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三七互娱党委书记、集团高级副总裁杨军: 让全球玩家感受中华文明魅力
Shen Zhen Shang Bao· 2025-05-27 17:04
杨军介绍,三七互娱通过原创IP与网文IP双轨并行,推动文化输出。此外,三七互娱还在多款游戏中融 入中国功夫、岭南骑楼等元素,吸引不少海外玩家来到中国实地打卡。 面对人工智能浪潮,三七互娱加速技术迭代。杨军表示,AI已贯穿游戏研发、运营全流程。此外,三 七互娱还自研大模型"小七"开发400余个智能体,覆盖美术、客服、市场分析等环节,推动游戏工业化 生产迈向高效化。 (文章来源:深圳商报) 作为中国最早开拓海外市场的游戏企业之一,三七互娱目前已在全球200多个国家与地区开展业务,发 行超过120款游戏。2024年,三七互娱实现境外收入57.22亿元,占营业收入比重32.81%。 在发言中,杨军用"研运一体、IP生态、科技赋能"三个关键词,揭示了三七互娱文化出口经验:即在发 行、运营与研发领域深度绑定、深度协同,实现产品与全球各地市场的双向奔赴;借助中华传统文化IP 与国际顶级IP跨界联动,切实提升旗下游戏品牌全球影响力,让全球玩家沉浸感受中华文明的魅力;在 科技赋能领域,通过AI动作捕捉加码核心研发能力,并利用AI重塑游戏管线提升游戏开发效率。 【深圳商报讯】(记者范宏韬)在数智赋能文化贸易论坛上,三七互娱党委书 ...
Steam创始人开了家“脑后插管”公司,赛博朋克不用等到2077年
Hu Xiu· 2025-05-27 10:10
本文来自微信公众号:爱范儿 (ID:ifanr),作者:马扶搖,题图来自:AI生成 你或许不知道他的名字,但你一定接触过他的产品——《半衰期》《军团要塞》《反恐精英》甚至《DOTA 2》,他就是传奇游戏开发与发行商Valve公司 的联合创始人Gabe Newell,外号"G胖"。而目前全球规模最大的电子游戏数字分发平台Steam正是由Valve开发和经营的,每天都帮忙点亮全球几千万游戏 玩家的心中绮梦。 一提到Valve,绝对绕不开的话题就是《半衰期》(Half Life),这款被誉为"史上最伟大的游戏"的作品给整个游戏行业的剧情设计和环境交互领域做出了 不可估量的贡献,是一部毫无争议的传奇。而二十年后,《半衰期:爱莉克斯》又因为其在VR游戏的交互性、材质细节和关卡构建中的诸多革命性设 计,成为了VR游戏中"开宗立派"式的一款作品。 根据Gabe Newell自己的说法,《半衰期:爱莉克斯》是一项对于"长期技术的前瞻性投资"。不过虽然《爱莉克斯》是一款VR游戏,考虑到Valve公司以及 《半衰期》系列一直以来对于游戏交互技术的探索,Gabe所说的这个"长期技术"很有可能不只VR——而是一个更加宏大和重要的领域 ...
仙境传说之约定好的冒险 (Ragnarok: Promised Adventure, Tentative English Title) Received an ISBN Code by Chinese Government
GlobeNewswire News Room· 2025-05-27 10:00
Core Insights - Gravity Co., Ltd. announced that its MMORPG game "Ragnarok: Promised Adventure" received an ISBN code from the Chinese government, marking a significant step in its launch strategy [1][2] - This game is the second title to receive an ISBN in 2025, following "PROJECT ABYSS" in January, indicating a strong focus on expanding the Ragnarok IP in the Chinese market [2] - The company aims to build on the success of its previous titles, including "Ragnarok: Dawn," which achieved notable success on WeChat, ranking eighth in top grossing Mini Programs [3][4] Company Developments - "Ragnarok: Promised Adventure" is developed in collaboration with Kingnet Network Co., Ltd., a Chinese game developer, showcasing Gravity's strategy to partner with local firms for market penetration [2] - The company has emphasized its commitment to preparing for the launch of "Ragnarok: Promised Adventure" in the Chinese region, seeking support and interest from stakeholders [4] Market Position - Gravity's principal product, Ragnarok Online, remains popular across various markets, including Japan and Taiwan, and is currently offered in 91 regions, highlighting its strong international presence [4]
你一定刷到过的这个小游戏,偷偷赚了160亿
盐财经· 2025-05-27 09:47
作者 | 任早雨 编辑 | 江江 视觉 | 顾芗 为了逃避工作,陈益终于点开了朋友圈里的《无尽冬日》广告。她早早就知道这款游戏,因为它已 经"病毒式"侵入陈益的各个社交平台。 这款游戏会夹杂在"精装朋友圈"与商务性质的链接转发之中,广告画面里的小人重复地从冰雪堆里救 人,扩大队伍,又不停地升级大熔炉以对抗暴风雪天气。 无限流的游戏情节在难以完成的工作与焦虑的情绪面前,显得格外诱人,尤其当工作总需要摸鱼的时 候。陈益对盐财经说道:"总有一刻,你会想点进去看看。" 《无尽冬日》游戏画面 Sensor Tower统计显示,截止至2025年3月底,《无尽冬日》及其海外版《Whiteout Survival》 在全球累 计收入已达到22.5亿美元(超160亿人民币) 。换句话说,这款游戏已经成为近五年上市的手游中,流 水最快突破20亿美元的产品之一。 这不免让人好奇——以一己之力让点点互动拳打网易、脚踢米哈游的《无尽冬日》,表面上看,只是一 款平平无奇,几无操作,连战斗都可以采取2倍速自动模式,且仅于国内发布一年的小游戏,其何以能 够创造远超同行的水流?何以能够超越《原神》《蛋仔派对》等一众名声在外的游戏?玩家们,到底 ...
腾讯、完美世界、B站再掀“开放世界大战” 能否重振大厂二次元游戏?
Mei Ri Jing Ji Xin Wen· 2025-05-27 07:38
Group 1 - Tencent's new game "Under the Other" has started a beta test, indicating its entry into the competitive market of 2D games [1] - The Chinese 2D game market is expected to see a significant turning point by May 2025, with several new titles receiving approval from the National Press and Publication Administration [1] - The 2D game sector, which was once thriving, is now experiencing a downturn with a reduction in new game releases and ongoing service terminations [1][2] Group 2 - Major companies are adjusting their strategies in the 2D game market, with Tencent notably reducing its investments in this area [2] - The success of miHoYo's "Genshin Impact" has led to increased competition and investment in the 2D game sector, but Tencent's focus has shifted towards maintaining its core competitive games [2][3] - The demand for deeper gameplay and content updates is rising among players, which has posed challenges for existing games like "White Night: Aurora" [2][3] Group 3 - The market for "pan-2D" users in China is projected to grow from 354 million in 2019 to 570 million by 2029, indicating a strong potential for 2D game IPs [4] - The revenue from the pan-2D market is expected to increase significantly, from 298.3 billion yuan in 2019 to 834.4 billion yuan by 2029 [4] - The unique cultural appeal and user engagement of 2D games continue to attract major companies despite the current market challenges [4] Group 4 - Tencent's recent release "Victory Goddess: New Hope" has performed well, reaching the top of the iOS free charts and maintaining a position in the top 20 of the best-selling charts [5] - Tencent is focusing on a niche of "2D beautiful girls" combined with shooting games, which reflects its strengths in traffic generation and social retention [5] - The competitive landscape is shifting, with companies needing to balance visual appeal and innovative content to attract younger audiences [6] Group 5 - NetEase is restructuring its approach to 2D games, focusing on long-term operations of established IPs like "Onmyoji" while reducing investment in new projects [6] - The 2D game market is undergoing a new round of reshuffling, with established IP holders focusing on sustaining existing products while newcomers aim to disrupt the market with innovative gameplay [6] - The future success in the 2D game market will depend on companies' abilities to balance visual appeal with engaging content that resonates with Generation Z [6]
PRESS RELEASE: NACON ANNOUNCES AGREEMENT WITH WRC PROMOTER FOR THE PUBLISHING OF THE OFFICIAL GAMES OF THE FIA WORLD RALLY CHAMPIONSHIP, FROM 2027 TO 2032
Globenewswire· 2025-05-26 16:00
Core Points - NACON has signed a new agreement with WRC Promoter for the publishing of official games based on the FIA World Rally Championship from 2027 to 2032, granting exclusive rights for PC and consoles for six seasons [1] - The partnership aims to develop a new WRC game series that provides an immersive experience reflecting the reality of the championship, featuring official rallies, vehicles, teams, drivers, and sponsors [2] - The project represents a complete reboot of the franchise, driven by a specialized team with the ambition to elevate rally games to new heights [3] Company Overview - NACON, part of the BIGBEN group, was established in 2019 to optimize expertise in the video game market, comprising 16 development studios and focusing on game publishing and premium gaming peripherals [4]
鑫闻界|市场留给初代游戏巨头完美世界时间多少就看这《异环》了
Qi Lu Wan Bao· 2025-05-26 14:55
Core Insights - The National Press and Publication Administration announced the approval of 619 domestic online games from January to May 2025, with 130 games approved in May alone, setting a new monthly record for domestic game approvals [1] - Perfect World’s game "Yihuan" is highlighted, having reached 2.8 million global platform reservations in its first week, with a planned launch by the end of 2025 or early 2026 [1] - Perfect World reported significant losses in its 2024 financial results, with a revenue of 5.57 billion yuan, a year-on-year decline of 28.5%, and a net profit loss of 1.288 billion yuan, marking a 361.98% decrease [1][2] Company Performance - The losses for Perfect World stem from underperforming domestic games and film projects, leading to the cancellation of several initiatives and workforce optimization [2] - Investment losses also contributed to the profit decline, as the company invested in multiple small to medium-sized enterprises in the gaming and film sectors, which faced poor performance due to industry changes [2] - Perfect World has struggled to capitalize on mobile and mini-game trends, missing key market opportunities compared to competitors like Tencent and NetEase [3] Management Changes - The company has undergone significant leadership changes, with the resignation of CEO Xiaohong and co-CEO Lu Xiaoyin, alongside a major workforce reduction of 32% [3] - The transition in leadership began over a decade ago when the founder shifted focus to film, leading to a lack of game development experience in the new management [2][3]
深圳西部突发大礼包,一座投资超300亿“未来之城”要来了!
Sou Hu Cai Jing· 2025-05-26 14:51
Core Viewpoint - The launch of Tencent's "Penguin Island" in Shenzhen represents a significant investment in the digital entertainment industry, with a total investment of 31.9 billion yuan and a construction area of 2 million square meters, aiming to establish a global digital entertainment hub [4][6]. Group 1: Investment and Development - "Penguin Island" is set to become a key player in Shenzhen's digital economy, marking a strategic move in the internet technology innovation sector [4][6]. - The project is part of a broader initiative to create a digital entertainment industry cluster in the western part of Shenzhen, with the local government implementing a comprehensive support policy [3][4]. Group 2: Support Policies - The Bao'an District has introduced a "Digital Entertainment Industry Support Plan," which includes financial incentives such as up to 10 million yuan in funding and 12 months of rent exemption for qualifying enterprises [3][6]. - Specific support measures include rent subsidies for digital entertainment companies, with a 12-month rent exemption for those entering quality buildings by 2025, and up to 30% rent discounts for the following two years [6][7]. Group 3: Industry Ecosystem - The support plan aims to foster a robust industry ecosystem by facilitating cooperation between game developers and platforms, providing subsidies for game approvals, and encouraging the development of popular mini-games [7][9]. - The plan also includes financial rewards for successful game products and support for hosting national events, enhancing the overall industry environment [7][9]. Group 4: Strategic Partnerships - The establishment of a game industry service center in Bao'an by the Guangdong Provincial Game Industry Association signifies a commitment to enhancing the local gaming sector and providing professional services to enterprises [12][14]. - This partnership aims to integrate resources from both Guangzhou and Shenzhen, promoting the development of the gaming industry and enhancing its global competitiveness [12][14].
Here's Why Investors Should Retain Hasbro Stock in Their Portfolio
ZACKS· 2025-05-26 13:40
Hasbro, Inc. (HAS) is likely to benefit from the strong performance of MAGIC: The Gathering, operational adjustments and licensing partnerships. Also, focus on accelerated cost reductions bodes well. However, an uncertain macro environment is a concern.Let us discuss the factors that suggest why investors should retain the stock for the time being.Hasbro’s Major Growth DriversHasbro’s early momentum in 2025 highlights the effectiveness of its Playing to Win strategy, which centers on high-growth categories ...
2025中国游戏科技发展白皮书
艾瑞咨询· 2025-05-26 09:23
中国游戏科技丨 白皮书 中国游戏产业历经从模仿到创新的蜕变,已跻身全球游戏产业核心阵营。受益于移动互联网普及与 技术迭代,产业收入实现指数级增长, 2024 年收入规模创新高为 4550.6 亿元,近二十年复合增长 率达 26.8% ,彰显了强劲增长动力。用户规模同步实现跨越式增长, 2024 年用户量突破 7.5 亿 人,近二十年复合增长率为 18.6% ,为产业持续发展提供了坚实基础。未来随着新技术的不断应 用以及海内外市场进一步拓展,中国游戏产业将延续持续增长的良好发展势头。 自研游戏已成为中国游戏产业发展的中流砥柱 中国游戏产业历经多年发展,已由稚嫩逐步变得成熟,游戏自研能力和市场话语权都得到显著提 升。从数据表现上看,自研游戏国内市场收入在整体游戏产业中的占比不断攀升,从早期约六成稳 步提升至近年来的八成以上,呈现出逐步增强的态势,有力证明了国内游戏产业自主创新能力的显 著进步,也充分说明了国内市场对自研游戏的深度认可。自研游戏的高占比为融入中国文化元素创 造了更多契机,随着游戏品质提升以及游戏出海深化,未来在国际市场有望更好的传播中国文化。 核心摘要: 在数字经济与实体经济深度融合的时代背景下,游 ...