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《三国志》
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118亿身价女股神?乙女游戏之母?她才是游戏行业真正的大女主
3 6 Ke· 2025-11-27 11:33
Core Insights - Koei Tecmo, co-founded by Keiko Erikawa, has revised its profit forecast for Q2 of FY2026, expecting profits to double compared to initial estimates, driven by better-than-expected game performance and a significant increase in operating profit from 8 billion yen to 17.5 billion yen [1][2]. Group 1: Financial Performance - Koei Tecmo's non-operating income reached 13.792 billion yen in Q1 FY2024, significantly higher than the operating profit of 5.723 billion yen during the same period [2][3]. - In FY2021, Koei Tecmo achieved a total profit of 39.3 billion yen, with 14.9 billion yen coming from stock sales, indicating that investment income accounted for nearly 40% of total profits [2][4]. Group 2: Investment Strategy - The company has maintained a "no debt, no loss, no layoffs" record since its establishment, attributed to Erikawa's adept stock investment skills [4][20]. - Koei Tecmo manages an investment fund of approximately 120 billion yen, allowing it to sustain operations even during periods of low game sales by using stock market gains as a buffer [4][20]. Group 3: Historical Context and Development - Koei Tecmo transitioned from dye wholesale to computer games in 1980, with its first game, "Kawanakajima no Kassen," selling around 10,000 copies, a notable achievement at the time [14][17]. - The company launched its first "otome game," "Angelique," in 1994, establishing a significant presence in the female-oriented gaming market [24][26]. Group 4: Leadership and Recognition - Keiko Erikawa has been recognized by Masayoshi Son, founder of SoftBank, as a highly respected entrepreneur and was appointed as the first external director of SoftBank Group [20][38]. - Erikawa's investment acumen has positioned her among the top female stockholders in Japan, with a personal wealth estimated at approximately 16.5 billion USD [36][38].
《三国的星空》有哪些硬伤
Hu Xiu· 2025-10-10 02:51
Core Viewpoint - The article discusses the historical inaccuracies and creative liberties taken in the animated film "The Stars of the Three Kingdoms," particularly regarding the relationship between Emperor Xian of Han and Cao Cao, which may mislead audiences about historical events [4][12][19]. Summary by Sections Historical Context - The film is based on the historical backdrop of the Three Kingdoms period, focusing on the relationship between Cao Cao and Yuan Shao, culminating in the Battle of Guandu [1]. - The narrative introduces the controversial "clothing edict" incident, where Emperor Xian allegedly issued a secret edict to assassinate Cao Cao, which is depicted in a way that suggests a close alliance between the two [4][10]. Analysis of Historical Sources - The article references key historical texts, including "Records of the Three Kingdoms," "Book of the Later Han," "Comprehensive Mirror in Aid of Governance," and "Chronicles of Huayang," to analyze the authenticity of the clothing edict [5][7]. - It highlights that while some texts suggest the edict's existence, others imply it may have been fabricated by Dong Cheng, leading to ambiguity about Emperor Xian's intentions [9][10]. Critique of the Film's Portrayal - The film's portrayal of a close friendship between Emperor Xian and Cao Cao is criticized as historically implausible, given the documented animosity and political tension between them [12][15]. - The article argues that the film's attempt to "whitewash" Cao Cao's character contradicts historical accounts of his violent actions, which have shaped his reputation as a ruthless leader [19]. Implications for Future Productions - The article warns that misrepresenting historical figures can lead to audience dissatisfaction and market rejection, suggesting that creators should approach historical narratives with caution and respect for the source material [20][19].
兴趣是最好的老师
Hu Xiu· 2025-09-10 05:47
Group 1 - The article discusses the current state of middle school education, emphasizing the importance of student interests, particularly in gaming and anime [1][2] - It highlights the conflict between parents and children regarding gaming, where parents often blame games for poor academic performance [3][4] - The author reflects on their own positive experiences with gaming and technology during childhood, suggesting that these experiences fostered a love for learning and exploration [4][6] Group 2 - The author argues that gaming and technology should not be viewed as detrimental but rather as tools for exploration and learning [8][10] - The article critiques the utilitarian mindset of many parents, who believe that every activity must have immediate educational benefits [8][10] - It emphasizes the need for parents to understand and engage with their children's interests in gaming and technology to foster a healthy relationship with these mediums [12][14] Group 3 - The author proposes strategies for parents to introduce quality gaming experiences to their children, suggesting that exposure to high-quality games can mitigate the allure of addictive mobile games [13][14] - The article discusses the importance of educating children about the gaming industry, including its economic aspects, to foster a deeper understanding and critical thinking [14][15] - It highlights the social aspect of gaming, noting that many children are drawn to games not just for entertainment but also for social interaction [16][18] Group 4 - The article concludes by addressing the broader implications of parental attitudes towards children's interests, advocating for a more supportive and understanding approach [20] - It stresses the importance of personal growth for parents in order to effectively guide their children, suggesting that parental development is crucial for fostering a positive educational environment [20]