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一季度中国游戏市场销售收入同比增长近18%,游戏ETF(516010)涨超3%
Mei Ri Jing Ji Xin Wen· 2025-05-26 02:31
人工智能持续发展有望提振游戏板块。游戏领域属于比较成熟的人工智能应用领域,因为很多游戏的建模,包括游戏人物的制作,游戏里面的对话脚本编 制,原本就是人工智能的成熟应用领域。图像领域本身也是人工智能很大的应用领域之一,图像领域性能提升了,可以直接降低游戏公司的研发成本,包括 可以让游戏公司以更快的效率优化自己的研发效率和产品交付的周期,这些都能产生正面贡献。 此外,结合大语言模型能否产生新的玩法也是游戏行业的增长点之一。例如剧本编写方面,给大语言模型一个提纲去编写剧本,再给它一些新的指引,让它 再去调优,未来或可产生新的玩法。未来可能通过大语言模型直接赋予游戏内人物独立人格,可以让它自己在游戏的世界里面去完成自己的动作和行为,也 即真正能够在虚拟世界里面再去创造出虚拟世界。 游戏公司业绩维持稳健增长,板块估值中枢有望修复。根据中国音数协游戏工委(GPC)发布的数据,2025年一季度,中国游戏市场实际销售收入为857.04 亿元,同比增长17.99%。一季度,世纪华通营收同比+91%,达到81.45亿元,创新高;游族网络实现归母净利润2470万元,同比增长43.7%;完美世界在 《诛仙世界》成功上线带动下,营收同 ...
“共育未来·智领创新” 三七互娱解锁游戏行业人才吸纳新密码
Guang Zhou Ri Bao· 2025-05-25 18:59
Core Viewpoint - The forum focused on "nurturing new generation talents" and discussed the establishment of a collaborative talent cultivation platform among government, universities, and enterprises, highlighting the importance of talent in the development of the gaming industry in China [2][3]. Group 1: Talent Development Initiatives - The "Million Talents Gathering in South Guangdong" initiative aims to attract one million graduates and various talents to Guangdong for employment and entrepreneurship, with 37 Interactive Entertainment actively supporting this plan [2]. - 37 Interactive Entertainment emphasizes the importance of talent cultivation as a strategic foundation for its development, collaborating with multiple universities on various industry-academia projects to create a platform that integrates theory and practice [3][5]. - The company aims to deepen cooperation with universities to establish a long-term mechanism for collaborative talent cultivation, optimizing its internal talent development system to provide ample growth opportunities for students [3][8]. Group 2: Innovative Talent Recruitment Strategies - The company has implemented flexible recruitment policies, such as removing graduation date restrictions and allowing 80% of positions to be open to all majors, to help students overcome employment barriers [5][6]. - 37 Interactive Entertainment reports a high retention rate, with one in three new hires being promoted within a year and a 60% conversion rate from interns to full-time employees, indicating strong performance in talent retention [6]. Group 3: Future Talent Ecosystem - The company is focused on creating a new ecosystem for the development of the new generation of talents, with plans to cultivate "AI-driven and innovative super individuals" [7]. - A personalized training system is being developed to meet the growth needs of new generation employees, including cross-departmental rotations and mentorship opportunities [7]. - The year 2025 is identified as a critical year for the cultivation and development of new generation talents, with the company maintaining a strategy of diversification, quality, and globalization to support talent attraction and development [8].
2024年广州游戏企业海外营收为190.58亿元
Guang Zhou Ri Bao· 2025-05-24 12:56
Core Insights - The "Going Global - 2025 Cultural Export Growth Strategy Forum" was held on May 24, attracting various stakeholders to discuss new trends and strategic directions for cultural exports [1] - The gaming industry has become a significant part of China's revenue, with Guangdong's gaming industry projected to generate 260.43 billion yuan in 2024, including overseas revenue of 42.36 billion yuan, reflecting a year-on-year growth of 9.9% [1] - Guangzhou's gaming sector is particularly notable, with total revenue of approximately 140.67 billion yuan in 2024, and overseas revenue of 19.06 billion yuan, accounting for 45% of the province's total overseas gaming revenue [2] Industry Performance - The "Guangzhou Gaming Going Global Index" was launched to provide data support and strategic reference for gaming companies looking to expand internationally [2] - Guangzhou's gaming companies excel in the SLG (Strategy Game) segment, ranking among the top three globally [2] - Notable successes include "Puzzles & Survival" by 37 Interactive Entertainment, which entered the top ten of the iOS bestseller list in 52 regions within a year, and "Ningchao" by Kuro Game, which topped the iOS free list in 107 countries [2] Future Trends - The founder of Fuzhou Yangfan Outbound Network Technology Co., Ltd. highlighted Guangzhou as one of China's four major cities for mobile game exports, with a strong presence of mid-tier companies capable of global distribution [3] - The establishment of the "Guangdong-Hong Kong-Macao Greater Bay Area Cultural Export Alliance" aims to enhance regional cooperation and support high-quality cultural exports through technological innovation and localized strategies [3]
腾讯“企鹅岛”启用在即!宝安重磅发布千万级数字文娱产业政策大礼包
Sou Hu Cai Jing· 2025-05-23 14:38
Core Viewpoint - The article highlights the rapid development of a billion-level digital entertainment industry cluster in the western part of Shenzhen, driven by Tencent's new headquarters and supportive government policies aimed at establishing a new high ground for the digital entertainment industry in the Guangdong-Hong Kong-Macao Greater Bay Area [1][5]. Group 1: Policy Initiatives - Bao'an District has introduced the "Bao'an District Digital Entertainment Industry Support Plan," which includes rent discounts, enterprise growth support, game license applications, and ecosystem development to foster a concentrated development model for the digital entertainment industry [3][4]. - The support plan offers significant financial incentives, including up to 1 million yuan for outstanding game companies and subsidies of 20,000 yuan per game license approved by the National Press and Publication Administration, with a maximum of 1 million yuan per company [3][4]. Group 2: Economic Impact - The total investment for Tencent's "Internet+" Future Technology City, also known as "Penguin Island," is 31.9 billion yuan, with a total construction area of 2 million square meters, positioning it as a global focal point for the digital entertainment industry [1][5]. - The implementation of the support plan is expected to accelerate the upgrade of the digital entertainment industry, enhance industry value, attract high-end talent, and promote the development of industry clusters, contributing to Shenzhen's goal of becoming a globally influential digital creative industry hub [5].
情绪消费崛起,AI能否启动新消费引擎?这场大咖沙龙有干货
Nan Fang Du Shi Bao· 2025-05-23 09:32
Group 1 - DeepSeek's launch has sparked global interest and boosted China's tech development, leading to widespread adoption of large models across various consumer sectors such as tourism, transportation, food delivery, and e-commerce for personalized recommendations and efficiency improvements [2] - The central economic work conference emphasized the importance of boosting consumption and expanding domestic demand, particularly through service consumption, which is increasingly driven by consumer demand for high-quality, intelligent services [2] - The "AI + Consumption" initiative aims to reshape the entire consumption landscape, creating new consumer hotspots and scenarios [2] Group 2 - The concept of "emotional value consumption" has emerged, where young consumers prioritize emotional benefits alongside product value, with AI enhancing the understanding of individual preferences [3] - Companies like Super Playmate utilize AI to identify consumer needs and preferences, transforming emotional companionship products into personalized offerings based on user behavior data [3][4] - AI is being integrated into gaming to enhance user engagement and personalize experiences, with companies like Youzu Network leveraging AI for better understanding of player needs and improving service offerings [5] Group 3 - AI is driving efficiency improvements in various sectors, including gaming and e-commerce, by enabling personalized services and enhancing user interaction [6] - Youzu Network has established an AI Innovation Institute to explore AI's potential in global game development and distribution, significantly improving operational efficiency [6] - In the e-commerce sector, AI is transforming product recommendation systems and enhancing app functionalities to better meet complex user demands [6][7] Group 4 - AI is creating new consumer markets by integrating with smart home products and wearable technology, enhancing user interaction and service delivery [9][10] - Companies like萤石网络 are focusing on AI's role in smart home applications, emphasizing the importance of behavioral data for improving service quality [9] - The development of exoskeleton robots is also gaining traction, with companies exploring AI's potential to enhance user experience and functionality [9] Group 5 - The competition for AI talent has intensified, with major tech companies launching aggressive recruitment campaigns to attract skilled professionals [11] - Companies are also focusing on internal AI integration, streamlining operations and enhancing productivity through AI tools [11][12] - The younger workforce in the toy industry is driven by passion and creativity, leading to innovative approaches in product development [12][13]
人工智能让中国游戏出海 “玩” 出加速度
Zhong Guo Xin Wen Wang· 2025-05-23 06:55
Group 1 - The Chinese gaming industry is rapidly innovating through AI technologies, enhancing user experience and operational efficiency [1][2] - The actual sales revenue of domestically developed games in overseas markets is projected to reach $18.557 billion in 2024, marking a continuous growth trend [1] - In the first three months of this year, the actual sales revenue from China's self-developed games in overseas markets was $4.805 billion, reflecting a year-on-year growth of 17.92% [1] Group 2 - AI technology significantly improves game art design efficiency, allowing for the generation of standard views and 360-degree videos from a single original artwork [2] - AI can automatically generate various types of promotional materials for games, enhancing the quality and appeal of content tailored to different markets [2] - Companies like Tencent and NetEase are leveraging AI to enhance game distribution efficiency and target specific player demographics effectively [2][3] Group 3 - The gaming industry is increasingly utilizing AI to automate content generation, including scripts, storyboards, videos, and translations, facilitating cultural innovation [3] - The pursuit of higher quality AAA games and complex large-scale games is driving further exploration of AI applications in the gaming sector [3]
ST华通七名高管遭警示!ST当年董秘薪酬创新高,机构一度集中撤离→
新华网财经· 2025-05-23 04:32
近日,A股规模最大的游戏公司之一、绍兴上虞知名上市企业世纪华通再度引发市场关注。 七名高管遭警示 5月12日晚间,浙江世纪华通集团股份有限公司(简称"ST华通",002602.SZ)发布公告称, 因年报虚假记载,公司多名高管收到浙江证监局下发的警示 函 。这些高管包括原董事会秘书兼副总经理严正山、原董事兼副总经理邵恒、总经理谢斐等7人。 世纪华通在公告中表示,收到上述警示函后,公司及相关人员高度重视、深刻反思,公司及相关人员将引以为戒、吸取教训,完善内部控制制度,提高公 司治理水平,严格执行上市公司信息披露规范要求。 去年11月,中国证监会对世纪华通作出行政处罚,认定公司在2018年至2022年的年报中存在虚假记载,同时还存在虚构业务或提前确认收入的情况。公司 股票同时被实施其他风险警示,股票简称由"世纪华通"变更为"ST华通"。 此次警示函是对此前处罚的延续 。 此外,世纪华通对相关财务数据进行了会计差错更正,导致子公司盛趣科技未能完成业绩承诺。因此,相关业绩承诺人需承担超过1.27亿股的业绩补偿责 任。 ST当年董秘薪酬创新高 值得注意的是, ST华通2011年上市后,共有4任董秘任职,此次均被出具警示函 ...
《胜利女神:新的希望》正式上线;索尼PlayStation Stars停止新注册|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-05-22 22:06
Group 1 - The game "Goddess of Victory: Nikke" officially launched on May 22 and topped the iOS free game chart, indicating strong market appeal [1] - The successful launch may boost market confidence in the 2D shooting game genre and the joint operation model, positively impacting related gaming companies and sectors [1] Group 2 - Sony announced on May 21 that the PlayStation Stars program will no longer accept new registrations, posing challenges to its ecosystem and player loyalty initiatives [2] - The discontinuation of new user registrations may raise concerns about the sustainability of game subscription services and affect market expectations regarding long-term user engagement and profitability in the gaming industry [2] Group 3 - Guangdong Province released policies on May 22 aimed at promoting high-quality development in the online gaming industry, including 13 measures to support original content and technological innovation [3] - The policies are designed to create a better development environment for gaming companies, enhancing overall sector vitality and positively influencing related industry stocks and market sentiment [3]
特写丨防沉迷,一个游戏家庭的重建实验
Mei Ri Jing Ji Xin Wen· 2025-05-22 14:29
Core Insights - The article highlights the systemic issue of minors' addiction to online games and the need for a collaborative approach involving parents, schools, and society to address this problem [4][7][20] Group 1: Policy and Regulation - In August 2021, the National Press and Publication Administration issued strict regulations limiting minors' access to online games, allowing only one hour of gaming on weekends and holidays [5] - A report from the China Audio-Video and Digital Publishing Association indicates that the proportion of minors gaming for more than three hours a week decreased by 37.2% from 2021 to 2024 [6] - The 2024 report emphasizes that protecting minors is a long-term systemic project requiring collaboration from parents, schools, and society [7] Group 2: Parental Involvement and Education - The story of a mother, Li Fang, illustrates the challenges parents face in managing their children's gaming habits and the importance of family communication [8][9] - Experts suggest that the root cause of gaming addiction often lies in the lack of family education and communication, prompting initiatives to provide family education counseling [13][14] - The Tencent minor protection camp has developed a family education model to help parents address broader issues beyond just gaming addiction [14] Group 3: Technological Solutions - Major gaming companies like Tencent and NetEase have implemented technological measures to enhance the protection of minors, including real-name verification and time management systems [17][20] - Tencent's minor protection camp has a volunteer team of 310,000 individuals, including retired teachers and community workers, to provide support and resources to families [18] - The article notes that while companies can provide tools and platforms for protection, the primary responsibility lies with parents and children themselves [19] Group 4: Future Directions - The article concludes that the protection of minors from gaming addiction requires a multi-faceted approach involving government regulation, parental guidance, and educational support [20] - The narrative emphasizes the need for ongoing dialogue and understanding between parents and children regarding gaming and its impact on family dynamics [21]
“别笑,你试你也过不了第二关 ”火了!小游戏“折螺丝”被质疑盗用好友头像评论?微信员工回应:没这能力
2 1 Shi Ji Jing Ji Bao Dao· 2025-05-22 07:02
Core Viewpoint - Recent rumors about WeChat allegedly "stealing" friends' avatars for advertising comments have been clarified by a WeChat employee, stating that the platform does not possess such capabilities and that the misunderstanding stems from a specific game advertisement [1][3]. Group 1: WeChat's Advertising Mechanism - The controversy originated from an advertisement for a game called "折螺丝," which included a comment designed to engage users and encourage interaction [1][3]. - WeChat confirmed that all comments in the advertisement were genuine user comments, and any perception of avatar theft was a misunderstanding due to the passage of time [3]. Group 2: Popularity of "折螺丝" - The game "折螺丝" has gained popularity due to its similarity to other casual puzzle games, where players face increasing challenges and are incentivized to watch ads for additional gameplay [4]. - Analysts suggest that the game's success is attributed to its low installation barrier and its appeal to middle-aged players who have limited gaming time but strong spending power [4]. - The game benefits from the natural traffic advantages provided by super apps like WeChat and Douyin, which enhance user engagement through sharing and ranking mechanisms [4]. Group 3: Company Background and Legal Issues - "折螺丝" is developed by Guangzhou Zunyu Culture Development Co., Ltd., established in August 2022 with a registered capital of 10 million yuan [4][6]. - The company has faced legal disputes with Guangzhou Sanqi Network Technology Co., Ltd., a subsidiary of the publicly listed company Sanqi Interactive Entertainment, over copyright infringement issues [6].