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6月国产游戏审批数量刷新年内新高,利好政策驱动下游戏行业景气回暖
Xuan Gu Bao· 2025-06-24 15:20
Industry Summary - In June, 11 imported games were approved, including "Transformers: New Era" and "Crossfire: Rainbow," bringing the total to 55 imported games approved this year [1] - Domestic game approvals reached a new monthly high with 147 games approved in June, an increase of 17 from the previous month [1] - The domestic game market's actual sales revenue in Q1 2025 was 857 billion yuan, a year-on-year increase of 18%, with mobile game revenue at 636 billion yuan, up 20% [1] - The gaming industry is experiencing a recovery driven by favorable policies, including subsidies for R&D and overseas expansion starting in 2024 [1] - The approval frequency for imported game licenses is increasing, indicating a positive trend for the gaming industry [1] - The upcoming summer season is expected to improve the competitive landscape of the industry, with a good release schedule for new games [1] - The gaming industry appears attractive in terms of valuation, with potential cost reduction and revenue increase opportunities driven by AI applications [1] Company Summary - ShengTian Network reported a return to growth in Q1, with the self-developed IP fighting game "True: Three Kingdoms Unmatched" expected to launch within the year [2] - The company has developed an AI mini-game "Word Spirit Legend" and completed internal testing for the AI social reasoning mini-game "Secret Bomb" based on the DeepSeek model [2] - Zhangqu Technology is focusing on the SLG sector, actively advancing the development of "Code S" and "Code H" to accelerate their launch [2] - As of Q1 2025, Zhangqu Technology operates 20 games and has a stable cash reserve of 2.4 billion yuan [2]
6月游戏版号数创近年新高!腾讯、网易在列并获进口版号
Di Yi Cai Jing· 2025-06-24 12:16
Group 1 - The gaming market has shown significant recovery over the past year, with a notable increase in the number of game approvals [1][6] - In June, the National Press and Publication Administration approved 147 domestic game licenses and 11 imported game licenses, marking a recent high in the number of approvals [1][6] - For the first half of 2025, the number of domestic game licenses reached 757, with a consistent monthly increase in approvals [5][6] Group 2 - In 2024, a total of 1,416 new game licenses were issued, including 1,306 domestic and 110 imported licenses, returning to the approval levels seen in 2020 [6] - The Chinese gaming market size reached 280.5 billion yuan in May, reflecting a year-on-year growth of approximately 9.9% [6] - Tencent's games, such as "Honor of Kings" and "Crossfire: Gunfight King," achieved record quarterly revenues, contributing to the overall market growth [6][7] Group 3 - The approval speed for game licenses has accelerated, providing strong support for manufacturers to launch new products [7] - Despite the increase in the number of licenses, competition in the gaming market has intensified, emphasizing the importance of quality in addition to quantity [7]
北京发文推动人工智能、AIGC等科技与游戏电竞产业深度融合,游戏ETF(159869)现涨3.22%
Mei Ri Jing Ji Xin Wen· 2025-06-24 02:51
Group 1 - The gaming sector is experiencing a strong rally, with the gaming ETF (159869) rising by 3.22% during the early trading session on June 24, 2023, and all holdings showing positive performance, including companies like Ice Glacier Network, E-Hualu Network, and others [1] - In the AI application sector, several significant developments occurred, including the launch of Mistral Compute cloud platform by Mistral AI in Europe, updates to Google's Gemini 2.5 models, and the anticipated release of GPT-5 by OpenAI this summer [1] - Beijing has issued a document promoting the deep integration of artificial intelligence and AIGC technologies with the gaming and esports industry, aiming to accelerate the innovative application of technological achievements in game development and operations [1] Group 2 - The gaming sector is catalyzed by multiple factors, including AI, content, and changes in commercialization models, making the gaming ETF (159869), which tracks the performance of A-share listed companies in the animation and gaming industry, an attractive investment opportunity [2]
5月中国游戏市场规模280.51亿元,同比增长9.86%,聚焦游戏ETF(159869)布局机遇
Sou Hu Cai Jing· 2025-06-24 02:13
Group 1 - The gaming sector is experiencing a significant rise, with the gaming ETF (159869) increasing over 3% in early trading on June 24, 2023, led by stocks such as Glacier Network, which surged over 15% [1] - According to Gamma Data, the Chinese gaming market is projected to reach a scale of 28.051 billion yuan by May 2025, reflecting a year-on-year growth of 9.86% and a month-on-month growth of 2.56% [1] - The mobile gaming market in China reached a scale of 21.177 billion yuan in May 2023, showing a year-on-year increase of 11.96% and a month-on-month increase of 3.69% [1] Group 2 - The client game market in China recorded a scale of 5.819 billion yuan in May 2023, with a year-on-year growth of 1.58% and a month-on-month growth of 0.34% [1] - The actual sales revenue of self-developed games in overseas markets reached 1.577 billion USD in May 2023, marking a year-on-year increase of 6.93% and a month-on-month increase of 1.50% [1] - Jianghai Securities noted that the Chinese gaming market achieved positive growth both year-on-year and month-on-month in May, slightly exceeding expectations [1] Group 3 - The gaming sector is catalyzed by multiple factors including AI, content, and changes in commercialization models, presenting potential investment opportunities in the gaming ETF (159869) which tracks the performance of A-share listed companies in the animation and gaming industry [2]
5月中国游戏市场规模同比涨近一成 《三角洲行动》增长迅速
Nan Fang Du Shi Bao· 2025-06-23 15:37
Core Insights - In May, China's gaming market reached a scale of 28.051 billion yuan, marking a year-on-year growth of 9.86% and a month-on-month increase of 2.56% [1] - The mobile gaming market contributed significantly with a scale of 21.177 billion yuan, showing a year-on-year growth of 11.96% and a month-on-month growth of 3.69% [3] - The client game market saw a scale of 5.819 billion yuan, with a year-on-year growth of 1.58% and a month-on-month growth of 0.34% [3] Mobile Gaming Market - Notable new releases and updates in May stimulated player engagement and spending, including the launch of new seasons and content updates for existing games [1][3] - Tencent's long-standing FPS game "Peacekeeper Elite" launched its SS33 season, which contributed to its ranking at the top of the App Store sales chart [3] - The game "Delta Force" also saw a significant increase in revenue, attributed to the introduction of a new game mode and promotional activities [4] Client Game Market - The client game market's growth was primarily driven by new and returning titles, with successful launches such as "Victory Goddess: New Hope" and "Romance of the Three Kingdoms: Fantasy Continent 2" [3] - The game "Yanyun Sixteen Sounds" received a major content update, contributing to its performance in the client game market [3] Overseas Market Performance - Chinese self-developed games achieved actual sales revenue of 1.577 billion USD in overseas markets, reflecting a year-on-year growth of 6.93% and a month-on-month growth of 1.50% [6] - Key contributors to this growth included "Kingshot" and "Genshin Impact," with the latter seeing a significant increase in revenue following a new version release [7] Top Performing Games - The top games in terms of revenue in May included "Kingshot," "Genshin Impact," and "Civilization Domination," with "Kingshot" experiencing a doubling of revenue [7][8] - "Genshin Impact" launched a new version that significantly boosted its overseas revenue by over 50% [7]
5月中国游戏市场规模同比增长9.86%,游戏板块午后持续攀升,游戏ETF(159869)现已翻红
Mei Ri Jing Ji Xin Wen· 2025-06-23 05:59
Group 1 - The gaming sector is experiencing a rise, with the gaming ETF (159869) turning positive, driven by stocks like Xinghui Entertainment, Tianzhou Culture, and Zhangqu Technology showing significant gains [1] - According to a gaming industry report, by May 2025, the Chinese gaming market is projected to reach a scale of 280.51 billion yuan, reflecting a year-on-year growth of 9.86% and a month-on-month growth of 2.56% [1] - The client game market in China is expected to reach 58.19 billion yuan by May 2025, with a year-on-year growth of 1.58% and a month-on-month growth of 0.34%, primarily driven by new and next-generation products [1] Group 2 - The mobile gaming market in China is projected to reach 211.77 billion yuan by May 2025, with a year-on-year growth of 11.96% and a month-on-month growth of 3.69%, supported by strong performances from both new and mature products [1] - The actual sales revenue from Chinese self-developed games in overseas markets reached 1.577 billion USD in May, showing a year-on-year increase of 6.93% and a month-on-month increase of 1.50%, with notable contributions from titles like "Kingshot" and "Genshin Impact" [1] - Huachuang Securities' report indicates that Perfect World's "Yihuan" is set to release new content and features, while other games like Giant Network's "Supernatural Action Group" and JiBit's "Dao You Come Dig Treasure" are maintaining strong positions in the rankings, suggesting a positive outlook for mid-tier gaming companies [2]
网易称《归唐》预告片全部为实机画面;《黑神话:悟空》公布Xbox版预购视频|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-06-22 22:32
Group 1 - NetEase's game "Return to Tang" emphasizes real machine footage, focusing on Chinese traditional culture, which may enhance market perception of its quality [1] - The game is a buyout model and will be available on PC and console platforms, potentially strengthening NetEase's brand image in the single-player game sector [1] - High-quality domestic games are expected to attract more attention, with the market responding positively to culturally rich and innovative game projects [1] Group 2 - Game Science's "Black Myth: Wukong" expands its pre-order availability to Xbox, indicating the game's cross-platform popularity [2] - The game is set to launch on August 20 for Xbox Series X|S, with pre-orders available through the Microsoft Store, reflecting a diversified revenue potential for the company [2] - The market shows increased interest in game companies with cross-platform publishing capabilities [2] Group 3 - NVIDIA's demonstration of Perfect World's "Eternal Ring" using DLSS 4 technology showcases significant performance improvements, with frame rates increasing from 70 to over 220 frames in 4K without ray tracing [3] - The collaboration enhances market recognition of Perfect World's technical capabilities and may stimulate further innovation in the gaming sector [3] - The event included new urban environments, character showcases, and mobile gameplay demonstrations, indicating ongoing development and engagement in the gaming industry [3]
2025中国游戏科技发展白皮书
艾瑞咨询· 2025-06-22 02:15
Core Insights - The article emphasizes the significant role of game technology in driving innovation within the digital economy, highlighting its dual nature as both a testing ground for technological advancements and a universal interface for cross-domain empowerment [1][2]. Group 1: Game Industry Growth - The Chinese game industry has transformed from imitation to innovation, achieving a revenue scale of 455.06 billion yuan in 2024, with a compound annual growth rate (CAGR) of 26.8% over nearly two decades [3]. - The user base has also seen substantial growth, expected to exceed 750 million in 2024, with a CAGR of 18.6% over the same period, providing a solid foundation for ongoing development [3]. Group 2: Self-Developed Games - Self-developed games have become a cornerstone of the Chinese game industry, with their market share rising from approximately 60% in earlier years to over 80% recently, indicating a significant improvement in domestic innovation capabilities [5]. Group 3: International Expansion - The revenue from overseas markets has surpassed 100 billion yuan, with the U.S., Japan, and South Korea accounting for 57.3% of this revenue, demonstrating the international competitiveness of Chinese self-developed games [8]. Group 4: Game Technology Research - The academic output related to game technology has seen explosive growth over the past two decades, indicating a heightened focus on this field within the global academic community [10]. Group 5: Game Technology Evolution - The relationship between game technology and innovation has evolved from a one-way influence to a mutually beneficial collaboration, enhancing the overall technological landscape [13][15]. Group 6: Impact on Other Industries - Game technology is increasingly being applied in various sectors, including cultural heritage, healthcare, smart transportation, and aerospace, showcasing its versatility and potential for cross-industry innovation [51][56][59][64]. Group 7: Future Trends - The integration of game technology with general technologies is expected to deepen, blurring application boundaries and becoming a core driver of technological innovation [67]. - Game technology is poised to accelerate the transformation of the cultural industry, driving it towards diversification, intelligence, and ecological sustainability [70].
中国互联网史上最大规模并购要来了?
投中网· 2025-06-21 04:33
Core Viewpoint - Tencent is considering acquiring Nexon for $15 billion, which would mark a significant move in the gaming industry, potentially making it the largest acquisition by a Chinese internet company to date [3][4][19]. Group 1: Historical Context - Korean games played a pivotal role in the development of the Chinese gaming market, with titles like "Legend," "Dungeon & Fighter (DNF)," and "MapleStory" shaping the gaming landscape [2][3]. - Tencent's long-standing relationship with Neople, the developer of DNF, began in 2008 when it secured the rights to operate the game in China after a protracted negotiation process [9][10]. Group 2: Acquisition Details - The potential acquisition of Nexon is seen as a strategic move for Tencent to consolidate its position in the gaming industry, especially given Nexon's portfolio of popular IPs [6][19]. - The acquisition price of $15 billion is viewed as reasonable considering Nexon's market position and historical performance, especially after its IPO in 2011 [16][19]. Group 3: Market Dynamics - The gaming industry has evolved significantly since Tencent's initial dealings with Neople, and the current landscape presents new challenges and opportunities for acquisitions [15][19]. - Tencent's strategy has shifted towards a more aggressive investment approach, aiming to secure future hits in the gaming market by expanding its portfolio through acquisitions [18][19].
以“科技丝路”激活文化基因 网易亮相北京国际图书博览会
Huan Qiu Wang· 2025-06-20 12:45
Core Insights - The 31st Beijing International Book Fair (BIBF) was held at the National Convention Center, showcasing NetEase's theme of "Technology Silk Road, Cultural Going Global" [1] - NetEase presented immersive exhibition areas focusing on three dimensions: "Technology Inheriting Intangible Cultural Heritage," "Technology Empowering Life," and "Technology Driving Breakthroughs" [1] Group 1 - The gaming AI experience area allowed visitors to interact with the intelligent NPC "Shen Qiusuo" from the game "Nirvana in Fire," powered by DeepSeek technology [3] - The non-material cultural heritage area highlighted NetEase's innovative practices in cultural inheritance through gaming, utilizing AI, 3D modeling, and motion capture technologies [3] - The exhibition featured collaborations between various games and traditional cultural elements, such as "A Dream of Jianghu" with "New Legend of the White Snake" and "Identity V" with Tang Sancai, showcasing the integration of gaming and cultural heritage [3] Group 2 - This year marked the first time NetEase's gaming, Youdao, and LOFTER businesses collaborated in the exhibition, demonstrating the synergy of digital technology in cultural heritage transmission [3] - The initiative aims to engage Generation Z as a new force in the inheritance of intangible cultural heritage, emphasizing NetEase's cultural responsibility to promote traditional culture globally [3]