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专访盛趣游戏郑慧:私服产业正呈现“隐蔽化”趋势,AI带来新型侵权风险
Mei Ri Jing Ji Xin Wen· 2025-04-27 11:38
Core Viewpoint - The article discusses the challenges and strategies in protecting intellectual property (IP) in the gaming industry, highlighting the increasing sophistication of infringement methods and the need for collaborative efforts among industry stakeholders to combat these issues [1][2]. Group 1: Intellectual Property Protection Strategies - The gaming industry has seen a rise in various forms of infringement, including private servers and unauthorized adaptations, which disrupt market order and harm companies' interests [1]. - Shengqu Games has extensive experience in combating private servers through civil, criminal, and administrative measures, claiming that there are no significant technical barriers left to overcome [2]. - The company has developed a strategy to increase the cost of infringement, such as repeatedly reporting and banning accounts promoting private servers on platforms like Douyin [6]. Group 2: Legal Trends and Case Studies - The "Network Game Litigation Blue Book (2014-2024)" indicates a unique judicial evolution in China, with 52 cases involving mobile games as rights holders and 74 cases as defendants [3]. - A notable case in 2023 involved the protection of game screen consistency as a new standard for infringement recognition, marking a breakthrough in judicial practice [2]. - The compensation amounts in IP infringement cases have significantly increased, with a record compensation of 30 million yuan awarded in a 2022 case [9]. Group 3: Emerging Challenges - New forms of infringement have emerged, such as card blind boxes and AI-generated content, which present challenges in terms of evidence collection and legal enforcement [10]. - The gaming music copyright area is particularly contentious, as it is deeply tied to the game's IP, and the company aims to assert higher compensation based on the music's contribution to the overall game [10]. - The rise of AI technology has introduced new risks, prompting the company to focus on preventing infringement through AI tools and addressing the commercialization potential of AI-generated works [10]. Group 4: Community and Player Engagement - Player education is crucial, as many players have developed a consensus against private servers, understanding the risks associated with them [8]. - The company emphasizes the importance of maintaining a healthy official game ecosystem, which aligns with players' interests and encourages them to report private servers [8]. - The long-term value of classic IPs is rooted in respecting their content, and the company advocates for a collaborative approach among enterprises, players, platforms, and judicial authorities to effectively combat infringement [11].
游戏周报:“游戏艺术设计”专业首次被列入本科专业目录,4月版号审批信息发布
2 1 Shi Ji Jing Ji Bao Dao· 2025-04-27 04:36
Industry Developments - The Chinese government has introduced multiple favorable policies for the gaming industry, including support for game exports and the establishment of a "Game Art Design" undergraduate program [1][4][5] - The National Press and Publication Administration approved 127 new game licenses in April, with 118 being domestic games [1][6] Company Updates - Gigabit reported Q1 2025 revenue of 1.136 billion yuan, a year-on-year increase of 22.47%, and a net profit of 283 million yuan, up 11.82% [1][8] - Giant Network's 2024 net profit grew by 31.15%, with stable operations and significant growth in mini-game business [1][11] - Iceberg Network reported a net loss of 247 million yuan in 2024, a decline of approximately 190%, primarily due to high overseas marketing costs [1][9][10] - Perfect World experienced a 28.5% revenue decline in 2024 but rebounded in Q1 2025 with a revenue increase of 52.22% [1][12] - Youzu Network's 2024 revenue fell by 11.75%, but Q1 2025 showed a revenue increase of 7.29% [1][13] - Tencent announced 46 game updates at the SPARK 2025 conference, including 24 new games [1][14] - Ru Yi Jing Xiu partnered with NBA China to develop two mobile games, expanding into the sports gaming sector [1][15] - NetEase's global investment and cooperation president Simon Zhu announced his departure, with Li Riqiang taking over [1][16]
A股游戏公司年度季军悬念揭晓,世纪华通三七互娱稳居冠亚
Nan Fang Du Shi Bao· 2025-04-26 10:45
Core Viewpoint - The performance of major A-share gaming companies in 2024 shows a significant disparity, with Perfect World maintaining the third position in revenue but suffering substantial losses, while other companies like Shenzhou Taiyue and Kaixin Network are showing better profitability and growth [1][17]. Company Performance Summary Perfect World - In 2024, Perfect World reported a revenue of 5.57 billion yuan, a decrease of 28.50% year-on-year, and a net loss of 1.29 billion yuan, marking a shift from profit to loss [2][3]. - The gaming business revenue was 5.18 billion yuan, down 23.32% from the previous year, attributed to project adjustments and underperforming game launches [2][3]. - The company underwent significant layoffs, reducing its workforce by 32% to 3,905 employees, impacting various expense categories [4][5]. Shenzhou Taiyue - Shenzhou Taiyue achieved a revenue of 6.45 billion yuan in 2024, an increase of 8.22%, with a net profit of 1.43 billion yuan, up 60.92% [10][11]. - The gaming segment generated 4.66 billion yuan, a growth of 3.66%, primarily driven by overseas player spending on the game "Age of Origins" [8][10]. Kaixin Network - Kaixin Network reported a revenue of 5.12 billion yuan, a year-on-year increase of 19.16%, and a net profit of 1.63 billion yuan, up 11.41% [12][13]. - The company saw a significant increase in overseas revenue, which grew by 221.48% to 375 million yuan, driven by successful game launches in various markets [14]. Industry Ranking - The ranking of A-share gaming companies shows that 37 Interactive Entertainment and Century Huatong remain the top two, while Perfect World, despite its revenue position, is the only major company reporting losses [16][17]. - Perfect World has been surpassed in overall revenue by Shenzhou Taiyue and is at risk of being overtaken by Kaixin Network in the near future [17].
AI融入游戏研运,游族网络今年一季度净利润上涨超四成
Nan Fang Du Shi Bao· 2025-04-26 05:35
Core Insights - The company reported a revenue of 1.434 billion yuan for the year 2024, with overseas revenue accounting for 60.16% of total revenue, marking the tenth consecutive year it has surpassed domestic revenue [1] - In Q1 2025, the company achieved a revenue of 359 million yuan, representing a year-on-year growth of 7.29%, and a net profit attributable to shareholders of 24.7 million yuan, up 43.74% year-on-year, indicating a stable development phase [1][2] Financial Performance - The total revenue for Q1 2025 was 359,404,100.79 yuan, compared to 334,992,747.75 yuan in the same period last year, reflecting a growth of 7.29% [2] - The net profit attributable to shareholders for Q1 2025 was 24,703,463.86 yuan, up from 17,186,242.41 yuan year-on-year, showing an increase of 43.74% [2] - The basic and diluted earnings per share for Q1 2025 were both 0.03 yuan, a 50% increase from 0.02 yuan in the previous year [2] Strategic Initiatives - The company is deepening its "globalization card+" strategy by integrating resources, enhancing terminal adaptation capabilities, and applying cutting-edge technologies like AI to improve global game development and diversified publishing capabilities [3] - The company has launched several self-developed games and agency titles globally, achieving notable success [3] - The company is expanding its product offerings beyond card and SLG genres to include simulation management and Roguelike games, with over ten new game projects in development [8] AI Integration - AI technology is being integrated throughout the game development and operation processes, enhancing automation, standardization, and scalability in various areas such as art asset production and localization [9] - The company has introduced an AI companion named "Xiao You Jiang" in multiple games, providing personalized services to enhance player experience [9][11] - The company is collaborating with various institutions to promote technological innovation and sustainable development in the AI industry [11]
“世界知识产权日”前一天 盛趣游戏发布首张游戏音乐专辑
Nan Fang Du Shi Bao· 2025-04-25 23:25
4月26日是"世界知识产权日" ,今年的主题是"知识产权和音乐:感受知识产权的节拍"。为此,盛趣游 戏此次推出了《沁园春·趣》音乐专辑。 据盛趣游戏方面介绍,该专辑不仅收录了多首经典IP曲目,而且是在严格的知识产权框架下进行整理与 发布,展现了盛趣游戏在维护知识产权合法权益方面的坚定立场与不懈努力。"作为IP的持有方或运营 方,盛趣游戏多年来始终致力于构建完善的音乐创作与版权保护机制,确保经典音乐能够得以长久传承 与发扬,为创作者提供持续创新的动力"。 (文章来源:南方都市报) 《沁园春·趣》专辑横跨东方奇幻、国风武侠与潮流电音等多种风格,充分展现了盛趣游戏丰富的IP矩 阵和游戏音乐的多维生命力,为玩家带来了前所未有的听觉盛宴。目前,专辑已在QQ音乐平台同步上 线。 4月25日,为迎接第25个世界知识产权日的到来,世纪华通旗下知名游戏公司盛趣游戏联合央广网,举 办了一场别开生面的专题直播活动,并发布了盛趣游戏的首张游戏音乐专辑——《沁园春·趣》。目 前,专辑已在QQ音乐平台同步上线。 在25日直播活动现场,上海音乐学院教授安栋对《沁园春·趣》专辑给予了高度评价。他表示,这张专 辑不仅体现了团队对游戏音乐品质的 ...
小程序游戏异军突起、“征途”IP用户扩圈 巨人网络2024年净利润同比增长31%
Mei Ri Jing Ji Xin Wen· 2025-04-25 14:24
Core Viewpoint - Giant Network reported a stable revenue of 2.923 billion yuan for 2024, with a significant net profit increase of 31.15% year-on-year, reaching 1.425 billion yuan [1] Group 1: Financial Performance - The company's revenue for 2024 was 2.923 billion yuan, remaining flat compared to the previous year [1] - The net profit attributable to shareholders was 1.425 billion yuan, reflecting a year-on-year growth of 31.15% [1] Group 2: Game Development and Market Trends - The launch of the mini-program version of "Wangzhe Zhengtu" in February 2024 contributed 600 million yuan in revenue, marking it as a new growth engine for the company [1][5] - The domestic mini-program game market saw explosive growth, with revenues reaching 39.836 billion yuan in 2024, a 99.18% increase year-on-year [1] - Other gaming companies, such as ST Huatuo and Kaiying Network, are also exploring mini-games as a means to enter new markets [1] Group 3: User Acquisition and Engagement - The "Wangzhe Zhengtu" mini-program attracted over 25 million new users since its launch [5] - The mini-program version of "Qiuqiu Dazhan" achieved a record high in monthly revenue and user retention, with over 300,000 registered users and a daily active user count of 200,000 [5] Group 4: International Expansion - The overseas version of "Space Kill," titled "Super Sus," saw over 50% revenue growth in 2024, maintaining a leading position in Southeast Asia and South America [6] - The strategy card game "Moonlight Night" transitioned from a single-player to an online model, resulting in significant revenue growth [6] Group 5: AI Integration - Giant Network has established an AI technology system centered around self-developed large models, enhancing its production capabilities across various fields [7] - The AI-native game "Space Kill" introduced innovative gameplay features, attracting millions of players [7] - The integration of AI in "Wangzhe Zhengtu" aims to enhance user interaction and loyalty through upgraded AI NPCs [8] Group 6: Future Prospects - The company is set to launch multiple new titles, including "Supernatural Action Group" and a historical-themed game "Five Thousand Years," which have already received approval [9] - Collaboration with Alibaba Cloud aims to strengthen AI applications in gaming and improve content creation efficiency [9]
巨人网络(002558.SZ)发出价值新信号:小程序游戏“接棒” AI创新后劲十足
智通财经网· 2025-04-25 11:16
Core Insights - The gaming market is experiencing a robust recovery, driven by normalized licensing and technological advancements, leading to a stable growth in market size [1] - Giant Network has reported impressive financial results for 2024, with revenue reaching 2.923 billion yuan and a net profit of 1.425 billion yuan, reflecting a year-on-year increase of 31.15% [1] Group 1: Financial Performance - Giant Network achieved a revenue of 2.923 billion yuan in 2024, with a net profit of 1.425 billion yuan, marking a 31.15% increase year-on-year [1] - The company's net profit excluding non-recurring items was 1.623 billion yuan, up 18.23% year-on-year [1] Group 2: Product Performance - The "征途" IP's game "王者征途" has attracted over 25 million new users since its launch on the mini-program platform, generating a revenue of 600 million yuan [2] - The game "球球大作战" saw significant growth in 2024, with core user retention reaching a new high and monthly revenue hitting a five-year peak [2] - The game "月圆之夜" has successfully transitioned to a networked model, with a significant increase in revenue share from this mode [3] Group 3: Strategic Initiatives - Giant Network is focusing on innovation to cultivate new growth drivers while consolidating its existing advantages [2] - The company is actively developing an "AI + gaming" ecosystem, leveraging its self-developed AI capabilities to innovate gameplay [3][4] - Giant Network has deepened its AI collaboration with Alibaba Cloud and invested in AI image generation startup LiblibAI [4] Group 4: Future Outlook - The gaming industry is expected to benefit from favorable policy changes, with the issuance of 118 domestic and 9 imported game licenses in April [3] - Giant Network is set to launch new games, including "超自然而行动组," which is currently in paid testing [3]
投合负责人朱原离职,网易游戏海外投资迎接新时代
雷峰网· 2025-04-25 10:40
" 在网易游戏度过了令人难以置信的十二年。 " 作者丨胡家铭 编辑丨董子博 雷峰网获悉,今日午间,网易游戏全球投资与合作部总裁Simon Zhu(朱原)在领英上发布告别信,官宣 离开网易。 另一篇告别信显示,朱原于上周四返回杭州,与李日强进行"无缝交接"。李日强在网易内部算得上"元老 级"人物,早期加入网易负责负责《大话西游2》《梦幻西游》的市场营销,推动《梦幻西游》成为国产网 游标杆; 朱原于2012年加入网易,初期接手的第一个项目为《英雄三国》,后续主要负责海外产品引进,并晋升为 网易游戏全球投资与合作部总裁。他分管全球投资、合作及海外第一方工作室,大部分时间常驻西雅图。 在告别信中,朱原表示, "在网易游戏度过了令人难以置信的十二年后,我将带着与第一天加入时同样的 热情,为这段旅程画上句点。从事游戏行业是一种殊荣。我热爱这个行业,并相信它的未来将由那些能够 释放创造力的开拓者塑造——尤其是那些有机会突破界限、为玩家带来精彩创新体验的人。这种信念始终 指引着我前行。 感谢多年来信任我的开发者、领导者、同事和合作伙伴们。"Game On, Break Free"凝聚了这十二年的奋 斗历程。网易是我职业生涯的 ...
深圳中青宝互动网络股份有限公司2024年年度报告摘要
Shang Hai Zheng Quan Bao· 2025-04-25 01:33
Core Viewpoint - The company has established a multi-driven business model encompassing gaming, cloud services, and digital twin & cultural tourism, aiming for sustainable development and innovation in the gaming industry while expanding into new sectors [4][17]. Group 1: Company Overview - The company has accumulated extensive experience in the gaming industry over 18 years, focusing on promoting traditional culture through original online games [7]. - The company plans to optimize and upgrade its existing games, particularly focusing on enhancing user experience and gameplay for titles like "抗战" and "亮剑" [7][8]. - The company aims to strengthen its game development capabilities and diversify its product offerings, with new titles in testing and development [9]. Group 2: Gaming Business - The gaming segment is anchored by the "红游" brand, which is expanding its product line to include various game genres while integrating emerging technologies [5][6]. - The company is actively promoting new mobile games that resonate with the "国潮" trend, targeting younger audiences and enhancing user engagement [8]. - The company is pursuing international market opportunities by enhancing its overseas distribution capabilities and introducing quality products for domestic players [10]. Group 3: Cloud Services - The company operates as a third-party IDC service provider, recognized for its high-quality data center services and partnerships with major telecom operators [12][13]. - The company has established multiple data centers across cities like Shenzhen and Chengdu, providing stable and secure internet services [13]. - The company's revenue model includes providing IDC resources and various internet services to clients, leveraging its established infrastructure [16]. Group 4: Digital Twin & Cultural Tourism - The company is leveraging digital twin technology to integrate with cultural tourism, aiming to enhance the synergy between digital technology and the real economy [17]. - Projects like "慎初烧坊一酿酒大师" and "凤凰水世界" showcase the company's innovative approach to creating immersive experiences in the cultural tourism sector [18][19]. - The "龙腾九洲" project combines virtual reality with cultural IP to create an interactive experience that highlights traditional Chinese culture [20]. Group 5: Financial Data - The company has not restated or adjusted previous financial data, indicating stability in its financial reporting [22]. - The company has maintained a consistent financial performance without significant discrepancies in quarterly reports [22].