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A股游戏股盘中震荡走高,恺英网络封涨停,巨人网络、迅游科技、冰川网络、三七互娱、吉比特均涨逾4%。
news flash· 2025-06-30 02:18
Core Viewpoint - The A-share gaming stocks experienced a significant upward movement during trading, with several companies reaching their daily limit up [1] Company Performance - Kying Network hit the daily limit up, indicating strong investor interest and confidence in the stock [1] - Giant Network, Xunyou Technology, Iceberg Network, 37 Interactive Entertainment, and G-bits all saw their stock prices increase by over 4%, reflecting a positive trend in the gaming sector [1]
版号放量、地方政策加持,游戏产业或将迈向高质量发展
Mei Ri Jing Ji Xin Wen· 2025-06-27 03:11
6月27日,游戏板块早盘震荡回调,游戏ETF(159869)现小幅微跌。持仓股跌多涨少,完美世界、巨人网络、三七互娱、掌趣科技、恺英网 络等跌幅居前,仅华立科技、富春股份、神州泰岳、顺网科技等小幅微涨。 6月24日,国家新闻出版署公布6月游戏审批版号名单,本批次版号数量创今年新高。与此同时,广东、北京相继出台网络游戏高质量发展激励 措施,优质项目将给予最高500万元扶持奖励,浙江也出台了支持游戏出海的相关措施。业内人士认为,在版号放量与地方政策加持的背景 下,游戏产业将迈向高质量发展。 2024年,广东游戏总营收达2604.31亿元,约占全国八成,同比增长6.3%;游戏出海营收达423.6亿元,同比增长9.9%。今年5月,广东瞄准"全 球游戏产业高地"目标,推出全国首个省级游戏产业专项政策《关于推动网络游戏产业高质量发展的若干措施》,出台13条举措覆盖原创精 品、科技创新、产业集群等全链条。 政策明确对优质项目最高奖励500万元,重点支持AI、游戏大模型等前沿技术,并推动"游戏+文旅"跨界融合,成立游戏企业服务中心和游戏 出海服务中心。在此背景下,广东正在加快打造"全球游戏产业高地",6月26日,广东(广州) ...
巨人网络联合三大国产大模型,《太空杀》推出全新AI原生玩法
Xin Lang Cai Jing· 2025-06-27 00:45
Core Insights - Giant Network's social deduction game "Space Kill" has launched a new AI-native gameplay called "Endgame Duel," collaborating with major domestic AI models from Alibaba, Tencent, and ByteDance, marking a significant innovation in the gaming industry [1][2] - The new gameplay introduces a PvPvE (Player vs Player vs Environment) structure, allowing for a competitive dynamic involving real players and AI agents, enhancing the gaming experience [1][2] Gameplay Mechanics - In "Endgame Duel," two real players take on opposing roles of "imposter" and "crew member," while a domestic AI model is randomly integrated to control multiple AI players, transitioning from "players challenging AI" to "players controlling AI in competition" [1] - The AI agents possess human-like reasoning, real-time interaction, and strategic adjustment capabilities, acting as a "third force" that can form alliances and influence the game's outcome [2] Strategic Complexity - This dynamic multi-party competitive model significantly increases the game's strategic complexity and interaction depth, making each match filled with variability and strategic tension [2] - The introduction of a data module for model performance tracking provides real-time insights into win rates, reasoning speed, and other metrics, enhancing public engagement and promoting the integration of AI technology with gaming entertainment [2]
广东游戏“双中心”揭牌,构筑“出海+企服”新引擎
Sou Hu Cai Jing· 2025-06-26 11:26
Core Insights - The establishment of the Guangdong (Guangzhou) Game Overseas Service Center and the Guangdong (Guangzhou) Game Enterprise Service Center marks a significant step in optimizing the business environment and supporting the growth of game enterprises in Guangdong [1][2] Group 1: Service Centers Overview - The two service centers aim to create a "global expansion + local empowerment" synergy, facilitating Guangdong's ambition to become a global gaming industry hub and enhance cultural export [1] - The Game Overseas Service Center will focus on international development needs, providing comprehensive services such as market research, legal consulting, technical standards support, talent training, and international cooperation [2] - The Game Enterprise Service Center will offer a multi-functional platform for local enterprises, including government services, R&D support, talent development, copyright protection, legal consulting, and technology sharing [2] Group 2: Industry Growth and Policy Support - Guangdong's gaming industry is projected to achieve total revenue of 260.43 billion yuan in 2024, accounting for approximately 80% of the national total, with a year-on-year growth of 6.3% [1] - The overseas gaming revenue is expected to reach 42.36 billion yuan, reflecting a year-on-year increase of 9.9% [1] - The province has introduced a comprehensive policy package aimed at high-quality development of the gaming industry, including 13 measures that support original content, technological innovation, and industry clustering [1] Group 3: Future Directions - The two centers will leverage their platform advantages to integrate resources and provide high-quality services, driving the gaming industry towards high-quality development and establishing a globally influential gaming industry [3] - The gaming sector in Guangdong is encouraged to explore innovative development models, enhance international collaboration, and deepen integration with other industries [3] - Guangdong game enterprises are urged to seize opportunities for increased innovation investment, improve product quality, and create culturally distinctive games that tell Chinese stories on the global stage [3]
上半年游戏版号,发放超过800个
Core Viewpoint - The issuance of game licenses in the first half of 2025 shows significant growth, with a total of 757 domestic game licenses and 55 imported game licenses, indicating a positive trend for the gaming industry [2][6]. Group 1: License Issuance Data - In the first half of 2025, a total of 757 domestic game licenses were issued, representing an increase of over 20% compared to 628 licenses in the first half of 2024 [6]. - The number of domestic game licenses issued in June 2025 reached 147, marking a monthly high in recent years [3][4]. - The total number of imported game licenses issued in the first half of 2025 was 55, slightly down from 60 in the first half of 2024, but still showing a stable monthly issuance trend [6]. Group 2: Major Companies and Titles - Notable companies such as Kying Network, Tencent, and NetEase have successfully obtained multiple game licenses, with Kying Network securing over 10 titles recently [3][9]. - Tencent's and NetEase's imported games include titles like "Crossfire: Rainbow" and "Masterless Star Abyss," contributing to the overall growth in the number of imported licenses [3][9]. - The continuous issuance of licenses and the accelerated launch of new products are driving a recovery in the gaming industry, with domestic game market sales exceeding 140 billion yuan in the first five months of the year, a year-on-year increase of 16.99% [9]. Group 3: Market Trends and Stock Performance - The stock prices of A-share gaming companies have been rising, with 28 out of 35 companies seeing price increases this year, and 17 companies experiencing gains of over 20% [10]. - The stable issuance of game licenses is improving the supply side of the industry, benefiting high-quality content and driving a recovery in the sector [10]. - The domestic gaming industry's market demand remains solid, with high market sentiment and performance gradually being released as product cycles progress [11].
IP长线运营与技术创新持续释放用户价值,游戏出海韧性凸显,游戏ETF(159869)现涨近1%
Sou Hu Cai Jing· 2025-06-26 05:43
Group 1 - The gaming sector is experiencing a notable rebound, with the gaming ETF (159869) showing a near 1% increase and potentially achieving a four-day winning streak [1] - In May, China's gaming market grew by 9.86% year-on-year, reaching a market size of 280.51 billion yuan, driven by new and mature products [2] - Mobile games saw a year-on-year growth of 11.96%, while self-developed games' overseas revenue increased by 8.3%, indicating robust growth dynamics [2] Group 2 - The release of GPT-5 by OpenAI is expected to enhance industry-leading model performance and improve application sentiment, marking a significant step towards achieving Artificial General Intelligence (AGI) [1] - The gaming sector is catalyzed by multiple factors including AI, content, and commercialization model transformations, suggesting potential investment opportunities in the gaming ETF (159869) [2]
微信小游戏8成开发者不足30人,70%上市巨头也来抢滩
Huan Qiu Wang· 2025-06-26 03:15
Group 1 - The WeChat mini-game ecosystem has seen a 10% year-on-year increase in user online duration, with over 80% of users starting games through "pull-down, social, and search" methods [1] - There are over 400,000 mini-game developers, with more than 80% being small teams of fewer than 30 people; 70% of listed gaming companies are investing in the mini-game ecosystem [1] - Nearly 70 games have achieved over 1 million daily active users (DAU), and over 300 games have generated more than 10 million yuan in quarterly revenue [1] Group 2 - The mini-game platform is enhancing user interaction by gradually supporting features like virtual gifts, group competitions, and social sharing, leveraging WeChat's social capabilities [1] - The active user base for PC mini-games has increased by 55% year-on-year, with a 40% expansion in commercial scale and a fourfold increase in advertising spending [1] - Mini-game content on video accounts is gaining popularity, with live viewing time increasing by 54% and short video views rising by 22% [1] Group 3 - The mini-game team is providing comprehensive support for developers through technology, operations, and business enhancements, including the development of the LTVMax optimization tool [2] - The platform has upgraded its technical capabilities, expanding IAA mini-games from 200MB to 1GB, reducing rendering frame time by 10%, and improving trial advertisement efficiency [2] - Finnish game company Supercell is entering the Chinese WeChat mini-game market with a mini-game version of its competitive mobile game "Clash Royale," expected to launch in September [2]
《王者荣耀世界》开启先锋测试招募;《恋与深空》4.0版本前瞻直播定档丨游戏早参
Mei Ri Jing Ji Xin Wen· 2025-06-25 23:27
Group 1 - Tencent's "Honor of Kings World" has launched a closed beta recruitment, aiming to explore the commercial potential of the original game [1] - The recruitment period for the beta test runs from June 25 to July 14, and it is limited to PC users [1] - Successful launch and market acceptance of "Honor of Kings World" could provide Tencent with new revenue growth opportunities, reinforcing its leading position in the gaming industry [1] Group 2 - The upcoming 4.0 version of "Love and Deep Space" is set to be previewed on June 27 and officially launched on July 3 [2] - The sustained popularity and high revenue of "Love and Deep Space" are expected to enhance the company's revenue and profit, increasing its attractiveness in the capital market [2] - If the new version performs well, it could solidify the company's position in the gaming industry and attract more investor interest for future projects [2] Group 3 - Lingxi Interactive Entertainment's "Detective Mystery" is scheduled for full platform public testing on July 24 [3] - The game's unique dark martial arts detective theme and engaging storyline may attract a significant player base, potentially boosting the company's revenue [3] - Previous successful launches, such as "Like a Kite," have shown that public testing can lead to substantial revenue growth, enhancing the company's ranking in revenue charts [3]
一大批版号突然下发:158个创今年新高,腾讯网易莉莉丝迷你玩在列,《穿越火线:虹》来了
3 6 Ke· 2025-06-25 02:37
Core Insights - The National Press and Publication Administration released the approval information for domestic online games in June 2025, with a total of 147 domestic game licenses issued, marking a new monthly high for the year [1][3] - The number of imported game licenses has increased from bi-monthly approvals last year to monthly approvals this year [3] Domestic Game Licenses - Out of the 147 domestic licenses, 145 are mobile games, with 61 categorized as mobile-casual puzzle games, 9 as client games, and 1 as a web game. Additionally, 7 games received both mobile and client licenses [1] - A total of 757 domestic game licenses have been issued so far this year, indicating a consistent upward trend in monthly approvals [1] Notable Game Titles - Notable domestic titles include: - MiniPlay's "Chuxin Fishing" - Kying's "Soul Master Battle of Douluo Continent" - Guangzhou Gud's "Beast Era" - Tencent's "CF IP New Work: Crossfire: Rainbow" and "Tactical Squad: Dawn Offensive" [5][6][8] - The imported game licenses include: - Tencent's "Crossfire: Rainbow" - NetEase's "No Master Star Abyss" - Kingsoft's "Goose Duck Kill" [5] Game Development Details - Tencent's "Crossfire: Rainbow" is a new product under the CF IP, developed in collaboration with Tianmei Linlang and Tencent Interactive Entertainment K1 [6] - "Tactical Squad: Dawn Offensive" is a client game based on the tactical shooting game "Squad," featuring enhancements in server stability, gameplay experience, and content richness [8]
谁把小游戏玩成了“大蛋糕” 预计2025年,全国相关市场规模将突破600亿元
Shen Zhen Shang Bao· 2025-06-24 18:21
Core Insights - The mini-game market in China has transformed from a low-quality segment to a mainstream player in the gaming industry, with significant revenue growth projected for the coming years [1][5] - The success of mini-games is driven by user behavior changes, platform distribution logic, and strategic adjustments by developers [1][4] Market Growth - The domestic mini-game market size was 27.5 billion yuan in 2021, 50 billion yuan in 2022, and is expected to reach 200 billion yuan in 2023, with a projected 398.36 billion yuan in 2024 and over 600 billion yuan by 2025 [1][5] - The mini-game market's compound annual growth rate from 2022 to 2024 is estimated at 182.3%, indicating a shift from a blue ocean to a red ocean of competition [4] User Engagement - As of July 2024, the total number of WeChat mini-game users reached 1 billion, with 500 million monthly active users and increasing usage duration [2] - Over 240 mini-games on the platform achieved quarterly revenues exceeding 10 million yuan in the past year, showcasing the growing commercialization capabilities [2] Key Success Factors - The success of mini-games hinges on obtaining sufficient exposure and delivering quality gameplay to convert traffic into revenue [2][3] - The "time difference" in information flow distribution allows mini-game developers to acquire users at lower costs initially, leading to potential excess profits if user retention and monetization strategies are effective [4][5] Industry Dynamics - Major companies like Tencent, ByteDance, and Kuaishou are increasingly focusing on mini-games, reshaping the competitive landscape [6] - The entry of large players is creating pressure on new entrants, but established companies with deep user insights and strong content development capabilities may thrive [6] Future Challenges - The gaming industry faces inherent cyclicality, prompting companies to seek diversified growth strategies beyond relying on a few hit games [7] - Companies are exploring innovations such as AI integration and new product forms to sustain growth and reduce dependency on blockbuster titles [7]