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小游戏Q3买量观察:日耗接近1.5亿,三七点点互动领衔、9377空降TOP10,抖小IAA素材投放量高增
3 6 Ke· 2025-10-13 07:49
小游戏,是近几年游戏行业最大增长点之一。 基于各方数据,DataEye独家公布微信小游戏数据,定期发布月度、季度微信小游戏观察。 本文为《2025年Q3小游戏买量数据报告》精简版内容。 一、Q3小游戏消耗情况 DataEye研究院预估数据显示,9月三大媒体的三类小游戏日耗高达1.49亿,对比Q1消耗大盘增长约 19.2%。 三大媒体平台9月小游戏日耗预估 数据如下: (一)品类消耗情况 战争策略在Q3消耗占比持续下滑,点点互动《无尽冬日》素材投放量突出,排名季度投放榜第二名。 同样,放置品类占比也呈现下去趋势,但三七《寻道大千》依然保持强劲素材投放量,继续霸榜素材投 放榜。 模拟经营品类Q3消耗表现强势,消耗占比维持高位,其中在8月消耗产品超过放置品类,冲入消耗第一 梯队。 Q3涵盖暑期档与国庆档前夕,其他品类产品表现活跃。棋牌捕鱼品类在Q3消耗升至均超过1.8%,而女 性向品类、消除品类的消耗占比也有明显提升。 (二)素材投放量情况 A平台,IAP+混变日消耗约5050万元,IAA日消耗1480万元; B平台,IAP+混变日消耗 约 6730万元,IAA日消耗690万元; C平台,IAP+混变日消耗 约 5 ...
掌趣科技:新游储备加速落地 产品矩阵筑牢增长根基
近日,掌趣科技(300315)顺利完成董事会换届选举,进一步夯实公司治理基础。新一届董事会就任 后,公司将继续依托"产品+技术"双轮驱动战略,巩固并扩大其在游戏市场的竞争优势。在国内游戏市 场复苏的背景下,2025年上半年,掌趣科技实现营收3.58亿元,凭借SLG、小游戏等多赛道产品的梯次 推进,以及多元品类产品矩阵的持续完善,为公司高质量发展奠定坚实基础,展现出在细分领域的战略 布局与综合实力。 从市场反馈来看,掌趣科技的产品矩阵已展现出较强的抗风险能力与增长潜力。19款运营产品为公司提 供了稳定的现金流支撑,而SLG、小游戏等新游储备则打开了增量空间,两者形成的"双轮驱动"模式, 让公司在游戏行业品类迭代快、市场需求多变的环境中,既能依托成熟产品抵御短期市场波动,又能凭 借新游布局抓住细分赛道机遇。未来,随着《代号H》《代号S》等重点新游逐步进入上线周期,掌趣 科技的产品矩阵将进一步扩容升级,为其在游戏产业高质量发展赛道上的持续领跑奠定坚实基础。(燕 云) 新游储备梯次推进:重点赛道攻坚成果显著 掌趣科技将新游储备作为业绩增长的引擎,聚焦高价值与高潜力赛道,形成"重点突破、多点开花"的研 发节奏。在用户黏 ...
后厂村《鹅鸭杀》的差异化破局能成功吗?
3 6 Ke· 2025-10-11 08:49
Core Viewpoint - The mobile game "Goose Goose Duck," developed by Jinshan Shiyou, has officially launched its new testing phase in China, achieving 6 million pre-registrations and is a deeply localized version rather than a simple PC port [1][2]. Group 1: Company Strategy and Development - Jinshan Shiyou, an independent game company from Jinshan Group, aims to find its position in the competitive gaming industry, focusing on international and trendy content [2]. - The company has undergone restructuring, forming two game divisions: Xishanju and Jinshan Shiyou, with the latter focusing on internationalization [2]. - The choice of "Goose Goose Duck" as a key IP project is strategic, leveraging its previous success in the PC market to reduce market education costs [3][4]. Group 2: Localization and Collaboration - Jinshan Shiyou engaged in a "code-level cooperation" with Gaggle Studio to obtain original code and art resources for deep localization, which increases initial investment but lays a foundation for long-term operations [4]. - The company has spent nearly three years developing the mobile version and planning related content, which is why the game is only now entering large-scale testing [4]. Group 3: Commercialization and Growth Strategy - The commercialization strategy consists of three phases: focusing on game operations to achieve a million daily active users (DAU), developing derivative content like variety shows, and expanding into offline scenes and merchandise [5]. - Jinshan Shiyou will assess the health of the "Goose Goose Duck" IP using various metrics, including social spread index and content reproduction volume, to expand its influence sustainably [5]. - The shift from product operation to IP operation is a trend among game manufacturers, and for mid-sized companies like Jinshan Shiyou, this approach may provide a pathway to breakthrough amid competition [5].
销量超一百万套,《盛世天下》凭什么?
3 6 Ke· 2025-10-10 12:13
作者|兰杰 编辑|乔芊 自9月9日上线以来,经历了一个月的发酵,真人影视互动游戏《盛世天下》媚娘篇(以下简称《盛世天 下》)已经验证了从销量到质量上的成功。 根据点点数据,在中国大陆iOS端,这款游戏迄今仍位列付费应用榜和付费娱乐榜的TOP1。 9月22日,《盛世天下》制作团队官宣,游戏全平台总销量现已超过一百万套。游戏采用买断制的发行 模式,按照39元的售价来算,这意味着《盛世天下》已经取得了近4000万的收入。 真人影视互动游戏,指的是由真人演绎,玩家可以通过游戏内提供的不同选择,决定故事发展方向和人 物结局的游戏。《盛世天下》以武则天的生平经历为原型,分为"媚娘篇"和"女帝篇"两部,如今上线的 《盛世天下》媚娘篇,讲述了主人公如何在遍布危险的后宫之中生存下来的故事。 更早之前,《盛世天下》还曾登上过香港、澳门、新加坡等地区和国家的苹果商店娱乐付费榜榜首,蝉 联TapTap新游榜、微信人气手游榜的Top1。难得的是,游戏还在全球最大PC游戏平台Steam上超5000条 评论中获得了"特别好评"的评价,在TapTap上的评分也有7.7分。 《盛世天下》之前,另一部在国内掀起如此大规模讨论的真人影视互动游戏, ...
欧洲游戏行业炸锅了:Supercell CEO长文预警,大佬纷纷发声
3 6 Ke· 2025-10-10 12:02
最近这两天,欧洲游戏圈有些炸开锅了。 10月8日,Supercell CEO Ilkka Paananen,在LinkedIn上发帖,对欧盟委员会正处于征询期的DFA(Digital Fairness Act,数字公平法案)、CPC指引 (Consumer Protection Cooperation消费者保护合作网络发布的指引)中关于数字货币的提案,表示质疑。 就DFA征询文件、CPC指引来看,欧盟委员会未来或许计划将游戏内货币交易,和真钱交易摆到同等位置上进行监管。大概等于说,虽然用户在游戏里是 用游戏内货币进行交易,但在新提案下,这事和在现实生活中用真钱买东西,性质是一样的,监管部门将以同等规格对这类消费行为进行监管。 而Ilkka认为,这将「毁掉数以百万计、热爱游戏的欧洲玩家的体验」。毕竟在传统游戏行业中,游戏内货币和真钱,那从来都是两回事,怎么能混为一 谈呢? 「每当孩子使用代币,父母都必须再次单独批准,并经历多重正式的合同流程——包括法律文件与撤销权说明。每个项目都必须显示出其"实际欧元价 值",即使家庭购买代币的价格在不同时间点不同。当孩子赢得代币时,这些标示还会误导性地暗示他们赢得了"真钱"。 ...
腾讯在杭州成立新公司,或与游戏业务相关
Guan Cha Zhe Wang· 2025-10-09 13:09
据腾讯游戏学堂公示的信息,该公司法定代表人陆遥的身份为腾讯互动娱乐旗下光子工作室群的技术中心总监。公开资料显示,他曾参与《欢乐斗地主》、 《节奏大师》、《全民小镇》等游戏的研发。 公开资料显示,近日,杭州光跃互娱科技有限公司成立,法定代表人为陆遥,经营范围包含:软件开发;信息技术咨询服务;技术服务、技术开发、技术咨 询等。 公司相关信息天眼查 天眼查股权数据显示,该公司由腾讯科技(上海)有限公司全资持股。 股东信息天眼查 相关信息介绍腾讯游戏学堂 据悉,近年来,腾讯多次在杭州布局,覆盖游戏、云服务等多类业务。 据悉,2025年7月23日,传腾讯控股的北京永航科技有限公司杭州分公司正式在杭州市滨江区成立,将专注于《QQ炫舞》相关产品的开发。 此外,腾讯旗下全资子公司萨罗斯网络科技(深圳)有限公司也在杭州设有分支机构。 此前还有信息称,腾讯正在杭州筹备开发3A游戏大作,同时正在招募游戏方面人才。 相关招聘信息 本文系观察者网独家稿件,未经授权,不得转载。 ...
Three Stocks Driving Emerging Markets ETF Performance in AVEM
Etftrends· 2025-10-07 20:07
Many investors have moved to add significant foreign equities exposure this year, rewarding them with strong performances and returns. Of course, not every segment of international equities is the same. Emerging markets and developed markets offer different opportunities, with differing interest rate and macroeconomic factors at play. One emerging markets ETF, AVEM, has seen major inflows this year amid strong performance, inviting a closer look at its approach and holdings. Elsewhere, however, are some int ...
三七互娱:广东游戏产业生态优势显著 领跑全国市场
10月2日至5日,AGF亚洲游戏博览会在广州保利世贸博览馆盛大启幕,同期举办CICF中国国际漫画节 动漫游戏展。 腾讯游戏xSupercell、网易游戏、盛趣游戏、三七互娱、西山居等游戏企业集体参展,带来众多现象级 游戏IP。三七互娱集团董事、高级副总裁程琳在接受采访时表示,广东地区有非常好的游戏生态,有大 量的游戏厂商,例如腾讯游戏、网易游戏、三七互娱等龙头企业。"广东有很多明星的游戏品牌,可以 说是中国游戏市场的代表。" (文章来源:21世纪经济报道) ...
AGF亚洲游戏博览会盛大开幕!国庆来广州看世界顶级游戏展
(原标题:AGF亚洲游戏博览会盛大开幕!国庆来广州看世界顶级游戏展) 10月2日至5日,AGF亚洲游戏博览会在广州保利世贸博览馆盛大启幕,同期还举办CICF中国国际漫画节动漫游戏展。此次盛典不仅是一场专业的 动漫游戏展览,更是助力广州国庆黄金周文旅消费、推动"游戏次元经济"发展的重要平台。 本次博览会主会场位于琶洲保利世贸博览馆,面积达8.2万平方米,汇聚全球千余个品牌、7000余款IP周边产品,并举办超百场特色活动。 腾讯游戏xSupercell、网易游戏、盛趣游戏、三七互娱、西山居等游戏企业集体参展,带来众多现象级游戏IP。另外,法国游戏企业育碧携《刺客 信条:影》全新DLC"淡路之爪"举办全国首场线下试玩活动。 广东省游戏产业协会在AGF游戏展上首次打造"游戏舱"展区以及小游戏试玩区。"游戏舱"展区为品牌游戏企业、独立游戏工作室与广大游戏玩家 搭建了现场互动交流的平台。展会现场带来逾40款优质游戏供玩家沉浸式体验。小游戏试玩区带来包括《寻道大千》《无尽冬日》《开心消消 乐》《抓大鹅》等深受国内外游戏玩家喜爱的18款热门小游戏出展。 同时,战马能量杯英雄联盟挑战赛、WEC2025华立电竞总决赛、卡普空《街 ...
小游戏起飞,“二次元男友”遇冷,游戏出海又有新风向了?
Xin Lang Cai Jing· 2025-10-02 07:13
Core Insights - The 2025 Tokyo Game Show has seen significant attendance and interest in both domestic and international games, highlighting the growing popularity of Chinese games abroad [1][2][4] - Chinese games have made notable achievements in international markets, with several titles receiving awards and achieving high user engagement [4][20] - The gaming industry is experiencing a shift towards "mini-games" and innovative marketing strategies, which are proving successful in retaining users and generating revenue [5][10][24] Group 1: Event Highlights - The Tokyo Game Show 2025 opened on September 25, attracting large crowds and long queues for popular titles like "Persona 3 Reload" and "Nintendo Switch 2" [1] - Domestic Chinese games also drew significant attention, with players struggling to secure demo tickets for titles like "Arknights: End of the World" [2] Group 2: Chinese Games' International Success - "Whiteout Survival" has achieved over $3.3 billion in revenue within two years of its overseas launch, showcasing the potential of Chinese strategy games in international markets [5] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for similar games [5] - "Kingshot," another SLG game, generated $75 million in revenue within four months of its launch, indicating a trend of successful mini-games in the market [5][6] Group 3: Marketing and User Engagement - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and heavy SLG elements, enhancing user retention [6][8] - The game has successfully attracted a diverse player base, with over 20% of its users being female, breaking traditional gender norms in the SLG genre [8] - Marketing strategies have evolved, with games utilizing platforms like TikTok and YouTube for targeted advertising and local cultural integration [10] Group 4: Performance of Otome Games - "Love and Deep Space" has set a record for Chinese otome games, generating nearly 6 billion RMB globally, with 64% of revenue from the Chinese market [11][13] - Despite its success, the game has faced a decline in revenue, with a 73% drop in the week following its peak [14][16] - The game's lack of engaging content and updates has led to player dissatisfaction, impacting its overall performance [16] Group 5: Industry Growth and Future Prospects - In 2024, China's game export revenue reached $18.56 billion, accounting for nearly 40% of the domestic market, reflecting significant growth over the past decade [20] - Major companies like Tencent and NetEase are leading the charge in overseas markets, focusing on localization and strategic investments [20][21] - The gaming industry is witnessing a diversification of successful titles, with both "mini-games" and high-quality productions finding their place in the global market [27][28]