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被理想i8撞到四轮弹起!乘龙卡车:被摆了一道;前毫末智行产品副总裁蔡娜已加入Momenta;乐道高管:L90顶配不超过32万元
雷峰网· 2025-07-31 00:55
Group 1 - Li Xiang, CEO of Li Auto, reflects on being ousted by a trusted partner during a financial crisis at Autohome in 2008, ultimately choosing reconciliation over resentment [4][5][6] - Li Xiang emphasizes the importance of understanding others' perspectives to avoid self-harm and achieve personal peace [5][6] Group 2 - Former Vice President of Product at Haomo.ai, Cai Na, has joined Momenta, bringing valuable experience from her previous roles [9][10] - Momenta aims to achieve profitability by 2026 and is involved in various autonomous driving projects [10] Group 3 - Li Auto's new electric SUV, the Li i8, has undergone rigorous safety testing, showcasing its structural integrity during crash tests [11] - Controversy arose when the truck used in the testing was identified as a Chenglong truck, leading to safety concerns and legal responses from the truck manufacturer [11] Group 4 - Alibaba has adjusted its stock vesting schedule for new employees to 15%, 25%, 30%, and 30% over four years, effective from April 1, 2024 [14][15] - This change aims to provide more immediate stock benefits to employees compared to the previous vesting schedule [14][15] Group 5 - ByteDance's AI programming tool, Trae, has been accused of unauthorized data collection, prompting concerns over user privacy [16][17] - ByteDance responded by stating that data collection practices are in line with industry standards and do not involve personal identification [17] Group 6 - Xiaomi's new end-to-end driving assistance system for its SU7 series has been launched, with a reminder that it is not equivalent to full autonomous driving [13] - The system has seen significant improvements in highway scenarios, but users are urged to remain attentive while driving [13] Group 7 - Stellantis reported a net loss of €2.3 billion in the first half of the year, with a 13% decline in net revenue compared to the previous year [35][36] - The company faces challenges in various markets, including China and India, and plans to launch several new models by the end of the year [36][37] Group 8 - Samsung is reconsidering a $7 billion investment in advanced packaging production in Texas, driven by demand for advanced process chips [44] - This move aligns with the growing need for localized chip production in the U.S. market, particularly for companies like Tesla [44]
网易《世界之外》“赚钱本心”遭遇玩家维权风暴 游戏厂商短期变现当心“烧毁”长期信任
Xin Lang Zheng Quan· 2025-07-30 03:55
Core Viewpoint - The controversy surrounding NetEase's game "World Beyond" stems from a price increase in the new card pool without prior notice, leading to significant player backlash and complaints about unfair trading practices [2][4][5]. Pricing and Value Misalignment - The new card pool "Summon King" saw a price increase from 300 diamonds to 400 diamonds, a 33% rise, without any official announcement, violating consumer rights [2]. - Players can still receive cards valued at only 300 diamonds despite paying the higher price, leading to accusations of unfair trading practices [2]. User Agreement Controversies - New user agreement clauses state that accounts may be permanently deleted if not logged in for 365 days, raising concerns about the infringement of virtual property rights [3][6]. - The agreement mandates that all disputes must be handled in a specific court, increasing the difficulty for players to seek redress [3]. Player Response and Company Reaction - Players organized collective complaints through consumer protection platforms, leading to over 3,200 complaints and an estimated financial impact exceeding 5 million yuan [2][4]. - A "stop spending" movement emerged, affecting not only "World Beyond" but also other NetEase games, resulting in a significant drop in revenue [4][5]. Legal Risks and Industry Impact - NetEase's actions may violate consumer protection laws and fair trading principles, potentially leading to legal repercussions [6]. - The situation could set a precedent in the gaming industry, influencing how companies manage virtual property and user agreements [6]. Company Challenges and Strategic Decisions - NetEase's gaming business accounts for nearly 80% of its revenue, but growth has slowed significantly, prompting the company to seek ways to increase average revenue per user (ARPU) [7]. - The incident highlights a disconnect between NetEase's operational strategies and its stated commitment to user experience, risking long-term brand trust for short-term financial gains [7][8]. Resolution Directions - To rebuild trust, NetEase must ensure transparency in pricing adjustments and provide reasonable compensation to affected players [10]. - Controversial user agreement clauses should be revised, particularly the 365-day account deletion policy, to protect players' virtual property rights [10][11]. Conclusion and Outlook - The "World Beyond" incident reflects broader challenges in the gaming industry regarding virtual property rights and user trust [13]. - NetEase faces a critical decision: to either ignore player concerns and risk losing users or to embrace this crisis as an opportunity for reform and improved user rights [13].
网易游戏被玩家连投诉 致歉私自涨价但没回应删号警告
Zhong Guo Jing Ji Wang· 2025-07-29 06:57
Core Viewpoint - The recent changes in the user agreement and pricing strategy of NetEase's game "World Beyond" have led to significant player backlash, resulting in thousands of complaints and potential reputational damage for the company [1][2]. Group 1: Pricing Controversy - The game "World Beyond" increased its card draw price from 300 diamonds to 400 diamonds without prior notification to players, leading to complaints about potential violations of consumer rights [1][2]. - Players expressed dissatisfaction with the new pricing structure, particularly regarding the guaranteed draw mechanism that could yield lower-value cards despite higher costs [1]. Group 2: Account Deletion Policy - A controversial clause in the user agreement states that accounts will be deleted if players do not log in for over 365 days, which has sparked outrage among the gaming community [1]. - The company has not clearly defined what constitutes a "reasonable period" for players to log in before account deletion occurs [1]. Group 3: Complaint Statistics - The consumer protection platform "Xiaofei Bao" reported receiving 3,251 valid complaints regarding "World Beyond" within just two days, with total claims exceeding 5.78 million yuan [1]. - The complaints reflect a growing discontent among players, with many stating they will not spend any more money on the game [1]. Group 4: Company Response - In response to the pricing issue, the official Weibo account of "World Beyond" acknowledged the lack of timely communication regarding the price changes and offered compensation to players [2]. - As of the latest updates, NetEase has not provided further clarification on the account deletion policy despite multiple inquiries from media outlets [2].
她花几十万“购买”爱情:重氪、梦稿,乙游背后的情绪产业链
Nan Fang Du Shi Bao· 2025-07-28 03:08
Core Insights - The rise of "Otome" games, designed for female players, reflects a significant shift in the gaming industry, driven by emotional consumption and a growing market for female-oriented content [2][19][20] - Players are increasingly investing substantial amounts of money in these games, with some individuals spending over 160,000 RMB, indicating a trend towards high emotional investment and consumer behavior [1][3][6] - The market for Otome games is expanding rapidly, with the female gaming market in China reaching 8 billion RMB in 2024, a 124.1% increase year-on-year, highlighting the growing influence of female gamers [6][19] Group 1: Emotional Consumption - Players are willing to spend large sums on in-game purchases and related merchandise, driven by emotional connections to characters and narratives [1][3][19] - The concept of "emotional consumption" is emerging, where players seek fulfillment and identity through their virtual relationships, reflecting deeper societal trends among women [20][23] - The Otome game market is evolving from a niche to a mainstream segment, with major companies like Tencent and NetEase entering the space, indicating its commercial viability [4][19] Group 2: Market Dynamics - The total revenue for popular Otome games like "Love and Deep Space" reached approximately 5.87 billion RMB in 2024, outperforming other well-known titles [5][6] - The number of female gamers in China has surpassed 300 million, accounting for nearly half of the total gaming population, with a significant portion engaged in Otome and related genres [6][19] - The rise of "Guzai" (merchandise) consumption, where players purchase character-related products, is contributing to a robust secondary market, further enhancing the emotional connection to the games [8][9] Group 3: Emerging Services - New service industries, such as "Cosplay commissions" and "Dream manuscript" artists, are developing around the emotional needs of players, providing personalized experiences that deepen engagement [10][13] - The "Dream Girl" service industry is gaining traction, where players can hire individuals to embody their favorite characters, reflecting a unique intersection of gaming and real-world interaction [10][12] - Traditional retail spaces are adapting to this trend by creating immersive experiences centered around Otome game IPs, enhancing customer engagement and driving foot traffic [15][18] Group 4: Cultural Impact - The phenomenon of Otome games is reshaping cultural narratives around female identity and emotional expression, as these games provide a safe space for exploring relationships and self-worth [19][20][23] - The emotional investment in these games is not merely a financial transaction but a reflection of broader societal issues, including relationship anxieties and the search for identity among young women [20][23] - The industry is urged to balance commercial interests with social responsibility, ensuring that the emotional needs of players are met without fostering dependency on virtual relationships [23]
麻六记酸辣粉被曝发霉,遭开市客所有门店下架;阿里巴巴发布首款自研AI眼镜;魏建军授权贾跃亭造高山9?长城汽车:暂不回复丨邦早报
创业邦· 2025-07-27 00:47
Group 1 - Li Xiang, founder and CEO of Li Auto, has officially joined Douyin and gained over 80,000 followers on the first day [2] - Costco has removed all 麻六记酸辣粉 products from its stores due to quality issues discovered during routine inspections [7][8] - Great Wall Motors has not confirmed reports regarding its collaboration with 贾跃亭 on the FX Super One model [10] Group 2 - NetEase's game "World Beyond" faced backlash from players over a new policy that could delete accounts inactive for over 365 days [12][13] - Jiyue Auto apologized for a temporary issue with remote control features in some vehicles, which has since been resolved [15] - Tesla showcased its latest technologies at the World Artificial Intelligence Conference, including plans for expanding its smart driving systems in China [16][24] Group 3 - Shanghai has issued new operational licenses for smart connected vehicles, allowing companies like 小马易行科技 and 百度智行科技 to offer autonomous taxi services [18] - South Korean company Orion has recalled popular fish-shaped snacks due to mold issues, with a total value of approximately 15 billion KRW (about 7.81 million RMB) [19] - Xiaopeng Motors denied rumors about a cost-reduction plan for its G6 model, labeling them as false [20] Group 4 - MiniMax's CEO stated that AI will become more accessible and that AGI (Artificial General Intelligence) will eventually be achieved [21][22] - Meta appointed Shengjia Zhao as the chief scientist of its superintelligence lab [25] - The "磐石·科学基础大模型" was released by a team from the Chinese Academy of Sciences, aimed at supporting scientific tasks [26][28]
一年不登录就删号? 网易游戏遭大量投诉,律师:侵权!
新浪财经· 2025-07-26 07:41
Core Viewpoint - The controversy surrounding NetEase Games centers on the clause in their service agreement that allows for account deletion if a user does not log in for 365 days, raising concerns about user rights and data protection [2][4][5]. Group 1: User Agreement and Account Deletion - NetEase's service agreement states that if a user does not log in for 365 consecutive days, the company has no obligation to retain the user's account or data after notifying the user [4]. - Users have expressed dissatisfaction, questioning the fairness of losing access to their accounts, especially in cases where they may have been unable to log in due to personal circumstances like studying for exams [3][4]. - Legal experts suggest that the legality of this deletion clause is questionable, as it may infringe on users' property rights under the Civil Code [5][6]. Group 2: Price Increase Controversy - NetEase's game "World Beyond" faced backlash for a sudden 33% price increase without prior notification, which may violate consumer protection laws [8]. - Legal professionals argue that such unannounced price hikes could be considered price fraud, as they undermine the principle of fair trading and consumer rights [8]. Group 3: Jurisdiction and Legal Rights - The user agreement includes a clause that designates Guangzhou Tianhe District as the jurisdiction for disputes, which some users view as a disadvantage [9][10]. - Legal experts note that while such jurisdiction clauses are not inherently illegal, they may limit users' rights if not clearly communicated [10]. - Consumers are advised to be cautious of the legal implications of agreeing to such terms and to retain evidence of any disputes for potential legal action [10]. Group 4: Corporate Responsibility - Legal professionals emphasize that companies must balance data management, operational autonomy, and user property rights, especially in the rapidly evolving virtual economy [10].
网易叠纸灵犀的乙女游戏,咋又开始火拼了
3 6 Ke· 2025-07-25 08:35
Core Viewpoint - The article discusses the new update of the game "World Beyond," which introduces a new sub-gameplay combining pet-catching and auto-chess elements, but faces backlash due to increased monetization costs, specifically the price hike of in-game currency for card draws [1][19]. Gameplay Exploration - "World Beyond" has introduced a new gameplay style that combines pet-catching with auto-chess, providing a fresh experience for players who may not have encountered auto-chess in otome games before [4][6]. - The auto-chess gameplay is simplified compared to other games in the genre, with fewer levels and a focus on PVE, making it accessible for new players [6][14]. - The game features a unique mechanic where players can capture creatures during battles, which adds a layer of strategy to the gameplay [6][9]. Commercialization and Player Reception - Despite a slight improvement in sales rankings, the game has received significant negative feedback primarily due to the increase in card draw prices from 300 to 400 in-game currency, overshadowing the positive reception of the new gameplay [3][19]. - The price increase was justified by the developers as a result of enhanced card quality and additional effects, but this explanation did not alleviate player dissatisfaction [17][19]. Industry Trends - The article notes a trend among female-oriented games to explore new gameplay mechanics, indicating a shift in player expectations towards more engaging and varied gameplay experiences [20][26]. - The success of "World Beyond" in integrating different gameplay styles reflects a broader industry movement towards enhancing playability in female-targeted games, moving beyond traditional narrative-driven formats [22][26].
Steam上的AI游戏暴增,新“雅达利大崩溃”或将到来
3 6 Ke· 2025-07-23 11:19
Core Insights - AIGC (Generative Artificial Intelligence) is transforming the game development industry, with a significant increase in AI-integrated games on platforms like Steam, which saw an 800% rise in the number of games using generative AI since 2025 [1][3] - Nearly 8,000 games on Steam now explicitly mention the use of generative AI, up from less than 1,000 a year ago, indicating a rapid adoption of AI technologies in game development [3] - The use of AI in game development is primarily aimed at reducing costs and increasing efficiency, particularly benefiting small independent developers who often handle multiple roles [3][8] Industry Trends - The game development process has evolved from manual coding to utilizing game engines that encapsulate core components, leading to a more structured and professional approach in larger companies [5][6] - Large game studios are cautious about AI due to potential negative perceptions from players regarding automated content, which can harm brand reputation if not executed properly [11][14] - Independent developers are more willing to embrace AI, as they prioritize survival and efficiency over brand image, allowing them to produce games more quickly and with fewer resources [14][15] Challenges and Risks - The rapid increase in AI-generated games raises concerns about quality, reminiscent of the "Atari Shock" in the 1980s, where an oversaturation of low-quality games led to a market crash [17][19] - Players may develop a distrust towards AI-generated content if they encounter poorly executed games, which could lead to a decline in overall demand for games on platforms like Steam [19]
从BW2025,看乙游如何收割女性玩家
3 6 Ke· 2025-07-15 04:15
Core Insights - The BW2025 event highlighted tensions between two major games, NetEase's "World Beyond" and Paper Games' "Love in the Deep Space," leading to operational conflicts and public backlash against the event organizers [1][3] - Despite the initial disputes, the event ultimately provided a fulfilling experience for players, emphasizing the emotional value derived from immersive activities in otome games [3][9] Group 1: Event Conflicts - The first day of BW2025 saw a conflict between "World Beyond" and "Love in the Deep Space," with the former accusing the event organizers of poor planning regarding queue areas [1] - "World Beyond" announced it would not participate in future BW events due to the mishandling of space allocation, which drew significant media attention [1][3] - The aftermath of the event saw a rise in discussions about "withdrawal" among otome game players, indicating a strong emotional response to the experiences provided [3][9] Group 2: Immersive Experiences - The event focused on creating dream-like experiences for female players, with "Love in the Deep Space" featuring a wedding-themed setup that enhanced player engagement [4][6] - The immersive activities included professional interactions that avoided traditional character cosplay, allowing for a more abstract and imaginative engagement with the game [8] - The emotional impact of these experiences was profound, leading to a sense of identity affirmation and community among players, as evidenced by their strong emotional reactions [9][12] Group 3: Character Engagement - The character "Xia Yizhou" from "Love in the Deep Space" became a highlight of the event, with the actor portraying him receiving emotional responses from players, further bridging the gap between virtual and real experiences [10][12] - The successful integration of character cosplay into the event allowed players to connect more deeply with the characters, enhancing their loyalty and emotional investment in the games [12][13] - The phenomenon of players experiencing "withdrawal" reflects the powerful emotional connections formed through these immersive interactions, indicating a growing market for such events [9][12]
国乙婚卡从“假结婚”到“真誓约” 玩家想要的从来不是一张卡
3 6 Ke· 2025-07-09 00:28
Core Insights - The new version 4.0 of "Love in Deep Space" has successfully attracted a large number of players, ranking third on the sales chart and fourth on the Xiaohongshu follower growth list, gaining over 130,000 followers in a week [1] - The success is largely attributed to the new "Oath Card" theme, commonly referred to as "Wedding Card" by players [1][5] - The introduction of wedding cards in otome games is not new, but it continues to capture attention, with many games having previously implemented similar themes [3][5] Game Mechanics and Themes - The wedding card in "Love in Deep Space" appears to follow a "fake marriage" narrative, where players assume the role of a wedding planner, leading to a wedding-themed storyline [5][6] - The wedding scenes are set in a fantastical "anomaly space," emphasizing romantic vows rather than the institution of marriage itself [5][8] - Players have expressed mixed feelings about wedding cards, with some openly sharing their fears of marriage on social media, marking a shift in player sentiment [6][7] Player Sentiment and Emotional Exploration - The current discourse among players reflects a calm expression of fear regarding marriage, contrasting with previous aggressive or narcissistic comments [7] - Players' reasons for disliking wedding cards vary, with some citing personal experiences and others feeling that marriage signifies the end of romance [6][8] - The game serves as a safe space for players to explore their feelings about relationships and marriage, allowing for emotional introspection [8] Commercial Strategy and Market Trends - Wedding cards have become a significant marketing strategy in the domestic otome game market, with successful implementations in various titles leading to increased revenue [9][10] - The core user demographic for otome games is primarily aged 18-30, a group that seeks emotional connection and companionship through gaming [10] - The introduction of wedding cards is seen as a way to fulfill emotional needs, providing a sense of belonging and security that may not be present in real-life relationships [10] Industry Challenges and Opportunities - The female-oriented gaming market remains underdeveloped, with high expectations from players leading to challenges in content creation and community engagement [11][13] - The presence of wedding cards represents a deepening of content in female-oriented games, addressing emotional needs and enhancing player engagement [13] - The industry's evolution towards more sophisticated emotional narratives and gameplay mechanics indicates significant potential for growth and innovation [13][14]