄迈与世界产生更广、更深层次的 联结,让"澄接世界、迈向未来"成为一张响亮名片。 "共享出海新机遇",是澄迈此次经洽会致力实现的一个目标。此次经洽会专门设计"封关·机遇·出海"主 题对话,将围绕零碳园区、AI赋能、跨境电商、新能源汽车出海、游戏出海等前沿话题进行深入交 流,共话发展机遇;同时,在各专题活动中邀请专家学者、行业大咖,共探出海路径、技术支持和商业 逻辑,力求以高水平开放形态催生新业态、形成新生态。 立足"中国与世界互联互通的国际平台、海南自贸港链接世界的战略支点、中国企业出海关键门户"的战 略定位,澄迈正在深度融入海南自贸港建设,全面塑造"要出海,来澄迈"特色品牌。 显见,以"平台+载体+政策"三位一体的服务企业出海工作体系正在澄迈加快构建。占兴双 ...
华泰证券:看好中国出海游戏厂商在研发制作和本地化运营方面的潜力
Di Yi Cai Jing· 2025-10-10 00:16
(文章来源:第一财经) 华泰证券指出,中国厂商通过高规格的游戏项目投入目前已经在海外逐渐站稳脚跟,尤其是国产二次元 游戏向日本的文化输出,依靠精美的制作和差异化的玩法已捕获众多玩家心智。同时,多端化发行也逐 渐成为中国厂商出海标配。我们看好中国出海游戏厂商在研发制作和本地化运营方面的潜力,并同时看 好日本具备经典IP穿越周期能力的头部厂商。 ...
多只游戏股年内股价翻倍,产业有望迎来新一轮十年成长期
Feng Huang Wang· 2025-10-09 08:00
Core Viewpoint - The gaming sector has experienced a significant surge in stock prices this year, with various companies achieving remarkable growth, indicating a potential new phase of high-speed growth in the Chinese gaming industry [3][10]. Group 1: Stock Performance - ST Huatuo (002602) has seen a year-to-date increase of nearly 303%, becoming a leader in the A-share gaming sector with a total market capitalization of 153.8 billion yuan [1]. - Tencent (0700.HK) and NetEase (9999.HK) recorded stock price increases of over 60% and 70% respectively, while Giant Network (002558) surged over 260% [3]. - Other notable performers include G-bits (603444) with a rise of over 166%, Perfect World (002624) with an increase of over 88%, and 37 Interactive Entertainment with a growth of over 46% [6]. Group 2: Reasons for Stock Surge - The stock price increases are attributed to multiple factors, including high certainty in performance growth, improved internal control capabilities, and expectations for future delisting [3][6]. - The gaming industry is shifting from imitation to innovation, focusing on high-quality game development and international expansion, which enhances the industry's outlook [3][10]. - The release of new products exceeding expectations and stable performance from existing products have contributed to significant revenue and profit growth [7][11]. Group 3: Financial Performance - Century Huatuo reported a revenue of 17.2 billion yuan for the first half of the year, a year-on-year increase of 85.5%, with a net profit of 2.656 billion yuan, up 129.33% [7]. - G-bits achieved a revenue of 2.518 billion yuan, a growth of 28.49%, with a net profit of 645 million yuan, up 24.5% [7]. - Giant Network's revenue was approximately 1.662 billion yuan, reflecting a growth of 16.47%, while net profit was about 777 million yuan, up 8.27% [7]. Group 4: Policy and Market Dynamics - The issuance of game licenses has been a key driver for the gaming sector, with a significant number of licenses granted this year, indicating a favorable regulatory environment [8][10]. - The total number of game licenses issued in 2025 has reached 1,275, with 1,195 for domestic games and 80 for imported games [8]. - The Chinese gaming market's actual sales revenue grew by 14.08% year-on-year in the first half of the year, marking a historical high [10]. Group 5: Future Outlook - The gaming industry is expected to continue its upward trajectory, supported by policy incentives and technological advancements, particularly in AI and international market expansion [11][14]. - The focus on maintaining IP relevance and leveraging technology for game development is seen as crucial for sustaining growth [11][15].
游戏出海新风口:小游戏杀疯,乙游陷低谷
Hu Xiu· 2025-10-02 08:38
Group 1 - The Tokyo Game Show 2025 opened on September 25 in Chiba, Japan, attracting significant attention and long queues for popular games [1] - Chinese games have gained notable popularity overseas, with titles like "Black Myth: Wukong" winning prestigious awards and Tencent's "Delta Force" mobile game registering over 10 million users within four days of its global launch [10][11] - The gaming industry is witnessing new trends in overseas expansion, with a surge in the popularity of "mini-games" in the SLG (Strategy and Simulation Games) sector [12] Group 2 - "Whiteout Survival," a mini-game, achieved over $3.3 billion in cumulative revenue within two years of its overseas launch, showcasing a new trend in the SLG market [13][15] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for SLG games [15] - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and traditional SLG elements, appealing to a broader audience [20][25] Group 3 - The female-oriented game "Love and Deep Space" achieved significant success, generating nearly 6 billion RMB in revenue globally, with 64% coming from the Chinese market [38] - Despite its success, the game has seen a 73% decline in revenue in the 34th week of 2025 compared to the previous week, indicating potential issues with gameplay engagement [42] - The decline in interest may be due to a lack of updates and engaging content, as well as competition from other entertainment forms like K-pop [44][48] Group 4 - The overseas revenue of Chinese self-developed games reached $18.557 billion in 2024, accounting for nearly 40% of the domestic market's actual sales revenue [55] - Major players like Tencent, NetEase, and DianDian Interactive are leading the market, with Tencent focusing on localization and industrialization through numerous investments [56][57] - The gaming industry is experiencing a significant increase in the number of Chinese companies in the global market, with 32 Chinese publishers making it to the top 100 global mobile game publishers list [66][67]
小游戏起飞,“二次元男友”遇冷,游戏出海又有新风向了?
Xin Lang Cai Jing· 2025-10-02 07:13
Core Insights - The 2025 Tokyo Game Show has seen significant attendance and interest in both domestic and international games, highlighting the growing popularity of Chinese games abroad [1][2][4] - Chinese games have made notable achievements in international markets, with several titles receiving awards and achieving high user engagement [4][20] - The gaming industry is experiencing a shift towards "mini-games" and innovative marketing strategies, which are proving successful in retaining users and generating revenue [5][10][24] Group 1: Event Highlights - The Tokyo Game Show 2025 opened on September 25, attracting large crowds and long queues for popular titles like "Persona 3 Reload" and "Nintendo Switch 2" [1] - Domestic Chinese games also drew significant attention, with players struggling to secure demo tickets for titles like "Arknights: End of the World" [2] Group 2: Chinese Games' International Success - "Whiteout Survival" has achieved over $3.3 billion in revenue within two years of its overseas launch, showcasing the potential of Chinese strategy games in international markets [5] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for similar games [5] - "Kingshot," another SLG game, generated $75 million in revenue within four months of its launch, indicating a trend of successful mini-games in the market [5][6] Group 3: Marketing and User Engagement - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and heavy SLG elements, enhancing user retention [6][8] - The game has successfully attracted a diverse player base, with over 20% of its users being female, breaking traditional gender norms in the SLG genre [8] - Marketing strategies have evolved, with games utilizing platforms like TikTok and YouTube for targeted advertising and local cultural integration [10] Group 4: Performance of Otome Games - "Love and Deep Space" has set a record for Chinese otome games, generating nearly 6 billion RMB globally, with 64% of revenue from the Chinese market [11][13] - Despite its success, the game has faced a decline in revenue, with a 73% drop in the week following its peak [14][16] - The game's lack of engaging content and updates has led to player dissatisfaction, impacting its overall performance [16] Group 5: Industry Growth and Future Prospects - In 2024, China's game export revenue reached $18.56 billion, accounting for nearly 40% of the domestic market, reflecting significant growth over the past decade [20] - Major companies like Tencent and NetEase are leading the charge in overseas markets, focusing on localization and strategic investments [20][21] - The gaming industry is witnessing a diversification of successful titles, with both "mini-games" and high-quality productions finding their place in the global market [27][28]
翻红上扬!游戏ETF(159869)震荡走强涨近1%
Mei Ri Jing Ji Xin Wen· 2025-09-29 05:26
开源证券认为,游戏行业依然在经历供需共振下高景气周期,三季报或进一步验证高景气度,且此轮景 气周期长度或超市场预期,板块当前估值性价比依然突出,调整后建议加大游戏配置力度。游戏板块具 备AI、内容、商业化模式变革多点催化,游戏ETF(159869)跟踪中证动漫游戏指数,反映动漫游戏产 业A股上市公司股票的整体表现,关注游戏ETF(159869)布局机会。 (文章来源:每日经济新闻) 9月29日,游戏板块早盘表现略微震荡,游戏ETF(159869)翻红后持续上扬,现涨近1%。Wind数据显 示,截至9月26日,近10个交易日累计获得资金净流入达16.72亿元,备受资金青睐,产品规模突破100 亿元,创成立以来新高,助力投资者一键布局A股游戏龙头。 今年以来,游戏板块呈现出显著的复苏态势,数据显示,2025年1-9月,国家新闻出版署累计发放游戏 版号达到1275个(包括国产和进口游戏),其中国产版号数量维持高位,进口版号延续"一月一批"的审 批节奏。8月单月发放版号166款,创下2022年4月版号重启以来的新高。此外,国家层面明确提出支持 游戏出海业务,构建从IP打造到制作、发行、海外运营的完整产业链。 ...
重磅!2025年中国及31省市游戏行业政策汇总及解读(全) “出海增长”是主旋律
Qian Zhan Wang· 2025-09-26 06:07
Core Viewpoint - The article discusses the evolution of China's gaming industry policies, highlighting the government's support and regulatory measures aimed at fostering growth and addressing challenges within the sector [2][3][4]. Policy Evolution - The gaming industry in China has transitioned from "cultural market management" to "digital content industry cultivation" and finally to "cultural industry pillarization and digital strategy" as outlined in national economic plans from the "Eighth Five-Year Plan" to the "Fourteenth Five-Year Plan" [2][3][4]. - The "Eleventh Five-Year Plan" (2006-2010) encouraged the development of digital content industries, including gaming, and emphasized cultural innovation and quality improvement [3]. - The "Twelfth Five-Year Plan" (2011-2015) aimed to make the cultural industry a pillar of the national economy, enhancing its overall strength and competitiveness [3]. - The "Thirteenth Five-Year Plan" (2016-2020) introduced the term "gaming" and focused on accelerating the development of emerging industries such as online audio-visual, mobile multimedia, and digital publishing [3]. - The "Fourteenth Five-Year Plan" (2021-2025) emphasizes expanding the supply of quality cultural products and implementing a digital strategy for the cultural industry [4]. National Policy Summary - Since 2000, various government bodies have issued policies to support and regulate the gaming industry, covering aspects such as technological development, industry standards, and minor user regulations [7][8]. - Key policies include the "Network Game Management Measures" aimed at ensuring the healthy development of the gaming industry and the "Technical Requirements for Minor User Monitoring Systems" which impose restrictions on gaming time and spending for minors [9][10]. Provincial Policies - Coastal provinces like Guangdong, Beijing, and Zhejiang have introduced supportive policies for the gaming industry, focusing on high-quality development, technological innovation, and overseas expansion [23][24]. - Specific measures include optimizing game approval processes, encouraging the development of 3A games, and supporting collaborations with historical IPs [24][25]. Market Outlook - As of mid-2025, China's gaming industry is projected to have an overseas market size of $9.501 billion, reflecting a year-on-year growth of 11.07% [20]. - The government aims to enhance the global competitiveness of the gaming industry by promoting the entire value chain from IP creation to overseas operations [20].
这个赛道悄悄翻倍了!
Ge Long Hui· 2025-09-25 09:54
Market Overview - The A-share market showed mixed performance, with the Shanghai Composite Index down 0.01%, while the Shenzhen Component Index rose by 0.67% and the ChiNext Index increased by 1.58% [1] - The total trading volume in A-shares reached 2.39 trillion yuan, compared to 2.35 trillion yuan the previous day [1] Game Sector Performance - The game sector has rebounded significantly since September 24 of last year, driven by valuation recovery and a new growth cycle [1] - The game ETF (159869) has seen a year-to-date increase of over 67% and a 108% increase over the past year [9][10] Growth Drivers in the Game Sector - The game sector is experiencing a threefold growth impetus, including new game approvals, advancements in AI, MR (Mixed Reality), cloud gaming, and international expansion [10][15] - From January to August this year, the number of game approvals increased by 21% year-on-year, with a total of 1,119 licenses issued [12] - AI applications in gaming are becoming widespread, enhancing user engagement and monetization potential [13] - The cloud gaming infrastructure is improving, making it more accessible and changing distribution channels [13] Financial Performance - In the first half of 2025, the game sector achieved revenue of 54.45 billion yuan, a year-on-year increase of 22.17%, with net profit rising by 74.95% to 8.05 billion yuan [18] - The leading companies in the A-share game sector have rolling P/E ratios mostly between 20-35 times, indicating a significant recovery from previous years [21] Investment Opportunities - The game ETF (159869) tracks the China Animation and Game Index, including major players like Giant Network, Keai Network, and others, and has seen significant capital inflow, reaching nearly 10.62 billion yuan in the last 10 days [23][26] - The ETF provides a convenient way for investors to participate in the game sector without needing extensive knowledge of individual companies [22][26] Conclusion - The game industry is evolving into a growth-oriented sector, driven by technological advancements and global market expansion, requiring investors to adopt a forward-looking perspective to identify quality companies [28]
游戏ETF华泰柏瑞、游戏ETF涨超2%,9月共145款国产游戏获批
Ge Long Hui A P P· 2025-09-25 02:11
Group 1 - The gaming sector is experiencing growth, with the approval of 145 domestic games and 11 imported games in September 2025, indicating a positive regulatory environment [4][5] - Major gaming companies like Tencent and NetEase received approvals for new games, which is expected to enhance their product lines in the ACG and social gaming sectors [5] - In the first half of 2025, 23 A-share gaming companies reported total revenue of 53.841 billion yuan, a year-on-year increase of 22.78%, with net profits reaching 8.027 billion yuan, significantly higher than previous years [5][6] Group 2 - The overseas revenue from self-developed games exceeded 9.5 billion USD in the first half of 2025, showing a growth of over 11%, highlighting the global expansion of Chinese gaming companies [6] - 32 Chinese companies ranked in the global top 100 mobile game publishers, collectively generating 2.04 billion USD, which accounted for 35.1% of the total revenue of the top 100 publishers [6] - The gaming industry is expected to maintain high prosperity due to three driving factors: AI empowerment, high growth from overseas markets, and favorable supply-side policies [6][7] Group 3 - The media sector is witnessing a rise in AI applications, which is expected to reshape the industry landscape and enhance cultural confidence through content output [7] - The gaming sector is anticipated to see continued high demand and supply resonance, with a focus on companies that show high growth potential in their upcoming quarterly reports [7]
深圳出海e站通赋能 40余家游戏企业抢抓产业出海红利
Nan Fang Du Shi Bao· 2025-09-25 01:54
活动现场,深圳市文化广电旅游体育局详细解读了《深圳市关于加快培育数字创意产业集群的若干措 施》,该政策明确鼓励游戏技术研发与内容原创,支持开发具有中国文化特色、适配特殊群体或需求的 功能游戏,并积极推动游戏出口,对经认定的游戏研发项目,按相关政策最高给予200万元资助。深圳 出海e站通全面介绍了线上线下一体化的企业出海综合服务平台。该平台集成了70项政府公共服务,携 手超200家专业服务机构,全面覆盖产品出海、投资出海和服务出海三大核心领域,设立包括文化出海 在内的10个专区,提供前期规划、筹备组建、落地经营和安全发展四大阶段全流程服务,为深圳游戏企 业拓展海外市场提供了有力支撑。 专题分享与经验交流 锚定市场机遇 Vistra瑞丰围绕游戏企业全球拓展路径与合规管理展开深入解读,重点分析国家对外投资合规要求与流 程,提醒企业关注股权架构设计、员工激励信托等方案。渣打银行则聚焦跨境资金管理与结算,介绍渣 打全球网络、多币种账户、外汇风险管理工具,以及Straight2Bank平台在收款、对账、现金流管理中的 应用,助力企业打通资金流通"堵点"。RuStore中国区商务代表剖析俄罗斯游戏市场,作为俄罗斯官方 应用 ...