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我为群众办实事|未成年人网游“氪金”退款难困局如何破解
Xin Hua Wang· 2025-06-17 00:31
Core Viewpoint - The issue of minors excessively spending on online games and the difficulties in obtaining refunds has become a focal point of social concern, with numerous complaints from parents regarding their children's unauthorized in-game purchases [1][3][5]. Group 1: Refund Challenges - Many parents report difficulties in obtaining refunds for unauthorized charges made by their children, with some cases involving significant amounts, such as over 40,000 yuan [3]. - The refund process is complicated by the need to prove that the charges were made by minors, as accounts are often registered under adults' names, making it challenging to establish responsibility [5][6]. - Legal experts suggest that the responsibility for refunds may be shared between game companies and parents, with a proposed liability ratio of 30%-70% based on the effectiveness of anti-addiction measures [4][6]. Group 2: Regulatory Framework - The National Press and Publication Administration has implemented regulations limiting the amount minors can spend on games, with specific caps based on age [4]. - New regulations set to take effect in 2024 will further clarify the responsibilities of game service providers and guardians regarding minors' online spending [4][8]. - The Chinese Internet Association has proposed standards for managing minors' online game consumption, emphasizing the need for clear accountability among all parties involved [4][7]. Group 3: Technological Solutions - Some leading gaming companies are developing technologies such as facial recognition and AI to better identify and manage minor users, creating a comprehensive protective system [8]. - However, the implementation of such technologies is often limited to larger companies due to the high costs associated with data protection and technology development [8][9]. - Experts emphasize the importance of collaboration among families, schools, and regulatory bodies to create a supportive environment for minors and mitigate excessive spending on games [9].
电魂网络: 关于上海证券交易所对公司2024年年度报告信息披露监管问询函的回复公告
Zheng Quan Zhi Xing· 2025-06-13 10:07
Core Viewpoint - The company, Hangzhou Dihun Network Technology Co., Ltd., reported a significant decline in revenue and net profit for the year 2024, primarily driven by the performance of its flagship game "Dream Three Kingdoms" which has been operational for over 15 years [1][3][5]. Financial Performance - In 2024, the company achieved operating revenue of 550 million yuan, a year-on-year decrease of 18.71% - The net profit attributable to the parent company was 30.58 million yuan and 5.30 million yuan, reflecting declines of 46.2% and 91.1% respectively [1][3]. Game Performance Metrics - Revenue from "Dream Three Kingdoms" accounted for 65.27% of total revenue - The game experienced a decline in key performance indicators over the past three years: - Revenue in 2024 was 359.26 million yuan, down 18.46% from 2023 - Total transaction amount decreased by 38.47% to 308.06 million yuan in 2024 - Monthly active users fell to 566,400, a decrease of 3.90% [2][3][8]. Revenue Recognition and Accounting Practices - The company recognizes revenue based on the consumption of virtual items and the lifecycle of paying players, which aligns with the accounting standards [4][5]. - The average revenue per user (ARPU) in 2024 was 45.32 yuan, down 35.98% from the previous year [2][3]. Business Model and Cost Structure - The company operates under four business models: self-operated, authorized, joint operation, and agency operation - Despite a decline in revenue, operating costs increased by 12.35% due to rising costs associated with mobile game licensing and operational expenses [5][8]. Cost Composition - The main components of operating costs in 2024 included: - Employee compensation: 78.91 million yuan, up 12.31% - Revenue sharing and licensing fees: 32.15 million yuan, up 48.46% - Server rental fees: 16.81 million yuan, down 10.63% [8][9]. Future Game Development and Risks - The company has several new game products in the pipeline, with various stages of licensing and release planned for 2025 - However, there are risks associated with the timely launch and performance of these new titles, influenced by market conditions and development timelines [4][5][6].
A股市场大势研判:沪指重回3400点,创业板指领涨
Dongguan Securities· 2025-06-12 02:11
Market Overview - The Shanghai Composite Index has returned to 3400 points, with the ChiNext Index leading the gains [1][4] - The market showed a rebound with all three major indices closing in the green, and the ChiNext Index leading the rise [4][6] Market Performance - The closing points and percentage changes for major indices are as follows: - Shanghai Composite Index: 3402.32, up 0.52% [2] - Shenzhen Component Index: 10246.02, up 0.83% [2] - CSI 300: 3894.63, up 0.75% [2] - ChiNext Index: 2061.87, up 1.21% [2] - STAR 50: 980.93, down 0.20% [2] - Beijing Stock Exchange 50: 1427.91, unchanged [2] Sector Performance - The top-performing sectors include: - Non-ferrous metals: up 2.21% [3] - Agriculture, forestry, animal husbandry, and fishery: up 2.02% [3] - Non-bank financials: up 1.90% [3] - Automotive: up 1.70% [3] - Media: up 1.60% [3] - The underperforming sectors include: - Pharmaceutical and biological: down 0.41% [3] - Communication: down 0.28% [3] - Beauty and personal care: down 0.10% [3] - Public utilities: up 0.09% [3] - Food and beverage: up 0.21% [3] Concept Index Performance - The leading concept indices include: - Rare earth permanent magnet: up 4.90% [3] - E-sports: up 2.72% [3] - Cobalt: up 2.36% [3] - Integrated die-casting: up 2.26% [3] - Online gaming: up 2.22% [3] - The lagging concept indices include: - China-South Korea Free Trade Zone: down 1.35% [3] - CRO concept: down 0.90% [3] - Alzheimer's concept: down 0.90% [3] - Recombinant protein: down 0.82% [3] - Controlled nuclear fusion: down 0.80% [3] Future Outlook - The market is expected to maintain a slight positive growth in exports in June and July, despite a slowdown in growth and a widening decline in exports to the U.S. [6] - The report anticipates that the trade negotiations between China and the U.S. will ease trade tensions, supporting overseas demand [6] - The focus will be on the implementation of existing economic stabilization policies and potential new policies following the political bureau meeting in July [6] - Investment strategies should consider sectors such as technology growth, new consumption, high-end manufacturing, and high-dividend defensive assets [6]
推动城市数字文化产业高质量发展
Xin Hua Ri Bao· 2025-06-11 23:38
Core Insights - The digital cultural industry is becoming a core component of cultural industry development and a significant part of the digital economy, with high-quality development being essential for urban industrial growth and enhancing competitiveness [1][2][3] Group 1: Development Direction - Cities should focus on building comparative advantages in the digital cultural industry by enhancing competitiveness in key segments and supporting the specialized development of small and medium-sized enterprises [2][3] - Emphasis on leveraging existing industry chain advantages to extend into upstream and downstream sectors, particularly in areas like animation, to boost regional competitiveness [2][3] Group 2: Leading Enterprises - The growth of leading enterprises in the digital cultural industry chain is crucial for fostering new productive forces in the cultural sector, with a focus on sectors like online gaming and animation [3][4] - Local state-owned capital should play a role in supporting the digital transformation of cultural resources and exploring forward-looking investment projects [3][4] Group 3: Industrial Parks - Strengthening digital cultural industry parks is an effective way to promote industrial clustering and innovation-driven development, providing financing support for new technologies and business models [4][5] - Establishing a cultural finance service system in collaboration with financial enterprises to support the development of companies within the parks [4][5] Group 4: Talent Development - Enhancing the quality of digital cultural talent training through collaboration between government, industry, and educational institutions, focusing on practical and innovative skills [5][6] - Establishing a cross-regional cooperation network to improve the efficiency of talent acquisition and integrating talent development into urban policies [5][6] Group 5: Public Services - Improving public service levels for the digital cultural industry by exploring innovative financial products and establishing special funds to support growth-oriented enterprises [6][7] - Creating a public service platform to connect government and industry parks, enhancing the overall service network for the digital cultural industry [6][7]
电子竞技概念涨2.72%,主力资金净流入21股
Zheng Quan Shi Bao Wang· 2025-06-11 14:08
Group 1 - The esports sector saw a rise of 2.72%, ranking second among concept sectors, with 29 stocks increasing in value, including significant gains from companies like Xinyu Entertainment (up 13.43%) and Giant Network (up 5.38%) [1] - The main inflow of funds into the esports sector amounted to 856 million yuan, with 21 stocks receiving net inflows, and 9 stocks exceeding 50 million yuan in net inflows, led by Giant Network with 163 million yuan [1] - The top three stocks by net inflow ratio were Electric Soul Network (23.03%), ST United (18.44%), and Bo Rui Communication (14.18%) [2] Group 2 - The esports concept stocks that performed well included Electric Soul Network, ST United, and Bo Rui Communication, with respective daily increases of 9.99%, 5.01%, and 5.03% [2][3] - The trading volume and turnover rates for key stocks were notable, with Electric Soul Network having a turnover rate of 7.97% and Giant Network at 3.92% [2] - The overall market sentiment in the esports sector appears positive, as indicated by the significant net inflows and the performance of leading stocks [1][2]
手机游戏概念涨2.20%,主力资金净流入39股
Zheng Quan Shi Bao Wang· 2025-06-11 14:06
Core Viewpoint - The mobile gaming sector has shown a positive performance with a 2.20% increase, ranking sixth among concept sectors, driven by significant gains in several stocks [1][2]. Group 1: Market Performance - As of June 11, the mobile gaming concept increased by 2.20%, with 46 stocks rising, including notable performers like Electric Soul Network, which hit the daily limit, and Star Glory Entertainment and Fuchun Co., which rose by 13.43%, 9.89%, and 7.30% respectively [1]. - The mobile gaming sector attracted a net inflow of 778 million yuan, with 39 stocks receiving net inflows, and 10 stocks exceeding 50 million yuan in net inflow [2]. - The top net inflow stocks included Giant Network with 163 million yuan, followed by Tom Cat and Sheng Tian Network, each with 104 million yuan [2]. Group 2: Stock Performance - The leading stocks in terms of net inflow ratio were Electric Soul Network (23.03%), Bo Rui Broadcasting (14.18%), and Giant Network (12.86%) [3]. - The mobile gaming concept's top performers included: - Giant Network: 5.38% increase, 3.92% turnover rate, 162.67 million yuan net inflow, 12.86% net inflow ratio - Tom Cat: 3.42% increase, 12.53% turnover rate, 103.99 million yuan net inflow, 4.45% net inflow ratio - Sheng Tian Network: 4.75% increase, 17.38% turnover rate, 103.74 million yuan net inflow, 10.85% net inflow ratio - Electric Soul Network: 9.99% increase, 7.97% turnover rate, 101.05 million yuan net inflow, 23.03% net inflow ratio [3][4].
电魂网络: 股东减持股份计划公告
Zheng Quan Zhi Xing· 2025-06-11 11:35
一、减持主体的基本情况 股东名称 胡建平 证券代码:603258 证券简称:电魂网络 公告编号:2025-018 杭州电魂网络科技股份有限公司 本公司董事会、全体董事及相关股东保证本公告内容不存在任何虚假记载、 误导性陈述或者重大遗漏,并对其内容的真实性、准确性和完整性承担法律责任。 重要内容提示: ? 大股东及董监高持股的基本情况 截至本公告披露日,杭州电魂网络科技股份有限公司(以下简称"公司") 实际控制人之一、董事长、总经理胡建平先生持有公司股份 23,557,100 股,占 公司股份总数的 9.63%。 ? 减持计划的主要内容 公司于 2025 年 6 月 11 日收到胡建平先生发来的《股东减持计划告知函》, 胡建平先生因个人资金需求计划通过集中竞价及大宗交易方式减持公司股份不 超过 4,890,646 股,即不超过公司总股本的 2.00%,其中:拟通过集中竞价交易 方式减持公司股份不超过 2,445,323 股(即不超过公司总股本的 1.00%);拟通 过大宗交易方式减持公司股份不超过 2,445,323 股(即不超过公司总股本的 易日后的 3 个月内。 若减持股份计划实施期间,公司发生送红股、增发 ...
粤开市场日报-20250611
Yuekai Securities· 2025-06-11 09:08
Market Overview - The A-share market showed a positive trend today, with the Shanghai Composite Index rising by 0.52% to close at 3402.32 points, and the Shenzhen Component Index increasing by 0.83% to 10246.02 points [1] - The overall market saw 3411 stocks rise, while 1737 stocks fell, and 264 stocks remained unchanged [1] - The total trading volume in the Shanghai and Shenzhen markets was 12555 billion, a decrease of 1599 billion compared to the previous trading day [1] Industry Performance - Among the Shenwan first-level industries, all sectors except for pharmaceuticals, communications, and beauty care experienced gains, with non-ferrous metals, agriculture, non-bank financials, automotive, media, and social services leading the rise [1] - The top-performing concept sectors included rare earth permanent magnets, rare earths, online gaming, integrated die-casting, selected rare metals, lithium extraction from salt lakes, and others [1]
网络游戏板块走高 电魂网络涨停
news flash· 2025-06-11 06:41
这几只票暗盘资金正在偷偷流入,立即查看>> 网络游戏板块走高,电魂网络(603258)涨停,富春股份(300299)、星辉娱乐(300043)涨超10%, 名臣健康(002919)、掌趣科技(300315)、迅游科技(300467)、冰川网络(300533)、奥飞娱乐 (002292)等跟涨。 ...
未成年人充值打赏“低龄化”“大额化”,家长该怎么办
Zhong Guo Qing Nian Bao· 2025-06-11 01:54
Core Points - The article discusses the increasing trend of minors engaging in high-value online gaming and live-streaming rewards, with a significant number of cases reported in Beijing's internet court [1][2] - The court emphasizes the need for stronger protections for minors in online environments, highlighting the responsibility of platforms to implement effective measures [4][6] Group 1: Case Statistics and Trends - Nearly 700 cases related to minors' online spending have been adjudicated, with the highest single case amounting to 3.1 million yuan and an average case value exceeding 80,000 yuan [1] - There is a notable trend of younger consumers making larger payments, with examples of minors spending over 40,000 yuan in one night and 80,000 yuan in a single live-streaming session [1] Group 2: Parental Guidance and Recommendations - Parents are advised to manage account security by safeguarding online accounts and payment passwords, regularly checking account activity, and utilizing "minor mode" to set spending limits [2] - Establishing family internet usage rules is recommended, including setting daily online time limits and content access permissions, along with a reward and punishment system to encourage compliance [2] Group 3: Legal Cases and Court Rulings - In a case involving a minor who spent over 1,400 yuan on inappropriate content, the court ruled the contract invalid due to the content violating public morals, ordering a full refund [3][4] - Another case highlighted the failure of a gaming platform to enforce real-name registration for minors, leading to a ruling that the contract was invalid and requiring the company to refund part of the charges [5][6] Group 4: Industry Implications - The court's decisions underscore the need for online service providers to enhance their content offerings and comply with regulations to protect minors, which has broader implications for the industry [4][6] - The ongoing issues of minors circumventing age verification systems and the resulting financial implications stress the importance of parental oversight and platform accountability [6]