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9亿亏损背后:世纪华通、中手游与经典IP的商业困局
Hu Xiu· 2025-05-11 01:01
Core Insights - The article discusses the significant revenue achievements of Century Huatong, particularly through its subsidiary Point Interactive, which has seen explosive growth due to the success of the game "Endless Winter" [1][4][9] - However, the company faced a major setback with a substantial downward revision of its 2024 profit forecast, primarily due to losses from long-term equity investments, particularly in Zhongyou [1][6][25] Financial Performance - Century Huatong's 2024 revenue reached 22.62 billion yuan, a year-on-year increase of 70.27%, making it the top gaming company in A-shares [4][5] - The company revised its net profit forecast for 2024 from an expected range of 1.6 billion to 2.3 billion yuan down to 1.2 billion yuan, effectively halving its profit expectations [1][2] - In Q1 2025, the company reported a net profit of 1.35 billion yuan, surpassing the entire profit of 2024 [6] Investment and Losses - The significant loss of approximately 900 million yuan was attributed to a decline in the valuation of long-term equity investments, which fell from 2.394 billion yuan to 1.498 billion yuan [6][25] - The losses were primarily linked to the underperformance of Zhongyou, particularly its game "Sword and Fairy World," which failed to meet market expectations [6][25][32] Subsidiary Performance - Point Interactive contributed significantly to Century Huatong's revenue, generating 14.959 billion yuan in 2024, accounting for over 71% of the internet gaming business [8][9] - The success of "Endless Winter" has positioned Point Interactive as a major player in the global gaming market, even surpassing NetEase in revenue rankings [9][13] Market Position and Strategy - Century Huatong has successfully transformed from a secondary supplier of automotive parts to a leading internet gaming company through strategic acquisitions [7][12] - The company has established a strong presence in the gaming industry, with Point Interactive now being its most valuable asset, far exceeding the initial acquisition cost of 6.939 billion yuan [16][25] Future Outlook - Despite the setbacks with Zhongyou, Century Huatong's strong revenue growth and the success of Point Interactive suggest potential for recovery and continued market leadership [4][33] - The company aims to leverage its established gaming ecosystem and partnerships to navigate challenges and capitalize on future opportunities in the gaming sector [26][33]
「游戏风云」《折螺丝》频刷朋友圈,小游戏催生大生意,上市公司借势大赚
Hua Xia Shi Bao· 2025-05-10 07:12
Core Insights - The mini-game "Screw Tightening" has gained significant popularity through social media, with users engaging in playful banter about its difficulty, leading to viral growth [2][3] - Major gaming companies like 37 Interactive Entertainment and Giant Network have benefited from the mini-game trend, contributing positively to their financial reports in 2024 [2][5] Industry Trends - The mini-game market has expanded significantly, with both large and small developers exploring new gameplay mechanics, resulting in a diverse range of offerings [2][4] - The rise of mini-games is attributed to their easy accessibility and low development costs, appealing particularly to middle-aged players with limited gaming time but strong spending power [4][5] Company Performance - Giant Network's mini-game "King's Journey" attracted over 25 million new users and generated 600 million yuan in revenue since its launch in February 2024 [5][6] - Century Huachuang's subsidiary, Point Interactive, reported approximately 2.245 billion yuan in revenue from mini-games like "Endless Winter" in 2024 [6] Monetization Strategies - Mini-games primarily monetize through IAA (In-App Advertising), IAP (In-App Purchases), and mixed models, with advertising being a key revenue source due to regulatory constraints on direct charging [6][7] - The potential for overseas expansion is highlighted as a significant opportunity for mini-games, with domestic companies poised to fill gaps in the international market [6][7] Future Outlook - The mini-game sector is expected to continue growing, with established IPs being adapted into mini-games, enhancing user engagement and retention [7][8] - Analysts predict that the convenience and social sharing aspects of mini-games will attract a broader audience, including non-gamers, contributing to market growth [8]
“游戏小年”A股放榜:过半营收下滑,世纪华通三七断层领先
Nan Fang Du Shi Bao· 2025-05-10 06:33
Core Viewpoint - The overall performance of A-share listed gaming companies in 2024 showed a decline, with over half experiencing revenue downturns, while a few companies achieved significant growth [1][5][11]. Group 1: Company Performance - More than half of the 23 A-share listed gaming companies reported a decline in total revenue in 2024, with 13 companies experiencing a year-on-year decrease compared to 9 in 2023 [5][9]. - Perfect World, once a leading company, saw its gaming revenue drop from 66.69 billion yuan in 2023 to 51.81 billion yuan in 2024, marking a decline of nearly 15 billion yuan [5][11]. - Century Huatong and 37 Interactive Entertainment remained the top gaming companies, with Century Huatong's gaming revenue reaching 208.75 billion yuan, a year-on-year increase of 86.57% [11][12]. - 37 Interactive Entertainment's gaming revenue was 172.93 billion yuan, up 5.47% year-on-year, maintaining its position as a profitable leader with a net profit of 26.73 billion yuan [10][12]. Group 2: Revenue and Profit Trends - The gaming revenue of companies like Jibite and Icefire Network declined significantly, with Jibite's revenue falling to 36.49 billion yuan, a decrease of 11.52% [8][10]. - Icefire Network reported a net profit drop of 190% due to high marketing costs, leading to a net loss of 2.47 billion yuan [14][10]. - Perfect World was the only major A-share gaming company to report a loss, with a net loss of 12.88 billion yuan in 2024 [9][10]. Group 3: Market Dynamics and Strategies - Many companies increased their sales expenses significantly, with Century Huatong's sales expenses rising by 129.47% to 77.42 billion yuan, while 37 Interactive Entertainment's sales expenses reached 97.12 billion yuan, an increase of 6.84% [15][14]. - The trend of "de-gaming" was noted, with companies like Zhongqingbao seeing their gaming revenue contribution drop from 49.59% in 2020 to 22.29% in 2024 [7][9]. - The gaming industry faced challenges with aging main products and a lack of new releases, impacting revenue for companies like Jibite and Electric Soul Network [8][9]. Group 4: International Performance and Employee Trends - Century Huatong achieved overseas revenue of 113.68 billion yuan, accounting for 50.26% of its total revenue, driven by successful titles like "Whiteout Survival" [17][18]. - Perfect World experienced a significant reduction in its workforce, with employee numbers dropping from 5,754 to 3,905, a decrease of 32.13% [19][20]. - Overall, 14 out of 23 companies reduced their workforce, indicating a trend of downsizing in the industry [19][20]. Group 5: Future Outlook - The first quarter of 2025 showed better-than-expected performance for several companies, with Century Huatong reporting a revenue increase of 91.12% year-on-year [22][23]. - Analysts predict continued improvement in the gaming sector as new products are launched and the market adapts to changing consumer preferences [25][22].
直击业绩会丨完美世界池宇峰:将资源集中到更具确定性的优势项目上
Core Viewpoint - In 2024, Perfect World faced significant challenges, with a 28.5% decline in annual revenue and a net loss of nearly 1.3 billion yuan, leading to a shift in focus towards survival strategies and restructuring efforts [1][2]. Financial Performance - The company reported total revenue of 5.57 billion yuan in 2024, a decrease of 28.5% year-on-year [2]. - The net profit attributable to shareholders was -1.288 billion yuan, a decline of 361.98% compared to the previous year [2]. - The gaming segment contributed 5.18 billion yuan in revenue, down 22% from 6.67 billion yuan in 2023, with a net loss of 725 million yuan [2]. - The film and television segment generated 350 million yuan in revenue but incurred a net loss of nearly 400 million yuan, with its revenue share dropping from 17.15% in 2023 to 3.25% in 2024 [2]. Industry Challenges - The gaming industry is experiencing intensified competition, with traditional games losing their revenue-generating capabilities and new games underperforming [3]. - Perfect World's flagship IPs, such as "Perfect World" and "Zhu Xian," have shown weak market performance due to insufficient innovation and a shift in player preferences towards lighter gaming experiences [3]. - In the film industry, the fragmentation of user entertainment time has reduced the appeal of long video content, concentrating market resources on top hits and squeezing the survival space for mid-tier productions [3]. Strategic Focus - In response to challenges, Perfect World has implemented strategic adjustments, focusing on optimizing product layout and resource allocation towards more promising projects [4]. - The gaming business will emphasize long-standing games through continuous content iteration and diversified user operations, while also reassessing project viability [4]. New Product Developments - The company launched the urban adventure JRPG "Persona: Nightfall" in April 2024, expanding its presence in trending game categories [5]. - The MMORPG "Zhu Xian World" is set to launch in December 2024, reinforcing the company's traditional strengths in the MMORPG sector [5]. - In the film sector, Perfect World is reducing overall investment and focusing on short dramas, launching several successful titles in 2024 [5]. Early Signs of Recovery - In Q1 2025, Perfect World reported a revenue of 2.023 billion yuan, a 52.22% increase year-on-year, with a net profit of 302 million yuan, marking a return to profitability [6]. - The gaming segment's revenue reached 1.418 billion yuan, a 10.37% increase, driven by the performance of "Zhu Xian World" and esports products [6]. - The film segment achieved 596 million yuan in revenue, a staggering 1616.29% increase, with the short drama "Couple's Spring Festival" becoming a major hit [7]. Observations on Future Performance - The business adjustments are beginning to yield results, particularly in the MMORPG sector, but the sustainability of this growth remains to be seen [8]. - The company faces risks associated with the aging of its older games and the need for new hit titles to offset declining revenues from established products [8]. - The shift towards short dramas shows promise, but the competitive landscape and profitability models in this segment are still evolving [9].
游戏年报|小游戏赛道竞争日趋激烈 营销投入趋向两极化 冰川网络销售费用率超过80%
Xin Lang Zheng Quan· 2025-05-09 10:11
Core Insights - The Chinese gaming industry has entered a phase of stock competition, with the user base reaching 674 million in 2024, a year-on-year growth of 0.94% [1] - The actual sales revenue of the Chinese gaming market is 325.783 billion, reflecting a year-on-year increase of 7.53%, driven by the release of new games and the performance of popular titles [1] - A total of 26 A-share gaming companies reported a combined revenue of 93.434 billion, up 7.74% year-on-year, but the net profit halved, indicating a trend of "increased revenue without increased profit" [1] Industry Performance - Mobile games continue to dominate the market, accounting for 73.12% of actual sales revenue [1] - Approximately 88.46% of 23 gaming companies experienced a decline in gross profit margin, with six companies seeing a drop of over 10 percentage points [2] - Sales expenses for the gaming industry increased by 20.05% to 30.671 billion, with the sales expense ratio rising from 29.46% to 32.83% [4] Marketing Expenditure Trends - About 40% of gaming companies saw a year-on-year increase in sales expenses, with ST Huatuo experiencing the highest growth at 129.14% [3] - The marketing investment is becoming polarized, with over 50% of major gaming companies reporting a decline in net profit due to rising customer acquisition costs [4] - Companies like Iceberg Network have a sales expense ratio exceeding 80%, with marketing costs significantly impacting profitability [6][8] Company-Specific Insights - Iceberg Network's sales expenses reached 2.302 billion, a 32.04% increase, with marketing costs accounting for a substantial portion of total expenses [6] - Despite high marketing investments, Iceberg Network's revenue growth stagnated, resulting in a net loss of 223 million, indicating inefficiencies in their customer acquisition strategy [8] - Sanqi Interactive, focusing on mini-games, reported a sales expense ratio of over 50%, with total sales expenses of 9.712 billion, reflecting a 6.84% increase [8]
游戏年报|行业“增收不增利”困局凸显 七成公司境内业务下滑 出海成核心增长路径
Xin Lang Zheng Quan· 2025-05-09 10:04
Core Insights - The Chinese gaming industry has entered a phase of stock competition, with a user base of 674 million and a market revenue of 325.78 billion yuan, reflecting a year-on-year growth of 7.53% [1] - The overall performance of 26 A-share gaming companies shows a revenue increase of 7.74% to 93.43 billion yuan, but a significant drop in net profit by 50% to 4.25 billion yuan, indicating a trend of "increased revenue but decreased profit" [1][4] Industry Performance - Mobile gaming remains the dominant segment, accounting for 73.12% of total sales revenue [1] - The domestic market for self-developed games saw a revenue of 260.74 billion yuan, growing by 1.70%, but the growth rate has slowed due to intensified market competition and rising costs [6] - Over 40% of the companies reported losses, with significant declines in profits observed in companies like Xinghui Entertainment and Fuchun Shares, with declines exceeding 1751% and 1691% respectively [6][8] Company-Specific Insights - ST Huatuo, Sanqi Interactive, and Shenzhou Taiyue topped the revenue rankings among A-share gaming companies, with revenues of 22.62 billion yuan, 17.44 billion yuan, and 6.45 billion yuan respectively [4] - Sanqi Interactive led in net profit with 2.67 billion yuan, followed by Kaiying Network and Shenzhou Taiyue with 1.63 billion yuan and 1.43 billion yuan respectively [5] - Perfect World reported a revenue decline of 28.50% to 5.57 billion yuan and a net loss of 1.29 billion yuan, marking a significant downturn [6][7] International Expansion - The overseas market for self-developed games achieved a revenue of 18.557 billion USD, growing by 13.39%, significantly outpacing domestic growth [10] - ST Huatuo's overseas revenue reached 11.367 billion yuan, making up 50.26% of its total revenue, highlighting the importance of international markets for growth [10] - Sanqi Interactive's overseas business generated 5.722 billion yuan with a gross margin of 74.54%, indicating strong profitability in international markets [11]
Switch全球累计销量已达1.52亿台;腾讯《热血美职篮》正式上线|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-05-08 23:25
Group 1 - The game "Palworld" is undergoing functional adjustments due to a patent infringement lawsuit, reflecting the potential impact of intellectual property disputes on game development and distribution [1] - Nintendo's financial report for FY2025 shows a significant decline in net sales by 30.3% to 1,164.922 billion yen (approximately 58.668 billion RMB), and a 46.6% drop in operating profit to 282.5 billion yen (approximately 14.107 billion RMB) [2] - Tencent's "NBA: The Blood of Basketball" has officially launched and quickly topped the iOS free chart, indicating strong demand in the sports gaming market [3] Group 2 - The cumulative global sales of Nintendo's Switch have reached 152 million units, highlighting its market presence despite the recent financial downturn [2] - The adjustments made to "Palworld" may prompt investors to reassess compliance risks and the strategies companies employ to handle patent issues [1] - The success of "NBA: The Blood of Basketball" may lead investors to reevaluate the potential of combining sports IP with game development, influencing market positioning and long-term growth expectations for related companies [3]
游戏正名“登顶”,谁是最大赢家?
3 6 Ke· 2025-05-08 11:02
Group 1 - The gaming industry is gaining recognition as a significant cultural force, highlighted by Game Science's achievement of the "Chinese Youth May Fourth Medal" for "Black Myth: Wukong" [2] - The Ministry of Education has officially included the game art design major in the "Directory of Undergraduate Majors in General Higher Education," indicating the formal entry of gaming into higher education [2][3] - By April 2025, over 500 games are expected to receive licenses, further demonstrating the industry's growing acceptance [2] Group 2 - Historically, gaming faced criticism, especially during the rise of online gaming in internet cafes, leading to a negative societal perception [3][4] - The complexity of educational backgrounds among gaming professionals is evident, with many coming from diverse fields such as computer science, management, and literature [5][7] - The establishment of game design programs is crucial for nurturing talent in the gaming industry, which is increasingly recognized for its economic contribution [7][8] Group 3 - The international trade landscape is shifting, and gaming, as a virtual product, is positioned to fill gaps left by traditional exports [8][9] - In 2024, China's self-developed games' overseas sales grew by 13.39%, significantly outpacing the global market growth of 3.31% [9] - Major markets for Chinese mobile games include the United States, Japan, and South Korea, with respective revenue shares of 31.06%, 17.32%, and 8.89% [9] Group 4 - The gaming industry is becoming a new cultural ambassador for China, enhancing the country's soft power through cultural exports [10][11] - The gaming sector is increasingly seen as a vital part of the economy, with the Ministry of Commerce advocating for the development of the gaming export business [11] - Major gaming companies are implementing self-regulation measures to address societal concerns, such as limiting gaming time for minors [12][13] Group 5 - Leading companies like Tencent, NetEase, and miHoYo are benefiting significantly from the gaming industry's expansion, with Tencent's gaming revenue reaching 197.7 billion yuan in 2024, a 9.9% increase [15] - Tencent's international market revenue for the fourth quarter of 2024 was 16 billion yuan, marking a 15% year-on-year growth [15] - Other companies, such as DotDot Interactive and Lemon Microfun, are also achieving success in the overseas market, with DotDot's "Whiteout Survival" becoming a top-grossing mobile game [18]
西山居《剑侠情缘 零》将开启全平台公测;4月33家中国厂商合计吸金20亿美元
Mei Ri Jing Ji Xin Wen· 2025-05-07 23:34
Group 1 - The game "It Takes Two" developer Hazelight Studios announced that its new cooperative game "A Way Out" has surpassed 4 million copies sold since its release on March 6, indicating strong market performance, especially in China [1] - "A Way Out" achieved 1 million sales within the first two days, significantly faster than its predecessor, which took nearly a month to reach the same milestone [1] - The success of "A Way Out" highlights the enduring appeal of high-quality game IPs and may influence market strategies for game developers and investor expectations for future product lines [1] Group 2 - Xishanju's MMO mobile game "Jianxia Qingyuan Zero" is set to launch a full-platform public test on May 29, featuring innovative gameplay elements such as AI management and customizable character creation [2] - The announcement of the public test date is expected to attract a broader user base and increase market interest in Xishanju's future products, potentially influencing the development strategies of similar MMO mobile games [2] Group 3 - Sensor Tower reported that in April 2025, 33 Chinese mobile game publishers made it to the global revenue ranking, collectively earning $2 billion, which accounts for 38.4% of the total revenue of the top 100 mobile game publishers worldwide [3] - Leading companies such as Tencent, NetEase, and Mihayou continue to dominate the revenue rankings, reflecting the competitive strength of Chinese game publishers in international markets [3] - This performance may prompt investors to pay closer attention to the overseas business prospects of these companies and provide confidence for future international market expansion [3] Group 4 - Valve's Steam platform revealed that "Light and Shadow: Expedition 33" topped the sales chart, outperforming "The Elder Scrolls IV: Oblivion Remastered," indicating strong market interest in specific game genres [4] - In the Chinese market, "Light and Shadow: Expedition 33," "Mingmo: The Feather of Abyss," and "A Way Out" ranked among the top three in sales, showcasing the popularity of these titles [4] - This trend may guide investors to focus on the future product strategies of the game developers and publishers involved, providing insights into the types of games that resonate with consumers [4]
63款游戏年流水曝光:一款推广花了6.6亿,12款流水超五亿
3 6 Ke· 2025-05-07 12:18
Core Insights - The gaming industry is witnessing a significant focus on SLG (Simulation and Strategy Games) products, with companies like Shenzhou Taiyue and IGG reporting synchronized growth in revenue and profits from their flagship titles [2][6][10] - Mini-games are emerging as a popular segment, contributing significantly to revenue for companies such as Zhongqingbao and Zhangqu Technology, indicating a shift in consumer preferences [2][24][30] Revenue and Performance - In 2024, 12 games reported annual revenues exceeding 500 million yuan, with 10 games showing year-on-year growth, including titles like "Age of Origins" and "Doomsday: Last Survivors" [6][7] - Shenzhou Taiyue's "Age of Origins" generated 352,915 million yuan in revenue, marking a 7% increase, while "War and Order" also maintained strong performance with over 100 million yuan in revenue [7][8] - IGG's "Kingdom Age" remains a top revenue generator, although its income has declined from 30 billion HKD to nearly 26 billion HKD [11] Marketing and Promotion - Ten games had promotional expenses exceeding 10 million yuan, with "Age of Origins" leading at 66,080 million yuan, representing 19% of its revenue [18][19] - Companies are increasingly focusing on reducing promotional expenditures to enhance profitability, as seen with "Super World" and "War and Order" [20][21] Mini-Game Market - The mini-game market is experiencing rapid growth, with a reported revenue of 39.836 billion yuan in 2024, a 99.18% increase year-on-year [24] - Companies like Xinghui Entertainment and Zhongqingbao are actively investing in mini-games, with titles like "Anti-Japanese Heroes 2" generating significant revenue [30][32] Future Developments - Shenzhou Taiyue is planning to test new SLG titles in the overseas market, indicating a strategic expansion [10] - IGG is also set to launch new SLG projects, aiming for diversified growth in the coming years [12]