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网易Q3营收284亿元,管理层透露游戏新品类开发计划
Guo Ji Jin Rong Bao· 2025-11-21 12:46
11月20日港股盘后,网易发布了截至2025年9月30日的第三季度未经审计财务业绩。 上述观点与网易对海外业务的持续调整方向高度吻合。自2024年起,网易已陆续关停至少七家海外 工作室,其中于11月关闭了美国Jackalyptic Games与加拿大Bad Brain Game Studios两大工作室。这些工 作室大多成立时间较短,部分长期未能推出成熟产品,便在结构调整中宣告裁撤。 相比之下,网易的全球化思路或转向了让成功产品"走出国门"。本月,网易重磅产品《燕云十六 声》在海外上线后表现强劲——公开数据显示,该游戏上线仅40分钟,玩家数突破50万,24小时内玩家 超200万。Steam全球同时在线人数峰值突破19万,登上Steam全球畅销榜TOP4、最热玩游戏Top5,横扫 20个欧美地区Steam畅销榜前十。 新作方面,据记者不完全统计,截至11月20日,网易游戏已获批版号的新产品共计8款,包括二次 元都市开放戏《无限大》、生活模拟游戏《星绘友晴天》、RTS(即时战略游戏)《军团战争》等。 在未来新游储备方面,网易管理层表示,《无限大》目前的进度是符合预期的,后续的测试和上线 都在进一步计划以及计划内逐 ...
网易高管回应游戏制作人离职,解释第五人格受冲击
3 6 Ke· 2025-11-21 01:09
稳健,这是网易游戏2025年的关键词。 11月20日,网易发布了2025年第三季度业绩报告。财报显示,Q3公司净收入284亿元,同比增加8.2%,归属于公司股东的净利润为86亿元。 营业成本102亿元,上一季度和去年同期分别为98亿元和97亿元。对此,网易在财报中提到,这源自人员成本,收入分成以及代理游戏版权成本环比、同 比增加。 聚焦到游戏业务方面,本季度公司游戏及相关增值服务净收入233亿元,同比增加11.8%。 网易首席执行官兼董事丁磊表示:"这个季度,我们的业绩依旧稳健,中国市场健康增长,国际市场吸引力持续提高。多年来,我们持续打磨创新能力, 并凭借交付卓越的游戏体验, 在一部部力作中印证了自身实力。这也为我们将中国别具特色、制作精良的游戏带给全球玩家奠定了基础。" 对于中国以及海外游戏市场趋势,丁磊在电话会中表示,网易有丰富的海外经营经验,这些成功经验源自公司强大的开发力量。在日本有《荒野行动》 《第五人格》,去年12月上线了《漫威争锋》,日前也上线了《燕云十六声》海外版,这些产品取得了成功反响。 "我们是唯一一个把中国题材带到海外并取得成功的大型游戏公司(指燕云十六声)。"丁磊强调道,"这个月我们 ...
23家A股游戏公司合计净利翻倍 有公司同比增长4466.74%
Nan Fang Du Shi Bao· 2025-11-11 23:09
Core Insights - The A-share gaming industry is experiencing significant growth, with many companies reporting increased revenues and profits in the third quarter of 2025, driven by a focus on high-quality game development and international expansion [5][7][9]. Revenue and Profit Performance - In the third quarter, 13 out of 23 A-share gaming companies reported year-on-year revenue growth, with total revenue reaching 299.99 billion yuan, a 29.29% increase from 232.03 billion yuan in the same period last year [7]. - The net profit for these companies collectively reached 58.15 billion yuan, doubling from 29.05 billion yuan year-on-year [7]. - For the first three quarters of 2025, total revenue was 838.40 billion yuan, up 25.03% from 670.56 billion yuan, while net profit increased by 80.64% to 138.42 billion yuan [7]. Key Company Performances - Century Huatong achieved a third-quarter revenue of 100.16 billion yuan, a 60.19% increase, and a net profit of 17.01 billion yuan, up 163.78% [11]. - Jiubang Network reported a revenue of 19.68 billion yuan in the third quarter, a 129.19% increase, with a net profit of 5.69 billion yuan, up 307.7% [13]. - Giant Network's third-quarter revenue was 17.06 billion yuan, a 115.63% increase, with a net profit of 6.40 billion yuan, up 81.19% [14]. - Perfect World reported a revenue of 17.26 billion yuan, a 31.45% increase, and a net profit of 1.62 billion yuan, up 176.59% [15]. Market Trends and Future Outlook - The gaming industry is entering a "golden decade," supported by favorable policies and a shift towards high-quality game development rather than reliance on imitation [5][9]. - The number of game licenses issued in 2025 has already surpassed the total for 2024, indicating a robust pipeline for new game releases [9]. - Companies like Century Huatong are gaining global recognition, with successful titles like "Whiteout Survival" achieving over 200 million downloads [12]. Challenges and Competitive Landscape - Some companies, such as 37 Interactive Entertainment, are facing challenges with revenue declines, attributed to product lifecycle issues and regulatory scrutiny [17][18]. - The competitive landscape is shifting, with traditional companies needing to innovate to keep pace with emerging trends and consumer preferences [19].
2025年游戏行业全球前十企业竞争分析 中国游戏公司占3成【组图】
Qian Zhan Wang· 2025-10-11 07:53
Core Insights - The article highlights the competitive landscape of the global gaming industry, emphasizing the significant presence of Chinese companies among the top earners, particularly Tencent, NetEase, and miHoYo [2][3][5]. Group 1: Global Gaming Revenue Rankings - In the top ten global gaming companies by revenue, the United States holds five positions, China has three, and Japan has two [2]. - Tencent ranks second with a revenue of $27.3 billion, driven by popular IPs like "Honor of Kings" and significant overseas revenue growth [3][5]. - NetEase ranks fourth with $11.5 billion, showcasing strong performance from titles like "Where Winds Meet" [3][5]. - miHoYo ranks ninth with $3.8 billion, with over 70% of its revenue coming from international markets, primarily from "Genshin Impact" [2][3]. Group 2: Market Concentration in China - The Chinese gaming market is highly concentrated, with the top two companies, Tencent and NetEase, holding a combined market share of 78% as of 2025 [9]. - Tencent's market share is projected to reach 50%, while NetEase's is expected to be 28% [7]. Group 3: New Game Strategies - Tencent has the largest new game pipeline with 35 upcoming titles, covering various genres including shooting, MMO, and open-world games [12][13]. - NetEase follows with 28 new titles, focusing on genres like action RPGs and historical strategy games [12][13]. - miHoYo has a more limited pipeline with only 2 upcoming titles, primarily in the CRPG and life simulation genres [12][13].
祖龙娱乐2025中期业绩:营收大幅增长但仍未扭亏 游戏出海受挫海外市场收入占比下滑
Xin Lang Cai Jing· 2025-09-26 09:56
Core Viewpoint - Zulong Entertainment reported significant revenue growth in the first half of 2025, but still faced losses, indicating a potential for future profitability with ongoing challenges in R&D costs and overseas market expansion [1][8]. Revenue Growth and Financial Performance - In the first half of 2025, Zulong Entertainment achieved revenue of 634 million RMB, a 44.4% increase from 439 million RMB in the same period of 2024 [2][5]. - The company reported a loss of 11.7 million RMB, a substantial reduction of 91.3% compared to a loss of 134 million RMB in the previous year [1][8]. - Adjusted net loss was 7.7 million RMB, down 93.6% year-on-year [1][2]. Key Products Driving Growth - The mobile game "In the Name of the Shining" has become a star product for Zulong, achieving over 2 billion RMB in global revenue and surpassing previous years' average daily active users (DAU) in the first half of 2025 [3][4]. - New games "Dragon Tribe: Cassel's Gate" and "Treading the Wind" contributed significantly to revenue, with the former topping the iOS free charts upon release [4][6]. Market Performance and Challenges - Domestic revenue reached approximately 512 million RMB, a 68.3% increase, accounting for 80.7% of total revenue [5][6]. - Overseas revenue was 123 million RMB, a decrease of 9.5%, with its share dropping from 30.8% to 19.3% [6][8]. - The company plans to expand its successful titles into Southeast Asia and South Korea to seek overseas growth [6]. Future Outlook - The gaming industry is experiencing increased competition, with a shift from scale expansion to quality competition [8]. - Zulong's strategy of focusing on high-quality, diverse products and global expansion may lead to profitability in the second half of 2025 [8].
祖龙娱乐2025中期业绩:营收大幅增长但仍未扭亏 游戏出海受挫海外市场收入下滑
Xin Lang Zheng Quan· 2025-09-26 09:50
Core Insights - Zulong Entertainment (09990.HK) reported a significant revenue increase of 44.4% year-on-year, reaching 634 million RMB in the first half of 2025, marking the third consecutive mid-term report with growth [1][2] - Despite the revenue growth, the company incurred a loss of 11.7 million RMB, although this represents a substantial reduction of 91.3% compared to a loss of 134 million RMB in the same period last year [1][7] - Adjusted net loss was 7.7 million RMB, down 93.6% year-on-year [1][2] Revenue Growth - The revenue growth was primarily driven by the successful launch of new games "Dragon Tribe: Cassel's Gate" and "Treading the Wind," along with the stable performance of the flagship product "In the Name of Shine" [2][4] - The gross margin remained high at 71.4%, indicating efficiency in game development and operations [2] Game Performance - "In the Name of Shine" has become a star product for the company, achieving over 2 billion RMB in cumulative global revenue and surpassing previous years' average daily active users (DAU) in the first half of 2025 [3] - "Dragon Tribe: Cassel's Gate" launched in September 2024, quickly topped the iOS free charts and became a new growth point for the company [4] - "Treading the Wind," a Chinese-style RPG, also performed well upon its launch in the first half of 2025, topping the iOS free charts on its release day [4] Market Dynamics - Domestic revenue accounted for approximately 5.12 billion RMB, a 68.3% increase year-on-year, making up 80.7% of total revenue [5] - Conversely, overseas revenue decreased by 9.5% to 1.23 billion RMB, dropping its share from 30.8% to 19.3% [6] Challenges and Future Outlook - The company faces challenges including high R&D expenditures and declining overseas market revenue [8] - The gaming industry has seen user growth reaching 679 million, but competition is intensifying [8] - The company plans to expand "Dragon Tribe: Cassel's Gate" and "In the Name of Shine" into Southeast Asia and South Korea in the second half of 2025 to seek overseas growth [6][8] - The strategic focus on quality over quantity in the gaming industry may help the company transition from losses to profitability [8]
游戏ETF(159869)持续打开低位布局通道,近10个交易日累计获得资金净流入达10.05亿元
Sou Hu Cai Jing· 2025-09-26 03:03
Core Viewpoint - The gaming sector is experiencing volatility, with the gaming ETF (159869) dropping over 3%, while some stocks like Jibite, Xinghui Entertainment, Shenzhou Taiyue, and Sanqi Interactive are seeing significant declines. Conversely, Guomai Culture and Huali Technology are performing well amidst this downturn [1]. Group 1: Market Performance - The gaming ETF (159869) has seen a net inflow of funds amounting to 1.005 billion yuan over the past 10 trading days, indicating strong investor interest [1]. - On September 26, the gaming sector is under pressure, with notable declines in several key stocks [1]. Group 2: Regulatory Compliance - Tencent Games announced a gaming time restriction for minors during the National Day and Mid-Autumn Festival holidays, allowing access only from 8 PM to 9 PM on specific dates [1]. - Following Tencent, NetEase also released a similar gaming time restriction for minors, showcasing the industry's proactive response to regulatory compliance [1]. Group 3: Industry Developments - The National Press and Publication Administration approved 145 domestic online games for release in September 2025, along with 11 imported games, reflecting ongoing regulatory activity in the gaming sector [1]. - The gaming sector is poised for transformation towards premium and compliant offerings, driven by multiple catalysts including AI, content, and business model innovations [1].
多重利好推动板块价值重估 游戏产业迎来“高光时刻”
Zheng Quan Shi Bao· 2025-09-21 17:02
Core Viewpoint - The gaming industry in China has shown unexpected strong performance in 2023, with significant increases in both product performance and stock prices, driven by factors such as continuous issuance of game licenses, successful new game launches, and effective overseas market expansion [1][2]. Industry Performance - From 2017 to 2024, China's gaming market sales revenue is projected to grow from 203.6 billion yuan to 325.8 billion yuan, with a notable turnaround beginning in the second half of last year [2]. - As of September 17, the Shenwan Gaming Industry Index closed above 4000 points, marking a new high since 2017, with an approximate 80% increase year-to-date, ranking third among Shenwan's secondary industry indices [2]. - Individual stocks have performed exceptionally well, with companies like ST Huatuo and Giant Network seeing increases of over 100%, and ST Huatuo's market capitalization surpassing 140 billion yuan [2]. Factors Driving Recovery - The continuous issuance of game licenses has been a significant factor in boosting industry confidence, with 1119 licenses issued by August, a notable year-on-year increase [2][3]. - The gaming market's actual sales revenue reached 168 billion yuan in the first half of the year, a 14.08% increase year-on-year, with the user base growing to 679 million [3]. - The overseas market for self-developed games generated approximately 6.8 billion yuan in revenue, reflecting an 11% year-on-year growth [3]. Product and Market Dynamics - High-revenue products disclosed by gaming companies have bolstered investor confidence, particularly in validating the business models of mobile games and the growth potential of mini-games [4]. - The successful launch of key games, such as Giant Network's "Supernatural Action Group," has significantly contributed to stock price increases, with the game showing rapid growth in user engagement and revenue [4][6]. - The trend of gaming companies focusing on high-quality content and overseas expansion has become more pronounced, moving away from reliance on low-quality or cloned games [5][7]. Future Outlook - The gaming industry is expected to maintain its positive trajectory due to the deep accumulation of resources and capabilities by domestic gaming companies, which have enhanced their ability to produce new products [6]. - The current growth model may evolve, with a shift from quantity to quality in game releases, emphasizing long-term operational capabilities and market insight [7].
存量竞争下,谁最赚钱,谁在掉队?|拆解游戏公司半年报
Guo Ji Jin Rong Bao· 2025-09-05 13:09
Core Insights - The domestic gaming industry in China has shown a strong recovery in the first half of the year, with actual sales revenue reaching 168 billion yuan, a year-on-year increase of 14.08% [1] - The number of gaming users has also reached a historical high of 679 million, growing by 0.72% year-on-year [1] - The issuance of gaming licenses remains high, with 766 domestic online games approved in the first half of the year, a 21.97% increase compared to the same period in 2024 [2] Industry Performance - The gaming market is entering a phase of stock competition, with a significant disparity between companies holding popular products and those facing revenue pressures [2] - Among A-share and Hong Kong-listed gaming companies, 10 reported declines in both revenue and profit, while several others faced revenue declines or "increased revenue without increased profit" [2] Company Performance - Century Huatong leads the A-share gaming companies with a revenue of 17.2 billion yuan, up 85.5%, and a net profit of 2.656 billion yuan, up 129.33% [7] - Tencent and NetEase continue to dominate the market, with Tencent's domestic gaming revenue at 83.3 billion yuan and NetEase's at 51.6 billion yuan in the first half of the year [5] - 37 Interactive Entertainment reported a revenue decline of 8.08% to 8.486 billion yuan, but its net profit increased by 10.72% to 1.4 billion yuan [9][10] - Perfect World achieved a revenue of 3.691 billion yuan, a 33.74% increase, and turned a profit with a net profit of 503 million yuan [15][17] - Kunlun Wanwei's revenue reached 3.733 billion yuan, a 49.23% increase, but it reported a net loss of 856 million yuan [14] - G-bits reported a revenue of 2.518 billion yuan, up 28.49%, and a net profit of 645 million yuan, up 24.5% [18] Market Trends - The gaming industry is shifting towards high-quality game development and international expansion, moving away from imitation and low-quality products [4] - Companies are focusing on cost reduction and efficiency improvements to enhance profitability amid rising sales costs and market competition [18]
存量竞争下 谁最赚钱 谁在掉队?|拆解游戏公司半年报
Guo Ji Jin Rong Bao· 2025-09-05 12:46
Industry Overview - The domestic gaming industry in China showed a strong recovery in the first half of the year, with actual sales revenue reaching 168 billion yuan, a year-on-year increase of 14.08%, marking a new high [1] - The number of gaming users reached nearly 679 million, a year-on-year growth of 0.72%, also a historical peak [1] - The issuance of gaming licenses remained high, with 766 domestic online games receiving licenses in the first half of the year, a 21.97% increase compared to the same period in 2024 [2] Market Competition - The gaming market has entered a phase of stock competition, with a growing disparity between companies holding popular products and those facing revenue pressures [2] - Among A-share and Hong Kong-listed gaming companies, 10 reported declines in both revenue and profit, while several others faced year-on-year revenue declines or "increased revenue without increased profit" [2] Company Performance - Century Huatong led the A-share gaming companies with a revenue of 17.2 billion yuan, up 85.5% year-on-year, and a net profit of 2.656 billion yuan, up 129.33% [7] - Tencent and NetEase continued to dominate the gaming market, with Tencent's domestic gaming revenue reaching 83.3 billion yuan and NetEase's gaming revenue at 51.6 billion yuan in the first half of the year [6] - 37 Interactive Entertainment reported a revenue of 8.486 billion yuan, down 8.08% year-on-year, but its net profit increased by 10.72% to 1.4 billion yuan [11] - Perfect World achieved a revenue of 3.691 billion yuan, up 33.74%, and turned a profit with a net profit of 503 million yuan [17] Cost Management and Strategy - Companies are focusing on cost management and efficiency improvements to counteract rising sales costs and the peak of user acquisition benefits [3][17] - Perfect World and G-bits have implemented strategies to reduce costs significantly, with G-bits' sales expenses halving, contributing to their profitability [17][18] - The gaming industry is shifting towards high-quality game development and international expansion, moving away from the previous reliance on imitation and low-quality games [4] Challenges and Future Outlook - Companies face challenges in product lifecycle management, with several major titles reaching maturity and new releases not yet stabilizing [13][15] - The need for continuous innovation and the development of new hit games is critical for maintaining market position and profitability [15][18]