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X @Cointelegraph
Cointelegraph· 2025-07-12 13:30
🎮 EXCLUSIVE: What’s hot in gaming this week?Patch notes, power plays, and pro wins—get the latest in one place. https://t.co/xCykxPMFS7 ...
索尼前总裁直言3A游戏不赚钱,但这或许是国产单机最好的时代
Xin Lang Cai Jing· 2025-07-12 04:17
Group 1 - NetEase's first major single-player game, "Wanmin Changge: Three Kingdoms," was canceled shortly after its demo release, indicating a cautious approach to project viability based on market demand [4][17] - The success of "Black Myth: Wukong" has revitalized the single-player game market in China, showcasing its potential beyond direct sales revenue and changing perceptions about the quality of domestic single-player games [4][5] - The number of new F2P games in China is declining, with a reported drop of over 22% year-on-year in the first half of 2025, indicating a challenging environment for free-to-play titles [4][12] Group 2 - The single-player game market in China saw significant growth, with sales reaching approximately 10.22 billion yuan in 2024, largely driven by "Black Myth: Wukong," which alone generated around 9 billion yuan [7][9] - Despite the growth in single-player games, they still lag behind top F2P games in revenue, with "Honor of Kings" generating approximately 2.419 billion USD (about 17.359 billion yuan) in 2024 [9][10] - The cost of developing AAA games has become a significant challenge, with budgets often exceeding 100 million USD, leading to a focus on fewer, more secure projects by major publishers [18][20] Group 3 - The cancellation of "Wanmin Changge: Three Kingdoms" highlights the high development costs associated with single-player games, where a team of 70 could incur costs of around 150 million yuan over three years, necessitating substantial sales to break even [17][21] - The industry is witnessing a shift towards mid-tier 2A games and independent titles as viable options for developers, allowing for better cost control while still delivering creative content [21] - The current landscape suggests that the single-player game market may be entering a favorable era, where both creative aspirations and financial viability can coexist [21]
X @CoinDesk
CoinDesk· 2025-07-11 18:45
🎮 “I believe in a future where gamers will demand from gaming companies to have the ability to own all of their own assets, to be able to get some of their time back,” says Director of Web3 @TheodoreAgranat.🎥 Watch how @GunzillaGames is leading the future of gaming where players actually own, trade, and control their in-game assets.👇[Partner Content] ...
X @CoinDesk
CoinDesk· 2025-07-11 18:08
Gaming Industry Trends - The gaming industry is moving towards a future where gamers demand ownership of their in-game assets [1] - Players want the ability to trade and control their in-game assets [1] Gunzilla Games' Vision - Gunzilla Games is leading the future of gaming by enabling players to own their in-game assets [1] - Gunzilla Games aims to give players back some of their time by allowing them to monetize their in-game assets [1]
Brag House to Be Featured on RedChip Small Stocks, Big Money™ Show on Bloomberg TV
GlobeNewswire News Room· 2025-07-11 12:30
Core Insights - Brag House Holdings, Inc. is a media-tech platform focused on engaging Gen Z through gaming and college sports [1][2] - The company is set to feature its CEO on Bloomberg TV, highlighting its innovative approach to brand engagement [1] Company Overview - Brag House is transforming casual college gaming into a community-driven experience, merging gaming, social interaction, and technology [4] - The platform aims to create immersive digital experiences that foster authentic engagement with brands targeting Gen Z [2][4] Unique Selling Points - Brag House has established elite partnerships with major brands like Coca-Cola and McDonald's, validating its platform's effectiveness [5] - The company boasts engagement metrics that achieve CPC and CPM rates significantly below industry norms, providing superior value to brand partners [5] - A strategic alliance with Learfield has facilitated national expansion across over 200 universities, enhancing the platform's reach [5] - Brag House employs a multi-tiered monetization strategy and scalable B2B data solutions, unlocking new revenue streams for partners [5] - Positioned at the intersection of gaming, advertising, and analytics, Brag House is poised to influence the future of digital brand engagement [5]
Akatsuki: TRIBE NINE To See End Of Service In November
Seeking Alpha· 2025-07-11 11:19
Group 1 - Akatsuki (OTCPK:AKAFF) is facing challenges in its latest business development, particularly with the upcoming end of service for TRIBE NINE [2] - The Value Lab offers a portfolio with real-time updates, 24/7 chat support, global market news reports, feedback on stock ideas, new trades monthly, quarterly earnings write-ups, and daily macro opinions [2] - The Valkyrie Trading Society consists of analysts sharing high conviction and obscure developed market ideas that are expected to generate non-correlated and outsized returns in the current economic environment [3]
2025上半年哪些国内新游最赚钱?网易落寞、三七互娱赢很大、巨人新游最意外
3 6 Ke· 2025-07-11 05:37
Group 1 - The core viewpoint of the article highlights the positive growth of the Chinese gaming market, with a market size of 141.1 billion yuan in the first five months of 2025, representing a year-on-year increase of 17% [1] - A total of 812 game licenses were issued in the first half of 2025, including 757 domestic and 55 imported licenses, marking an 18% increase compared to the previous year [1][2] - The gaming industry is experiencing favorable policies from the government, which has led to local governments implementing specific plans and measures to support the industry [2] Group 2 - The top 20 new games on the iOS platform in China for the first half of 2025 show a diverse range of genres, with a notable increase in light and casual gaming elements [3][8] - The game "Heroes Never Flash" emerged as the only blockbuster, generating a total revenue of 4.71 billion yuan, significantly outperforming other titles [11][13] - The trend indicates that many new games are experiencing a decline in monthly revenue after initial success, with "Supernatural Action Group" being a notable exception, showing a significant increase in revenue over time [6][53] Group 3 - The first tier of games includes six titles, all of which have generated over 1 billion yuan in total revenue, with "Heroes Never Flash" leading the pack [11][19] - The second tier consists of four games, with total revenues ranging from 500 million to 1 billion yuan, including "Brave Land" and "Sword Legend" [37][43] - The third tier comprises games with total revenues below 500 million yuan, where "Supernatural Action Group" stands out for its unique gameplay and increasing popularity [53][66] Group 4 - The gaming industry is shifting towards lightweight and integrated gameplay to avoid competition, with companies like 37 Interactive, Point Touch, Thunder, and Shiyue leading this trend [67] - The market for mini-games is rapidly growing, with many new titles launching mini-game versions to capture additional user engagement [8][25] - The overall environment for the gaming industry is improving, but the competition for new titles remains intense, necessitating innovative approaches from developers [67]
微软9000人大裁员:资本黑洞与3A危机
Hu Xiu· 2025-07-11 03:21
Core Points - Microsoft has confirmed layoffs of approximately 9,000 employees, marking the largest reduction in nearly 18 months, affecting various studios including Xbox and Activision Blizzard [1][2] - The layoffs are part of Microsoft's strategy to control costs amid significant investments in AI infrastructure, with a budget of around $80 billion for fiscal year 2025 [13][17] - The layoffs have impacted both game studios and non-gaming departments, with significant cuts in software engineering and sales roles [9][10][8] Group 1: Layoff Details - The layoffs have affected multiple game studios, including RARE, Infinity Ward, and The Initiative, which has been completely shut down after seven years of development on "Perfect Dark" [4][6][7] - Non-gaming departments have also seen substantial cuts, with around 830 layoffs in Redmond, Washington, and a total of 1,985 employees laid off in the state earlier in May [9][10] - The layoffs are not limited to lower-tier projects but extend to key original studios and maintenance teams for flagship games [7] Group 2: Financial Context - Microsoft is under pressure to control costs while investing heavily in AI, with significant government contracts contributing to this strategy [16][13] - The Game Pass subscription service has not met revenue expectations, with only a 4 million increase in subscribers from February 2024 to June 2025 [18][20] - The company is facing internal financial pressures, with unrealistic financial targets set for the Xbox division, leading to further layoffs [19][20] Group 3: Industry Impact - The layoffs reflect a broader trend in the gaming industry, with other companies like EA and Sony also announcing job cuts [22] - The gaming industry is experiencing a shift, with high development costs for AAA titles becoming the norm, impacting profitability [21] - The layoffs and studio closures may lead to a decrease in the number of new major titles released in the coming years, affecting Game Pass offerings [30] Group 4: Public Reaction and Stock Performance - The public response to the layoffs has been largely negative, with criticism directed at the company's handling of the situation, including inappropriate comments from Xbox producers [24][26] - Despite the layoffs, Microsoft's stock price showed resilience, only dropping 0.2% initially and stabilizing around $497, nearing a market cap of $2.8 trillion [28][29] - Investors view the layoffs as a positive cost-cutting measure in light of the substantial AI investments, indicating a disconnect between corporate decisions and employee welfare [29] Conclusion - The upcoming financial report on July 25 will provide insights into the impact of these layoffs on Microsoft's performance and future direction in the gaming sector [34]
心动公司(02400.HK):《伊瑟》国服及《守爱2》首测定档 驱动长期成长
Ge Long Hui· 2025-07-11 03:07
Group 1 - TapTap held its 2025 game release conference, showcasing a record 50 new game updates, including 45 unreleased titles and 13 PC games [1] - The introduction of PC games at the conference marks a significant expansion for TapTap, with titles like "Mingmo: Yuanshu" and "Zongmen Qiyuan" featured [1] - TapTap's PC version has been launched, allowing users to purchase and download over 100 top games without revenue sharing, which is expected to enhance growth potential [1] Group 2 - The self-developed game "Yise" has been successful in international markets, ranking in the top 50 in over 30 countries, with a domestic launch scheduled for September 25 [2] - "Xindong Xiaozhen" is set to celebrate its anniversary with a collaboration event, and its international version is anticipated to launch in late 2025, potentially increasing revenue [2] - The upcoming MMORPG "Xianjing Chuanqi RO: Shouhu Yongheng de Ai 2" is expected to leverage the established IP and the company's experience to perform well in the global market [2]
女校长诈骗数千万为游戏充值,国产游戏缘何“氪金”不止?
3 6 Ke· 2025-07-11 01:35
Group 1 - The case involving a school principal who defrauded over 50 million yuan for game recharges has gained significant attention, with the second trial recently held in Sichuan's Luzhou Intermediate People's Court [1] - The principal, Tong Min, used the guise of investing in educational facilities to defraud friends and family, with over 30 million yuan specifically used for recharging the game "Datiang Wushuang" by NetEase [1] - Following Tong Min's suicide in May 2021, the police closed the criminal case, leading 29 victims to pursue civil litigation against her estate and involved companies, seeking the return of over 3,100 million yuan from NetEase and 220 million yuan from Tencent [1] Group 2 - The gaming industry has seen a shift towards "pay-to-win" models, with significant revenue generated from in-game purchases, raising concerns about consumer protection and ethical practices [3][5] - The evolution of game monetization has transitioned from traditional purchase models to subscription and free-to-play models, with the latter often incorporating in-game purchases that can lead to excessive spending [5][6] - The Chinese gaming market is projected to reach 325.78 billion yuan in actual sales revenue in 2024, reflecting a 7.53% year-on-year growth, indicating a robust market despite ongoing controversies [17] Group 3 - Major gaming companies like Tencent and NetEase dominate the global market, with Tencent leading at 8.2 billion dollars in revenue, while NetEase ranks fifth with 2.15 billion dollars [14] - Despite high revenues, Chinese game developers struggle to produce critically acclaimed titles, with top-rated games predominantly coming from non-Chinese developers [16] - The success of titles like "Black Myth: Wukong" demonstrates the potential for high-quality game development in China, prompting a shift towards a focus on quality over quick profits [21][22]