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一年超8万家游戏公司成立,网易字节阿里老兵纷纷创业
3 6 Ke· 2026-01-19 12:41
2025年国内游戏行业和用户规模都出现了平稳增长。在市场环境逐渐走向稳定的同时,游戏行业似乎又兴起了一阵创业潮。 明星游戏人创业 去年有一批从业者带着大厂爆款的光环创业,这批创业公司在新品面世之前就赚足眼球。当中还有不少初创公司都悄悄拿到了融资,这也反映出即使是在 当下的投资环境里,优质的CP方依旧相当抢手。 广州风澜游戏在去年1月成立,目前公司已经有近100人,在研一款硬核星际题材的SLG《代号:Space》。截至去年12月,游戏开发了不到一年时间,不 过《代号:Space》已经计划在3月份开启首次测试。据描述,玩家在游戏中可以为舰船配装武器、搭配舰长、与涉外文明作战。 风澜游戏创始人覃宇清曾是字节跳动朝夕光年Gaia工作室成员,此前也曾参与网易《率土之滨》、莉莉丝《万国觉醒》等SLG项目。另外前字节跳动广州 工作室旗下UGC项目《JungoJam》的制作人戴俊毅也在去年加入了风澜游戏。 风澜游戏和《三国:谋定天下》研发商华娱网络也有比较密切的关系。 据覃宇清在公众号中表述,其在2022年曾将所有存款借给了B站接手前、还未测试过的《三国:谋定天下》。去年4月份,风澜游戏也获得了华娱网络的 投资,后者持股10 ...
三角洲行动的最大竞品,是它自己
雷峰网· 2026-01-19 10:04
Core Viewpoint - Tencent has shifted its strategy from maintaining its existing products to aggressively pursuing new opportunities, particularly with the success of "Delta Action" in the shooting game market [28]. Group 1: Tencent's Game Development and Market Position - Analysts have historically focused on Tencent's established products like "Honor of Kings" and "Peace Elite," but attention has now shifted to "Delta Action," which has generated significant revenue and user engagement [3][4]. - "Delta Action" achieved a remarkable milestone by surpassing 300 million daily active users (DAU) shortly after its launch, indicating its strong market presence [6][8]. - The game has been positioned as a "platform product" within Tencent's shooting game portfolio, suggesting its potential for long-term growth and adaptability to player preferences [4][9]. Group 2: Market Dynamics and User Engagement - The game has successfully tapped into a previously underserved market of hardcore shooting game players, who had limited access to quality FPS games in China [14][15]. - "Delta Action" employs a lightweight design that lowers the entry barrier for casual players while retaining elements that appeal to hardcore gamers, thus broadening its user base [17][20]. - The game has created a resilient monetization model that combines seasonal content, loot boxes, and ticket economies, catering to both casual and hardcore players [18]. Group 3: Competitive Landscape and Challenges - Despite its domestic success, "Delta Action" faces challenges in the international market, where it competes against established franchises like Call of Duty and Battlefield [24]. - The game's industrialization capabilities have improved, but there are still areas for refinement, particularly in user experience and game mechanics [25][26]. - The complexity of catering to diverse player groups within a single platform poses risks for future development and market expansion [22][30].
Memory Shortage Boosts Sandisk — and May Kill Personal Computers
Yahoo Finance· 2026-01-19 05:01
Artificial intelligence causes memory problems, and we’re not talking about relying on bots to do your homework. The AI gold rush has created a brand new shortage in computer memory infrastructure, flipping the entire tech world upside-down by making this unglamorous low-margin business suddenly and somewhat shockingly hot. Last year, that made memory darling Sandisk one of the best performers on the S&P 500. Will the run continue in 2026? Early indications say yes. SUBSCRIBE:  Receive more of our free T ...
Supercell内部800人大会:项目被砍、业务被裁撤,失败了怎么办?
3 6 Ke· 2026-01-19 02:48
乐观的底色,是敢于解剖痛苦。 在游戏行业,Supercell"砍项目开香槟"的传统人尽皆知。很多人习惯将其与鼓励试错的理想主义放在一块理解,并且把它归纳为导向Supercell成功的诸多 原因之一。 的确,敢于正视失败,本身就是一种最高级的乐观。不过,就在昨天,Supercell在官网发布了一篇博客《What We've Learned from Failures》,替我们揭开 了这份乐观背后稍显沉重的一面。 博客的内容围绕Supercell近期的一次内部全员大会展开。会议现场,几位老员工代表面对台下的800名同事,详细复盘了公司过去各种各样标志性的失败 瞬间,包括研发数年被砍掉的项目,临门一脚被叫停的营销活动,被整体裁撤的业务线...... 值得一提的是,坐在台下听这场分享会的员工中,有三分之二入职不满三年。换句话说,Supercell内部存在着一定的新老认知断层。对于绝大多数在场的 新人而言,他们眼里只有公司依靠《皇室战争》《荒野乱斗》等长青产品躺着赚钱的光鲜,却没有亲历过那些尸横遍野的创业瓶颈期。 正因如此,公开地去咀嚼并解构这些痛苦,对现阶段的Supercell来说很有必要。通过这篇博客,Superc ...
巨人网络:《超自然行动组》推出AI大模型玩法,AI与真人玩家对局数超2500万次
Xin Lang Ke Ji· 2026-01-19 01:49
新浪科技讯 1月19日上午消息,巨人网络旗下现象级爆款《超自然行动组》近日上线全新"AI大模型挑 战",将AI大模型正式引入游戏核心玩法,面向用户全量开放。这也是国内首个在大 DAU 游戏中深度 融合AI大模型,并实现规模化落地的AI原生玩法。 在该玩法中,游戏内NPC"假人"由AI大模型实时驱动,不再只是固定脚本角色,而是以"玩家对手"的身 份直接参与对局。它们可以语音交流、模仿真人行为混入队伍,在关键时刻主动发起进攻,与真人玩家 正面对抗。上线一周后,AI参与对局数累计超过2500万。 据悉,为推动AI原生玩法在大DAU游戏中的规模化落地,巨人网络与阿里云、火山引擎、腾讯云等大 模型厂商展开合作,围绕模型能力适配、实时推理效率、高并发稳定性等核心问题进行联合探索。这也 使《超自然行动组》成为业内首个在大DAU级产品中,深度整合多家大模型能力并实现规模化应用的 落地样本。 责任编辑:杨赐 ...
Steam 喜加一:原价 58 元游戏《智能工厂大亨》免费领
Xin Lang Cai Jing· 2026-01-19 01:22
IT之家 1 月 19 日消息,开发商 Turquoise Revival Games 宣布旗下游戏《智能工厂大亨(Smart Factory Tycoon )》在 Steam 平台迎来"喜加一"免费领取活 动,游戏在国区定价为 58 元,玩家可以在北京时间 1 月 21 日凌晨 2 点前免费领取游戏,IT之家附游戏商品页。 Z A .. into KERT P - 2 - 1 a . # a # # 「喜加一」最新动态 据介绍,本作于 2022 年 3 月 27 日发售,玩家需要从零开始经营一家工厂,通过向机器人下达指令,实现生产流程的自动化,完成各类订单,并逐步对工厂 进行升级和扩建。 实际上,本作的核心概念受到 Mirage Game Studios 于 2019 年推出、口碑相当出色的工厂经营模拟游戏《Little Big Workshop》的启发。不过,《Smart Factory Tycoon》在推出后并未引发太大反响,在 Steam 平台上仅收获了百余条评价,整体口碑呈现出褒贬不一的状态。 游戏图赏: UT H 0 S 175 15 > N 13 18 13 B D ...
玩家为何买单?行业如何破局?
Xin Lang Cai Jing· 2026-01-18 21:30
(来源:新华日报) (AI制图) □ 本报记者 李嘉豪 "哈喽,需要点单吗?" 当玩家的游戏体验不佳,想要快速上分,抑或是想要和其他人一起连麦游戏,找人陪玩陪练已成为当下 一个热门选择。在常用的游戏即时语音软件中,陪玩服务会在显眼位置出现。进入对应服务频道的玩 家,通常会听到客服发出这样的询问。 游戏陪玩,是指为网络游戏玩家提供的线上陪玩陪练服务,一般分为技术类和娱乐类,前者侧重精彩的 游戏表现、单价较高,后者主要提供情绪价值、单价略低,有的会为玩家提供技术指导、策略支持。中 国音数协游戏工委发布的《2025年中国游戏产业报告》显示,2025年,国内游戏市场实际销售收入 3507.89亿元、同比增长7.68%,用户规模6.83亿、同比增长1.35%,规模同为历史新高。智研瞻产业研 究院预测,作为电竞产业的下游环节,中国游戏陪玩行业市场规模2024—2030年增长率将保持在32%— 36%之间。 陪玩交易如何产生?玩家群体为何买单?行业发展到何阶段?记者进行了探访。 点单接单,游戏即时语音软件为主要载体 《三角洲行动》《英雄联盟》《无畏契约》……梳理当前市面上火热的网络游戏,玩家基本都需要团队 协作,一个好的队 ...
MCHI Soars 45% as Chinese Equities Break Multi-Year Slump
Yahoo Finance· 2026-01-17 13:28
Quick Read iShares MSCI China ETF (MCHI) gained 45% over the past year. The S&P 500 returned 19% in comparison. MCHI allocates 17.5% to Tencent. The fund’s performance depends heavily on China’s gaming and social media giant. KraneShares CSI China Internet ETF (KWEB) offers pure internet exposure without financial sector or state-owned enterprise holdings. A recent study identified one single habit that doubled Americans’ retirement savings and moved retirement from dream, to reality. Read more her ...
Take-Two Interactive (TTWO) Sees a More Significant Dip Than Broader Market: Some Facts to Know
ZACKS· 2026-01-16 23:51
Company Overview - Take-Two Interactive (TTWO) closed at $240.14, reflecting a decrease of -1.72% from the previous day's closing price, underperforming the S&P 500 which fell by 0.06% [1] - The stock has declined by 0.94% over the past month, contributing to a loss of 1.49% in the Consumer Discretionary sector, while the S&P 500 gained 1.99% [2] Upcoming Earnings - The upcoming earnings report for Take-Two Interactive is scheduled for February 3, 2026, with an expected EPS of $0.83, indicating a 15.28% increase year-over-year [3] - Revenue is projected to reach $1.59 billion, representing a 15.57% increase compared to the same quarter last year [3] Full-Year Estimates - Zacks Consensus Estimates for the full year predict earnings of $3.29 per share and revenue of $6.48 billion, reflecting year-over-year increases of +60.49% and +14.76%, respectively [4] - Recent changes in analyst estimates may indicate shifting business trends, with positive revisions suggesting optimism about the company's outlook [4] Valuation Metrics - Take-Two Interactive currently has a Forward P/E ratio of 74.37, significantly higher than the industry average of 17.39 [7] - The company has a PEG ratio of 2.15, compared to the gaming industry's average PEG ratio of 1.62 [7] Industry Context - The Gaming industry, part of the Consumer Discretionary sector, holds a Zacks Industry Rank of 199, placing it in the bottom 19% of over 250 industries [8] - Research indicates that the top 50% rated industries outperform the bottom half by a factor of 2 to 1 [8]
DraftKings (DKNG) Registers a Bigger Fall Than the Market: Important Facts to Note
ZACKS· 2026-01-16 23:51
分组1 - DraftKings closed at $32.62, down 8.01% from the previous trading session, underperforming the S&P 500's loss of 0.06% [1] - The stock has increased by 3.71% over the past month, contrasting with the Consumer Discretionary sector's decline of 1.49% and the S&P 500's gain of 1.99% [1] 分组2 - DraftKings is expected to report an EPS of $0.45, reflecting a 260.71% increase year-over-year, with revenue forecasted at $1.95 billion, a 40.25% growth compared to the same quarter last year [2] - For the full year, analysts anticipate earnings of $0.85 per share and revenue of $6.02 billion, indicating a 180.95% increase in earnings but no change in revenue from the previous year [3] 分组3 - Recent analyst estimate revisions indicate optimism regarding DraftKings' business and profitability [3] - The Zacks Rank system, which assesses estimate changes, currently rates DraftKings as 3 (Hold) [5] 分组4 - DraftKings has a Forward P/E ratio of 23.28, higher than the industry average of 17.39, suggesting it is trading at a premium [6] - The company has a PEG ratio of 0.46, significantly lower than the Gaming industry's average PEG ratio of 1.62 [6] 分组5 - The Gaming industry is part of the Consumer Discretionary sector, which has a Zacks Industry Rank of 199, placing it in the bottom 19% of over 250 industries [7]