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在服贸会体验“体育+科技”新玩法
Zhong Guo Qing Nian Bao· 2025-09-14 22:15
9月14日,北京首钢园,14号体育服务专题展,一名小游客正在体验"VR乒乓球",吸引众多小朋友围 观。2025年中国国际服务贸易交易会(以下简称服贸会)体育服务专题展以"赛事名城・链动全球"为主 题,聚焦科技赋能、国际合作与体育消费创新,全面展示体育服务贸易领域的新技术、新业态与新成 果,让游客在服贸会体验"体育+科技"的新玩法。中青报·中青网记者 田嘉硕/摄 9月14日,北京首钢园,12号体育服务专题展,一名小游客与参加过世界人形机器人运动会的机器人比 赛点球。中青报·中青网记者 田嘉硕/摄 9月14日,北京首钢园,14号体育服务专题展,游客正在体验"一带一路"世界竞速锦标赛同款电竞赛 车。据了解,2024年国际奥委会全会全票通过2027年举办第一届奥运电竞赛的决议,电竞赛车凭借高关 注度跻身主推项目之列。中青报·中青网记者 田嘉硕/摄 9月14日, 北京首钢园,14号体育服务专题展,游客正在体验模拟奥运会同款射击运动。中青报·中青网记者 田嘉 硕/摄 北京首钢园,14号体育服务专题展,游客正在体验"动感单车挑战赛"。中青报·中青网记者 田嘉硕/摄 北京首钢园,12号体育服务专题展,游客正在体验时下流行的" ...
第六届辽洽会将于9月25日在沈阳启幕
Liao Ning Ri Bao· 2025-09-13 02:58
Group 1 - The sixth China Liaoning International Investment and Trade Fair (Liaoning Fair) will be held from September 25 to 28 in Shenyang, with the theme "New Era of Northeast Revitalization, New Journey of Win-Win Cooperation" [1] - This year's fair features three main characteristics: highlighting Northeast Asia elements, offering a richer array of activities, and attracting higher attention [1] - The event will include over 100 activities, with participation from dignitaries and envoys from more than 50 countries, as well as representatives from "World 500" and "Private 500" companies [1] Group 2 - The opening ceremony on September 25 will be a key event, attended by nearly 700 representatives from "World 500" companies, state-owned enterprises, private enterprises, and business associations [2] - A total of 181 key projects are expected to be signed during the fair, showcasing the achievements of the province's revitalization efforts [2] - The fair will host four "Invest in Liaoning" international economic and trade matching activities, and several bilateral cooperation events with Japan, Mongolia, and Uzbekistan [2] Group 3 - A series of supporting activities will include sharing sessions on new productivity themes, featuring speakers from China Export & Credit Insurance Corporation and BGI Group [3] - A total of 46 economic and trade investment-related supporting activities and 63 cultural tourism brand activities will be organized by various cities during the fair [3] - The theme exhibition will showcase the results of the comprehensive revitalization efforts, including various specialized pavilions [3] Group 4 - The second Liaoning Business Conference and the 2025 Pujiang Innovation Forum Liaoning Sub-Forum will be significant components of this year's fair [4] - The Liaoning Business Conference will attract over 600 representatives from Liaoning businesses across 28 provinces and nearly 40 countries [4] - The 2025 Shenyang-Korea Investment and Trade Expo will coincide with the Liaoning Fair, featuring activities aimed at promoting local industries such as esports and cultural entertainment [4]
博瑞传播:目前未与星竞威武集团合作,后续将争取合作机会
Xin Lang Cai Jing· 2025-09-08 09:44
免责声明:本信息由新浪财经从公开信息中摘录,不构成任何投资建议;新浪财经不保证数据的准确 性,内容仅供参考。 董秘回答(博瑞传播SH600880): 尊敬的投资者您好。公司目前未与星竞威武集团有合作。若后续有合作机会,公司将尽力争取。谢谢您 的关注,祝您投资愉快。查看更多董秘问答>> 投资者提问: 星竞威武集团近期公布将在成都打造西南电竞总部包括电竞酒店、赛事舞台与休闲娱乐相关配套,地点 落户青羊区,该方向与公司业务高度契合,请问博瑞公司是否主动与对方对接合作的计划? ...
北京经开区推动“电竞+”新业态发展 建成京津冀唯一数字化专业电竞场馆
Zhong Guo Xin Wen Wang· 2025-09-05 02:26
中新网北京9月5日电 (杨双月)在科技与文化深度融合的推动下,北京经济技术开发区建成全国最先进、 京津冀地区唯一的数字化专业电竞场馆。该场馆位于北京智慧电竞赛事中心,是经开区构建"高新视听 与游戏电竞"两主产业体系的重要载体,将进一步增强区域在电竞领域的产业集聚力和影响力。 北京经开区工委副书记石威在4日举行的一场发布会上介绍,经开区始终坚持以"科技赋能文化、文化激 活科技"为路径,深入推进科文融合产业发展。在游戏电竞板块,经开区不仅优化升级了北京智慧电竞 赛事中心的功能,还配套建设了网络游戏新技术应用中心,打造出集赛事举办、技术研发、内容制作、 休闲体验于一体的电竞产业生态。 (文章来源:中国新闻网) 政策支持是电竞产业快速发展的重要保障。2024年,经开区先后出台《游戏电竞产业创新发展实施方 案》和《促进科技与文化产业融合发展的若干措施》,从技术研发、内容创作、企业服务等多维度推出 20余条扶持政策。截至目前,这些措施已带动近30个相关项目落地,同比增长81%。 据统计,今年上半年,亦庄新城规模以上文化产业法人单位达146家,实现收入282.9亿元,同比增长 13.9%,产业呈现强劲发展势头。电竞产业作为 ...
顺网科技(300113) - 2025年08月28日-09月02日投资者关系活动记录表
2025-09-02 10:50
Group 1: Company Performance - The company achieved a revenue of 101,025.41 million yuan in the first half of 2025, representing a year-on-year growth of 25.09% [2] - The net profit attributable to shareholders was 16,151.56 million yuan, with a year-on-year increase of 69.22% [2] - Revenue from online advertising and value-added services reached 80,038.32 million yuan, growing by 30.99% [2] - The gaming business generated 20,809.58 million yuan in revenue, marking a growth of 7.37% [2] Group 2: Industry Overview - The domestic gaming market's actual sales revenue was 168 billion yuan in the first half of 2025, with a year-on-year growth of 14.08% [3] - The number of gaming users reached approximately 679 million, reflecting a growth of 0.72% [3] - The client game market's actual sales revenue was 35.403 billion yuan, increasing by 4.86% [3] - The number of online service venues and esports hotels reached 107,300, with a revenue scale of 48.95 billion yuan in the first half of 2025 [3] Group 3: Business Development and Strategy - The company focuses on providing end-to-end technology solutions for the esports industry, covering over 70% of the market and maintaining partnerships with over 2,000 collaborators [5] - The company is actively promoting cloud services in the esports sector, enhancing digital management for partners [10] - The introduction of the esports cloud computer solution aims to transform the industry towards a lightweight operational model [10] Group 4: Technological Innovations - The company has developed a multi-layered computing service system, integrating various computing resources and offering services to over 700,000 terminals [7] - The AI cloud computer provides a one-stop AI working platform, reducing barriers for content creators and AI professionals [8] - The company is exploring AI applications in various fields, including healthcare and intelligent customer service [8] Group 5: Financial Insights - The net cash flow from operating activities decreased year-on-year due to increased procurement payments and tax expenses [9]
2025年中国电竞行业研究报告
艾瑞咨询· 2025-09-02 00:03
Market Development - The Chinese esports market is projected to reach approximately 179 billion yuan in 2024, reflecting a year-on-year growth of 5.5%, indicating a robust development trend [4] - The user base for esports in China is expected to be around 511 million in 2024, with a slight year-on-year increase of 0.6%, showing a stable user scale at a high level [7] Industry Dynamics - The current core dynamics of the Chinese esports industry include accelerated internationalization, establishment of standardized systems, diversification of ecosystems, and widespread public participation, all of which are expected to drive the continuous growth and prosperity of the esports market [1] - The esports industry is experiencing a transition towards sports professionalism, with the potential for the esports Olympics to propel the industry into a new stage of mature development [2] User Characteristics - Esports users are gradually expanding from a younger demographic to a broader age range, with 68.5% of users aged 30 or below and 31.5% aged above 30, indicating a shift in user demographics [27] - A significant majority of esports users, 79.4%, believe that esports are important to their lives, and 90.5% hold a positive and optimistic view of the future development of the esports industry [32] Development Trends - The future of the Chinese esports industry is expected to showcase trends such as globalization, emphasis on long-term value, diversification of business models, and adaptation for older demographics, which may lead to new breakthroughs in the industry [1][41] - The esports industry is moving towards sustainable development and long-termism, balancing commercial returns with social value, and transitioning from a "traffic economy" to a "value economy" [41] Standardization - The establishment of industry and talent standards is becoming increasingly important, with a shift from experience-driven to rule-driven development, enhancing stability and replicability in the esports sector [19][20] - The dual-track approach of vocational training and academic education is being implemented to cultivate more professional talent in the esports industry, addressing the talent gap effectively [20] Diversification - The diversification of esports content, industry ecology, and cooperation areas is unlocking further growth potential, transitioning the industry from a gaming focus to a broader entertainment ecosystem [21] - The esports industry is witnessing a rise in cross-industry collaborations, enriching content and forms, and injecting innovative momentum into sustained development [21] Popularization - The popularization of esports is breaking traditional user limitations, expanding the audience from professional stages to broader public life scenarios, thus promoting the dissemination of esports culture and social values [25] - The increasing recognition of esports among a wider demographic, including older users, is creating a "silver-haired esports" market, which is becoming an important growth segment [49]
去年广州规模以上文化及相关产业营收首次突破6000亿元
Zhong Guo Xin Wen Wang· 2025-09-01 06:15
Core Insights - In 2024, Guangzhou's cultural and related industries achieved a revenue of 604.08 billion yuan, marking the first time it surpassed the 600 billion yuan threshold, with a year-on-year growth of 4% [1] - The gaming industry emerged as a significant driver of this growth, generating approximately 140.67 billion yuan in global revenue, reflecting a year-on-year increase of 10.5% [1] - The animation and film sectors in Guangzhou hold a prominent position nationally, with 48 animated films registered in 2024, accounting for 50.3% of Guangdong's total and 8.76% of the national total [1] Industry Performance - The cultural industry in Guangzhou demonstrated strong performance across various segments, including gaming, animation, live streaming, creative design, performing arts, and cultural tourism consumption [1] - The film box office in Guangzhou reached 1.301 billion yuan in 2024, ranking fourth among cities in China [1] - The annual box office for animation and film in Guangzhou has maintained a steady growth trend, ranging between 150 million yuan and 250 million yuan from 2022 to 2024 [1] Recommendations - The blue paper suggests accelerating the application of new technologies such as interactive experiences, digital imaging, lighting equipment, and installation art to enhance the cultural industry [2] - It emphasizes the importance of integrating esports with cultural tourism to create immersive entertainment experiences and foster new business models in the entertainment sector [2]
从程序员、电竞手到创客:台青在南京借AI创业
Zhong Guo Xin Wen Wang· 2025-08-30 06:36
中新网南京8月30日电 题:从程序员、电竞手到创客:台青在南京借AI创业 中新网记者 朱晓颖 "我的父母从未到过大陆,我可能是自家门口那条街上第一个到大陆创业的崽。如今我在南京成家立 业,南京已是我的第二故乡。"日前,在南京台湾青年创业学院,南京增长跨境科技有限公司运营总监 曹翔凯向中新网记者回忆自己的创业历程。 日前,曹翔凯在南京台湾青年创业学院向中新网记者回忆创业历程。中新网记者 朱晓颖 摄 曹翔凯在台湾的大学期间学习信息管理专业、学写代码,毕业后在社会活动中结识一位台湾职业电竞选 手。两人年纪相仿,爱好、性格相似,很快就打成一片,后来成为创业合伙人。 "此前我对大陆毫无概念、属于零交集,直到我的这位合伙人先行前往深圳东莞,投身电竞培训领域的 创业。"曹翔凯说,此后的连续三年中,这位合伙人每年都会找时间回台湾,讲述在大陆所经历的一 切。 "现在大陆的政策环境很支持我们创业,不如我们一起干吧。"2018年,接到合伙人成功融资的喜讯和递 来的橄榄枝,曹翔凯没有犹豫,迅速收拾好行囊前往深圳。"13岁时我到深圳旅游,29岁重游深圳,这 里的变化大得让我惊掉了下巴,认知一次次被刷新,我意识到:这里将成为我人生新的起 ...
沙特豪掷7亿给电竞俱乐部,中国队赚到钱了吗?
创业邦· 2025-08-29 03:23
Core Viewpoint - The article discusses the varying attitudes of esports clubs towards international expansion, particularly in the context of the Saudi Esports World Cup (EWC), which offered significant financial incentives for participation and performance [3][19]. Summary by Sections EWC Overview - The EWC took place from July 7 to August 24, with the Saudi government investing over $70 million in prize money for 25 game projects and an additional $20 million to support 40 esports clubs in brand promotion [3][4][7]. Chinese Clubs Participation - A record 22 Chinese clubs participated in 23 projects, marking the largest international representation for Chinese esports [5]. Chinese clubs achieved notable success, winning championships in five projects, including "Honor of Kings" and "CrossFire" [11][12]. Prize Distribution - The total prize pool for EWC was approximately $90 million (around 700 million RMB), with $70 million allocated for performance rewards and $27 million for clubs based on their points ranking [4][8][10]. The top-ranked club received $7 million [8]. Performance of Chinese Clubs - Chinese clubs AG.AL, Weibo Gaming, and KuaiShou Gaming ranked 6th, 8th, and 9th respectively in the overall standings, a significant improvement from the previous year [5][12]. AG.AL earned around $200,000, while Weibo Gaming and KuaiShou Gaming received approximately $140,000 and $110,000 respectively [12]. Club Cooperation Program - The Saudi government initiated a "Club Cooperation Program" with a budget of $20 million, allowing selected clubs to receive up to $1 million for promotional activities [14]. This program aims to enhance the brand influence of both the EWC and participating clubs [14][16]. Revenue Sources for Clubs - Esports clubs primarily generate revenue through advertising, commercial partnerships, and sponsorships, which surpasses earnings from tournament prizes [22]. AG.AL's chairman noted that success in international competitions enhances brand influence and attracts more commercial opportunities [17]. International Expansion Strategies - Chinese esports clubs are exploring various international expansion strategies, including participating in high-profile international tournaments, establishing overseas branches, and acquiring foreign clubs [21][23]. AG.AL is actively expanding globally, while EDG is taking a more cautious approach [23][24]. Future Outlook - The article highlights the competitive landscape of esports, with clubs needing to achieve good results to enhance their influence and revenue potential [20][22]. The ongoing internationalization of esports presents both opportunities and challenges for Chinese clubs [21][24].
“诛仙”开路 游戏业务上半年贡献净利润超5亿元 完美世界扭亏为盈:下半年看《异环》了
Mei Ri Jing Ji Xin Wen· 2025-08-27 15:40
Core Viewpoint - Perfect World has stabilized its operations after a period of transformation, reporting significant revenue and profit growth in the first half of 2025, driven by multiple business lines, particularly in gaming and a remarkable surge in its film and television segment [2][3]. Financial Performance - In the first half of 2025, the company achieved revenue of 36.91 billion yuan, a year-on-year increase of 33.74%, with gaming business contributing 78.73% of total revenue [3][5]. - The gaming segment generated 29.06 billion yuan, up 9.67% from the previous year, while net profit attributable to shareholders reached 5.04 billion yuan, with a non-GAAP net profit of 3.46 billion yuan [3][4]. Business Segments - The gaming business remains the largest contributor to revenue, with the MMORPG title "Zhu Xian World" playing a crucial role in growth, alongside the esports segment [3][4]. - The film and television segment saw explosive growth, achieving revenue of 7.67 billion yuan, a staggering increase of 756.35% year-on-year, marking a significant turnaround for this previously underperforming area [2][9]. Challenges and Strategies - Despite the positive performance, the company faces challenges such as increased competition in the gaming industry and a decline in mobile game revenue due to product lifecycle impacts [4][5]. - Perfect World plans to focus on product innovation and user engagement strategies to maintain player activity and ensure long-term operational stability [4][8]. International Market Presence - The company's overseas revenue was only 1.84 billion yuan, accounting for 4.98% of total revenue, reflecting a 34.43% decline compared to the previous year, indicating a need for stronger international market strategies [5][6]. - Analysts emphasize the importance of overseas markets for Perfect World, suggesting that the company must innovate or expand internationally to enhance its competitive position [5]. Future Prospects - The upcoming release of the new game "Yihuan," expected to launch by the end of 2025 or early 2026, is seen as a potential game-changer for the company, aimed at attracting a younger audience [5][6]. - The esports segment is becoming increasingly important, with significant events planned to enhance brand visibility and engagement within the gaming community [8].