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从这场产业年会,读懂上海徐汇吸“游”记
Xin Lang Cai Jing· 2025-12-20 13:55
转自:新华财经 新华财经上海12月20日电(程思琪、杨子华)这几日的上海徐汇西岸,是中国游戏产业目光汇聚之地。12月17日至19日,由中国音像与数字出版协会和上海 市徐汇区人民政府共同主办的2025年度中国游戏产业年会在上海徐汇西岸国际会展中心举行,论坛场内座无虚席,体验区排起长队,席卷会场的热情映射出 中国游戏产业的蓬勃活力。 19日下午,中国音像与数字出版协会游戏出版工作委员会在会上发布《2025年中国游戏产业报告》。数据显示,2025年,国内游戏市场实际销售收入达 3507.89亿元,同比增长7.68%;用户规模为6.83亿,同比增长1.35%。 2025年度中国游戏产业年会现场,徐汇区人民政府与中国音数协举行战略合作签约仪式(受访者供图) 作为大会东道主,徐汇区也交出一份令人瞩目的"成绩单"。徐汇区文化和旅游局局长伍彦心在年会期间公布:2025年1月至11月,徐汇区游戏产业营收已达 714.81亿元,同比增长5.7%。回看2024年,徐汇区游戏产业营收规模也突破700亿元,占上海全市总量近五成,牢牢占据上海游戏产业的半壁江山。 规模之下,是高质量的产业集聚。目前,超过70家头部游戏企业扎根徐汇。以西岸 ...
从这场产业年会 读懂上海徐汇吸“游”记
Xin Hua Cai Jing· 2025-12-20 13:55
Core Insights - The 2025 China Game Industry Annual Conference was held in Shanghai, showcasing the vibrant growth of the gaming industry in China, with a projected market revenue of 350.79 billion yuan and a user base of 683 million by 2025 [1][2] Group 1: Market Performance - The domestic gaming market is expected to achieve an actual sales revenue of 350.79 billion yuan in 2025, reflecting a year-on-year growth of 7.68% [1] - The user base for the gaming market is projected to reach 683 million, with a year-on-year increase of 1.35% [1] - Xu Hui District reported a gaming industry revenue of 71.48 billion yuan from January to November 2025, marking a 5.7% year-on-year growth [1] Group 2: Industry Concentration - Over 70 leading gaming companies are based in Xu Hui, which houses nearly 60% of Shanghai's gaming enterprises, forming a complete industry chain from development to operation [2] - Major companies like Tencent, NetEase, and miHoYo have established their headquarters in Xu Hui, contributing to the district's prominence in the gaming sector [2] Group 3: Policy Support - Xu Hui District launched the first government-operated service platform focused on the gaming industry, providing comprehensive support from registration to international compliance [3] - The district's policies include financial support for gaming and esports, with individual grants up to 30 million yuan available for various aspects of industry development [3] Group 4: Success Stories - miHoYo, which started in a university dormitory, has grown from a three-person studio to a global enterprise with over 6,000 employees, highlighting the supportive ecosystem in Xu Hui [4] - The annual conference coincided with various cultural events, boosting local hotel occupancy rates to 99%, a 10% year-on-year increase [4] Group 5: Future Outlook - The China Game Industry Annual Conference will be held in Xu Hui for the next five years, emphasizing the district's role as a supporter and enabler for gaming companies [5] - Xu Hui aims to enhance its digital cultural and creative industry cluster by focusing on technological breakthroughs, content innovation, and global operations [5]
北京大学教授张颐武:中国对西方文化产品接受度高源于文化自信
Xin Lang Cai Jing· 2025-12-20 12:59
中国青年报客户端北京12月20日电(中青报·中青网记者 马子倩)北京大学中文系教授、文化艺术委员 会主任张颐武今天在2026环球时报年会上分享了一个发现:随着文化自信的提升,中国对西方文化产品 表现出更好的接受度。 "最典型的例子是美国动画电影《疯狂动物城2》自11月26日在中国上映以来,取得了比北美市场更为亮 眼的票房成绩——已收获37亿元人民币票房,观影人次达9100多万,即将突破1亿,且票房仍在持续增 长。"张颐武说。 日,北京,北京大学中文系教授、文化艺术委员会主任张颐武出席2026环球时报年会。中青报·中青网 记者 马子倩/摄 一方面,中国以坚定的文化定力推动开放,为全球文化产业带来新的发展机遇,当前中国对包括好莱坞 电影在内的外来文化产品接受度更高,例如刚刚上映的《阿凡达3》将获得中国市场重要助力;另一方 面,"酷中国"形象正在全球范围内形成,被纳入"十五五"规划建议中的文化"新三样"——网络文学、网 络游戏、网络视听正加速"出海",《黑神话:悟空》等网络游戏将中华文化以更亲近的方式传播到海外 等等。 "长久以来,尽管中国与西方世界的政治、经济关系都显得相当复杂,2025年,西方国家多项调查显 示 ...
在游戏行业里, 有一些大家都很熟悉的公司今年亏惨了。。。
Sou Hu Cai Jing· 2025-12-20 10:53
Group 1: Industry Overview - The gaming industry has shown mixed results in 2025, with leading companies like Tencent, NetEase, and MiHoYo performing well, while others face significant losses [1] - Companies such as Zhongyou Mobile, ShengTian Network, and Tom Cat Culture have reported substantial financial challenges, indicating a competitive and volatile market environment [1] Group 2: Zhongyou Mobile - Zhongyou Mobile reported a revenue of 763 million yuan in the first half of the year, but faced an adjusted net loss of 638 million yuan due to high marketing costs for new game launches and one-time severance expenses [3] - The company saw a 33.2% increase in overseas revenue, which now accounts for over 30% of total income, indicating potential growth areas [3] - The success of mini-games like "Chunqiu Xuankong" has emerged as a new growth point, with over 100 million in revenue within three months [3] Group 3: ShengTian Network - ShengTian Network's revenue for Q3 was 305 million yuan, a slight decline year-on-year, with a net loss of 21.59 million yuan, exacerbated by the expiration of a key IP contract [5] - The company has heavily relied on a single IP for profits, leading to significant goodwill impairment of over 47.5 million yuan [5] - Future prospects are uncertain, with new game releases and AI applications not yet proving to be profitable [5] Group 4: Tom Cat Culture - Tom Cat Culture reported approximately 697 million yuan in revenue for the first three quarters, a nearly 20% decline, and a net loss of 43.93 million yuan [7] - The company's revenue model is heavily dependent on advertising, which constitutes over 72% of income, making it vulnerable in a post-traffic dividend era [7] - The shift towards AI products has not yet established a stable revenue model, raising concerns about the company's strategic direction [7] Group 5: Dianhun Network - Dianhun Network anticipates a loss of 7.5 to 11 million yuan for the first half of 2025, a significant decline from a profit of nearly 60 million yuan in the same period last year [9] - The decline is attributed to a lack of new successful products and reduced government subsidies [9] - The company's future hinges on the continued operation and updates of its flagship IP, "Dream Three Kingdoms," amid doubts about its innovation capabilities [9] Group 6: ST Zhongqingbao - ST Zhongqingbao reported revenue of 97.94 million yuan in the first half of the year, down 19%, with a net loss of 2.464 million yuan [11] - The company is struggling with a dual challenge of declining traditional gaming revenue and low-margin new businesses like cloud computing [11] - Market sentiment is cautious regarding the company's ability to successfully transition into a diversified tech company [11]
游戏行业风向标「游戏产业年度盛会」上海,5000万扶持+“沪十条”刷屏行业!
Sou Hu Cai Jing· 2025-12-20 10:25
2025年12月17日至19日,中国游戏产业年度盛会首次在上海徐汇区西岸国际会展中心举办。 这场被视为游戏行业风向标的盛会,以往都在不同城市轮流举办,今年花落上海意义非凡,背后不仅是对这座城市游戏产业实力的高度认可,更藏着中国 游戏电竞产业高质量发展的新信号。 除了举办一系列论坛,发布游戏十强年度榜单、《2025年中国游戏产业报告》,但最让业内倍加关注的,莫过于上海即将推出支持游戏电竞产业发展十条 举措(简称"游戏沪十条"),围绕关键领域,提出系统性支持政策,每年扶持资金总额5000万元。 为什么游戏电竞产业与上海叠加,如此受人瞩目? 能成为游戏产业年度盛会的首站上海,绝非偶然。数据不会说谎,上海早已是当之无愧的游戏产业高地。 数据显示,2024年,上海网络游戏产业持续领跑全国,全年销售收入1558亿元,同比增长7.8%,连续13年保持正向增长,产业规模扩增8倍。 2025年上半年,上海网络游戏产业总体销售收入达到832.83亿元,同比增长10.8%。其中,海外销售收入145.46亿元,同比增长11.12%。 上半年,除电子竞技游戏收入外,上海电竞产业其他领域带来的收入为32.54亿元,同比增长6.91%,其 ...
腾讯控股 游戏及国际云负责人会议重点纪要
2025-12-20 09:54
中国 证券研究 2025 年 12 月 16 日 腾讯控股 增持 游戏及国际云负责人会议重点纪要 股价: 596.50 港元 最近我们在曼谷 2025 年和平精英全球总决赛期间与公司游戏和国际 云管理团队面对面交流了最新业务情况。对于游戏和国际云业务,两 次会面都印证了我们的观点,即腾讯的核心优势并非某款热门游戏或 一次性获客,而是可重复的运行体系,后者能够发现(或创造)下一 个'玩法/负载'拐点,实现工业化执行(生产、实时运营、工具集 成)以及全球范围内的本地化和扩展。我们认为腾讯通过发行商+开 发商/联合开发商+投资人的"三引擎"模式,结构性提升了新玩法创 新浪潮在其业务中的占比,其中快速增长的搜打撤子类型的占比特别 高(占 2025 年射击游戏收入的 10%,而目前大逃杀游戏的占比为 40%)。 我们赋予腾讯的主题是"具有多年盈利可持续增长潜力的公司",对 此我们认为腾讯正在利用人工智能和全球化来提高公司的内容吞吐量 和命中率,但关键在于,腾讯的框架性意图是增效再投资(员工人数 /基础设施/内容质量),而非实现短期利润率。同时,国际云业务采 用选择性楔形策略,赢得大客户(如 GoTo)表明中小企业渗透提 ...
2025“潮”起东方 中国文化“圈粉”世界
Xin Hua She· 2025-12-20 09:30
(海报部分素材由AI生成) 2025年 中国文化绽放出新魅力 掀起抢购潮…… 一系列中外合璧、古今交融的 中国流行文化产品走红世界 成为连接各国民众的共同语言 动漫电影《哪吒之魔童闹海》 登顶全球动画电影票房榜 潮玩"拉布布"在世界多地 点击播放键让图片动起来(该视频为AI生成) ↑2025年6月25日,在沙特阿拉伯利雅得,观众在《哪吒之魔童闹海》的宣传展板前拍照留念。当晚,阿拉伯语配音版《哪吒之魔童闹海》在沙 特首映。 ↑2025年2月20日,在斐济首都苏瓦,观众在《哪吒之魔童闹海》电影海报前自拍。斐济首都苏瓦市达莫达尔影院市场部经理克利夫表示,在2 月20日电影上映的首日,苏瓦的两家影院原本共安排放映两场,但因网上预售火爆,影院临时安排加映3场,此后每天均安排4至5场。 ↑2025年3月15日,在印度尼西亚雅加达,一名参加《哪吒之魔童闹海》首映礼的观众展示电影票。中国动画电影《哪吒之魔童闹海》3月15日 在印度尼西亚雅加达举办首映礼,并于3月21日正式登陆印尼各大影院。 ↑2025年5月19日,在泰国曼谷尚泰世界购物中心,人们聚集在泡泡玛特门店。泡泡玛特推出的潮玩深受海外玩家喜爱。这些可爱玩偶的设计指 向 ...
传媒互联网行业 2026 年度投资策略:聚焦内容新供给,把握 AI 新动能
Changjiang Securities· 2025-12-20 07:24
Core Insights - The media industry is driven by content, leading to a market evolution from "policy recovery" to "expected fundamental improvement" and then to "performance realization and valuation enhancement" [3][6] - The report is optimistic about two segments: gaming and film, highlighting the potential for long-term operations and competition against major players to reshape gaming valuations, and the recovery of the film sector post-policy changes [3][6] Gaming Sector - The gaming sector is expected to see sustained performance growth driven by new game releases in 2025, with a focus on long-term operations and a shift from "chasing hits" to "nurturing evergreen" titles [7][18] - The gaming industry's valuation is recovering, with the current price-to-earnings (P/E) ratio around 27x, indicating a return to a reasonable range after a period of low valuations [18][22] - The introduction of AI in gaming is anticipated to enhance user engagement and extend gameplay duration, contributing to long-term growth [7][28] Film Sector - The film industry is poised for recovery following the implementation of the "21 Regulations" by the broadcasting authority, which is expected to revitalize content production and performance realization starting in the second half of 2026 [8][18] - Current film sector performance is compared to the gaming sector in 2022, suggesting a similar trajectory of recovery and growth potential [8][18] AI Applications - The commercialization of AI applications is accelerating, with expectations for a significant turning point in 2026, particularly in AI comic and advertising sectors [9][18] - AI comic production is seen as advantageous due to rapid content iteration and cost control, with companies like Kuaishou positioned to benefit [9][18] - The AI+ advertising model has been successfully implemented globally, with major players like Tencent and Bilibili expected to replicate this success domestically [9][18]
“游戏沪十条”让全球玩家迷上上海
Xin Lang Cai Jing· 2025-12-20 06:42
其中,创新力量成为增长的核心引擎。2025年自主研发游戏国内市场实际销售收入2910.95亿元,同比 增长11.64%,既得益于头部长青产品的稳定支撑,更离不开多款自研新品的增量贡献。 昨天落幕的2025年度中国游戏产业年会上,《2025年中国游戏产业报告》发布,上海更推出了支持游戏 电竞产业发展的十条举措(简称"游戏沪十条"),护航国产游戏高质量发展,为产业注入强劲动力。 "自研+出海"双轮驱动 报告显示,我国游戏产业实现稳步增长,核心数据均创历史新高。2025年,国内游戏市场实际销售收入 达3507.89亿元,同比增长7.68%;用户规模增至6.83亿,同比增长1.35%。 "游戏沪十条"着重鼓励开发原创精品游戏,支持在产品中融入中华优秀传统文化、体现上海城市特色。 比如,叠纸游戏坚持文化融合创作。旗下《奇迹暖暖》和《闪耀暖暖》分别与故宫博物院、国家京剧院 等多家国家级文博机构合作。在上海特色融合与IP新消费场景构建上,《恋与制作人》与豫园联合推出 中秋赏灯活动,开启六大豫园商城餐饮老字号的联动套餐。 世纪华通将目光放向技术创新,总裁谢斐认为,游戏行业已经成为前沿科技的"练兵场"、文化创新 的"孵化器", ...
艾格拉斯股份有限公司2025年第一次临时股东会决议公告
登录新浪财经APP 搜索【信披】查看更多考评等级 (三)关于议案表决的有关情况说明 上述议案中均为普通决议事项,经出席会议股东或股东代表所持有效表决权股份总数的1/2以上审议通 过。议案1-8对持股5%以下的股东的表决情况进行了单独计票。 本次股东大会相关议案审议通过后,公司第六届董事会组成如下: 董事:张强、王少君、王俊虹、韩瑛、张超、姜学进 三、律师见证情况 1、本次股东会见证的律师事务所:北京市两高律师事务所、北京市中视(济南)律师事务所 律师:张艳玲 魏本琳 杜加升 辛丽洁 2、律师见证结论意见: 北京市两高律师事务所张艳玲律师、魏本琳律师以及北京市中视(济南)律师事务所杜加升律师、辛丽 洁律师见证了本次股东会会议,并发表了法律意见。其意见为:本次股东会会议的召集和召开程序、召 集人和出席人员的资格、表决程序和表决结果符合《公司法》及《公司章程》的相关规定,合法、有 效。 特此公告。 艾格拉斯股份有限公司董事会 2025年12月19日 证券代码:400118 证券简称:R艾格1 主办券商:长城国瑞 公告编号:2025-001 艾格拉斯股份有限公司2025年第一次临时股东会决议公告 本公司董事会及全体董 ...