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巨人网络“玩法驱动”战略奏效 《超自然行动组》凭创新玩法与国风设计破圈
Huan Qiu Wang· 2025-07-31 09:59
巨人网络选择回归游戏本质,用差异化玩法与深度社交重构体验维度。对于行业而言,这不仅是一次产品层面的突破,更是对"精品战略"的重新定义:真正 的爆款,永远诞生于对玩家需求的深度洞察,而非对流量公式的机械复制。 【环球网互娱综合报道】在国产游戏寻求差异化突破的今天,一款融合中国传统文化元素的恐怖合作游戏《超自然行动组》引发业界关注。《超自然行动 组》是由NIGHT STUDIOS工作室开发、巨人网络运营的恐怖冒险手游,于2025年1月23日正式上线。7月,游戏首次进入iOS免费榜TOP3,7月25日,游戏 正式官宣"同时在线人数突破100万"。 据点点数据的统计,2025年1—6月上线新游国内iOS端流水TOP20的榜单排名中,《超自然行动组》是仅有的低开高走的逆袭之作,月流水从首月的54万一 路增长至6月的1700万,助力巨人网络股价创6年来新高。 《超自然行动组》的出现,打破了近两年恐怖题材游戏的同质化困局,将恐怖哥特风格与 "搜打撤"(搜索、战斗、撤离)玩法拧成了全新的品类基因。当 下流行的"搜打撤",融合"PVE合作生存"模式,即四名玩家组队进入神秘古迹探险寻找高价值道具(如圣杯、雪莲、龙珠),同时需要对 ...
世纪华通谢斐:中国游戏行业需在平衡中实现更高质量的发展
Huan Qiu Wang· 2025-07-31 09:45
【环球网科技综合报道】7月31日,以"聚新质动能,引全球共振"为主题的第22届中国国际数字娱乐产业大会(CDEC)上海举行。世纪华通总裁谢斐受邀 参会并发表了题为《在平衡中领跑:有关中国游戏新质发展的思考》的主题演讲。她指出,中国游戏行业虽然已成为全球游戏领域的"领跑者",但也面临三 大亟需平衡的矛盾,需要在平衡中实现更高质量的发展。 谢斐指出,近年间,游戏行业在经历调整后重拾增长动能,但其行业价值尚未获社会充分的认可,最直接的反应就是在资本市场中,游戏公司估值远低 于"新消费"领域,形成"价值洼地"。此外,游戏行业也已成为人工智能、云计算等技术的关键推动力,并助力国内芯片产业发展,但这方面的正向价值也亟 待更广泛的社会认同。 在她看来,弥合价值落差的核心在于锻造高品质创新产品力:一方面行业应继续推出精品大作,另一方面也应当具备开创而非跟随的意识,像《无尽冬日》 那样去开拓蓝海市场。此外,行业需主动展现技术推动作用,搭建更坚实的沟通桥梁,传递游戏行业的正向价值。今年,世纪华通发起"数龙杯"大赛也是这 样的初衷,以拉近与社会距离,平衡业绩与价值。 平衡 " 情绪价值 " 和 " 品牌价值 " 的冲撞 "Chat ...
直击CJ|昆仑万维集团高级副总裁:AI游戏的最终形态不是简单的文字交互
Xin Lang Cai Jing· 2025-07-31 09:23
8月1日至4日,第二十二届ChinaJoy将在上海新国际博览中心举行。昆仑万维集团高级副总裁黄新颖在 CDEC高峰论坛发表演讲。黄新颖谈到了理想中的"AI游戏":"我们认为AI游戏的最终形态并不是简单 的文字交互,是在固定位置进行解读交互,我们一直在努力打造开放式的游戏体验,这个是后面大家更 希望看到的。" 据悉,昆仑万维目前旗下业务覆盖 AGI与AIGC、信息分发、元宇宙、社交娱乐及游戏等多个领域。截 至目前,全球平均月活跃用户近4亿,海外收入占比达94%。 责任编辑:何俊熹 ...
从“一条街”到“一片谷”,广州何以炼成“游戏产业第一城”?
2 1 Shi Ji Jing Ji Bao Dao· 2025-07-31 08:13
Group 1 - The global sales of Chinese games have exceeded 28 million copies, generating total revenue of over 9 billion yuan [1] - Chinese games have achieved historical milestones, with one game becoming the highest-selling game in China's buyout system and another achieving the highest global annual sales [3] - The rise of Chinese AAA games is highlighted by the success of titles like "Mingmo: Yuanshu Zhi Yu," showcasing the global recognition of Chinese gaming [6] Group 2 - Guangdong Province is a dominant force in China's gaming industry, accounting for over 75% of the national revenue in the past five years, even surpassing 80% at times [8] - Guangzhou's gaming industry revenue has surpassed 140 billion yuan, contributing nearly half of the national gaming revenue [11] - The "Game First Street" in Guangzhou, known for its concentration of gaming companies, has produced significant titles and has a market value exceeding 100 billion yuan [13] Group 3 - As the gaming market grows, the concentration of companies on Game First Street has reached its limits, prompting businesses to expand outward [15] - The development of the "Game Valley" project in Huangpu District aims to enhance the gaming industry's infrastructure, with a total investment of 4.5 billion yuan [17] - The esports market in China is expected to exceed 200 billion yuan by 2027, indicating a growing trend in the gaming sector [17][19]
供需两旺叠加出海势头强劲 多家游戏公司“中考”业绩预喜
Shang Hai Zheng Quan Bao· 2025-07-30 18:03
Core Viewpoint - The gaming industry is experiencing significant growth in user activity and revenue, driven by strong supply and demand dynamics, as well as successful overseas operations, leading to positive half-year performance forecasts for many gaming companies [1][4]. Group 1: Company Performance - ST Huatuo expects a net profit of 2.4 billion to 3 billion yuan, representing a year-on-year increase of 107.20% to 159.00% [2][8]. - Youzu Network anticipates a profit of 40 million to 60 million yuan, with a year-on-year growth of 768.75% to 1203.13% [2][8]. - Zhejiang Shuju Culture forecasts a net profit of 330 million to 390 million yuan, an increase of 124% to 165% compared to the previous year [2][8]. - Perfect World is expected to turn a profit with a net profit of 480 million to 520 million yuan, compared to a loss in the previous year [3][8]. - Ice Age Network and WenTou Holdings also expect to turn losses into profits, with projected profits of 310 million to 400 million yuan and 0 to 5 million yuan, respectively [3][8]. Group 2: Industry Trends - The Chinese gaming market reached a size of 141.1 billion yuan from January to May, marking a 17% year-on-year increase, with mobile gaming contributing 105.2 billion yuan, up 20% [4]. - The approval of game licenses has normalized, with 884 domestic games approved from January to July 2025, an increase of 151 from the previous year [4]. - The overseas sales revenue of Chinese self-developed games reached 9.501 billion USD in the first half of the year, a year-on-year increase of 11.07% [5]. - AI technology is increasingly being integrated into game development, enhancing efficiency and creating competitive advantages for companies [6][7].
“加价”3000万元,超级牛散拍下大牛股2261万股股份,近一年其股价已涨超300%
Mei Ri Jing Ji Xin Wen· 2025-07-30 08:16
7月30日上午,据阿里资产平台公开信息显示,在邵恒持有的ST华通(002602.SZ)2261.73万股(约占公司总股本的0.3%)股票的公开竞价中,魏巍以 2.79亿元最高应价胜出,折合每股价格约12.35元。在竞价期间,拍卖氛围异常激烈,多次出现截拍前10秒内的出价,最终经31轮竞拍、24次延时后方竞拍 成功,成交价较起拍价2.49亿元溢价约12%。 | 首页 | | | | | | | | --- | --- | --- | --- | --- | --- | --- | | 法院 | | | | | | | | 公告 预告 | 刑案 | 自行处置 | 破产 拉漏 | 精准获客 | 流拍再买 | Q 标的物 | 截至今日午间收盘,ST华通股价报12.84元/股,市值约为957亿元。以此测算,此次魏巍购入ST华通股票折价为3.97%。 值得一提的是,ST华通在过去一年中涨超300%,今年累计涨幅已达149.81%。 7月14日晚间,公司发布2025年半年度业绩预告,预计上半年实现营收约170亿元,同比增长约83.27%;预计实现归母净利润24亿元至30亿元,同比增长 107.20%-159.00%;扣非净 ...
Atari enters into an agreement to invest in Thunderful Group AB
Globenewswire· 2025-07-29 06:15
Core Insights - Atari has entered into a subscription agreement to invest SEK 50 million (approximately €4.5 million) in Thunderful Group AB, acquiring approximately 82% of the outstanding shares and votes of the company [2][4] - Thunderful Group AB specializes in game development, third-party publishing, and co-development services for PC and console platforms, owning over 20 intellectual properties [2][8] - The transaction is subject to approval by Thunderful's shareholders at an extraordinary general meeting scheduled for August 28, 2025 [5] Company Overview - Thunderful Group AB is listed on Nasdaq First North Premier Growth Market in Sweden and reported revenues of SEK 292 million (approximately €25 million) for the fiscal year ending December 31, 2024 [8] - The company has announced a restructuring plan aimed at reducing its cost base and improving operating cash flow [8] - Atari is recognized as an iconic brand in the interactive entertainment industry, managing a portfolio of over 400 unique games and franchises [9] Transaction Details - The transaction involves a directed issuance of 333,333,334 new ordinary shares at a subscription price of SEK 0.15 per share [4] - The transaction has received unanimous support from Thunderful's Board of Directors and two of its largest shareholders, who together own 29.9% of the capital and voting rights [6] - Atari has received an exemption from the Swedish Securities Council to complete the transaction without making a mandatory bid offer for the remaining shares [7]
国产单机游戏迎快速发展期:3A大作与低成本游戏齐头并进
Zheng Quan Ri Bao· 2025-07-28 16:45
Core Insights - The Chinese gaming industry is experiencing a surge in the development and release of domestic single-player games, with notable titles gaining significant attention and positive reception from players [1][2][3] - Major gaming companies like Tencent and NetEase are increasingly investing in high-quality single-player games, recognizing the commercial potential highlighted by the success of titles like "Black Myth: Wukong" [3][4] - Government policies are becoming more favorable, with an increase in the issuance of game licenses and supportive measures for the gaming industry, creating a conducive environment for growth [4][5] Group 1: Game Releases and Market Trends - In July, several domestic single-player games received positive feedback, including "Shadow of the Blade Zero," which is seen as a potential successor to "Black Myth: Wukong" [1] - The game "Crowd of the Crow" achieved a 99% approval rating on Steam shortly after its demo release, indicating strong market interest [1] - "The Game of Sultan" surpassed 1 million copies sold, generating over 68 million yuan in revenue, showcasing the financial viability of domestic titles [1] Group 2: Industry Dynamics - The gaming landscape is expanding, with more companies targeting the single-player game segment and aiming to create high-quality products [2] - Tencent's investment in "Shadow of the Blade Zero" reflects its commitment to domestic game development, as it is the only Chinese title among eight games announced at a recent event [2][3] - The success of "Black Myth: Wukong," which is projected to sell 28 million copies and generate approximately 9 billion yuan in revenue, has encouraged other companies to explore the single-player market [3] Group 3: Policy Support and Future Opportunities - As of July 2023, 884 domestic online game licenses have been issued this year, maintaining a steady approval rate of over 100 games per month [4] - Recent policy changes have relaxed restrictions on game content, allowing previously difficult themes to gain approval, which could lead to a broader range of game offerings [4] - Local governments are implementing subsidy policies to attract gaming companies, enhancing the industry's growth potential and creating a favorable business environment [4][5]
7月游戏版号发放量维持高位态势,游戏ETF(159869)连续11个交易日获资金净流入,累计“吸金”达21.95亿元
Sou Hu Cai Jing· 2025-07-28 03:14
Group 1 - The game ETF (159869) has experienced a narrow fluctuation, currently up by approximately 0.5%, with notable stocks such as Youzu Interactive hitting the daily limit, and others like Iceberg Network and Light Media rising over 1% [1] - The game ETF has seen continuous net inflows for 11 consecutive trading days, accumulating a total of 2.195 billion yuan, indicating strong investor interest [1] - In July, the approval volume of game licenses remained high, with 127 games approved, despite a decrease of 20 from June, maintaining a robust issuance level [1] Group 2 - The gaming sector is undergoing multiple catalysts including AI, content, and commercialization model transformations, with the game ETF tracking the performance of the A-share listed companies in the animation and gaming industry [2] - The annual gaming event ChinaJoy is approaching, presenting potential investment opportunities in the game ETF [2]
暑期游戏催化不断,资金积极布局游戏板块,游戏ETF(516010)连续5日净流入超1.8亿元
Mei Ri Jing Ji Xin Wen· 2025-07-28 02:51
Core Insights - The gaming industry in China is experiencing a significant increase in game license approvals, with 134 licenses issued in July, including 127 domestic and 7 imported games. The total number of licenses issued from January to July reached 946, marking a 19% year-on-year growth [1] Industry Developments - Multiple supportive policies from central and local governments are being implemented to foster the long-term development of the gaming industry [1] - Major traditional gaming companies like Tencent, NetEase, and miHoYo have not released any blockbuster titles this year, creating a user gap that provides an opportunity for mid-sized companies to launch new products [1] - Non-headline gaming companies are beginning to benefit from new product cycles, showing a clear trend of performance recovery [1] Market Dynamics - Recent adjustments in the gaming sector are primarily driven by structural market changes rather than fundamental factors. If capital shifts from high to low valuations, the adjusted gaming sector may demonstrate higher cost-effectiveness in terms of valuation and growth potential [1] - The gaming ETF (516010) tracks the anime and gaming index, selecting listed companies in the A-share market related to the anime, gaming, and associated industries, serving as an important indicator of the development of China's anime and gaming industry [1]