《仙境传说:破晓》

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星辉娱乐(300043) - 2025年9月19日投资者关系活动记录表
2025-09-19 12:46
Group 1: IP Development and Core Competitiveness - The company has established a rich and complete IP resource reserve, securing over 400 brand authorizations from more than 35 well-known automotive brands, including BMW, Mercedes-Benz, Audi, Ferrari, and Lamborghini [1] - In the gaming sector, the company holds multiple IP authorizations, including titles such as "Three Kingdoms Heroes," "Ragnarok," "Fights Break Sphere," "MapleStory," "Tomb Raider Notes," and "Celebration Year" [2] - The company plans to actively pursue new IP authorization negotiations based on market demand [2] Group 2: Q3 Business Highlights - In Q3 2025, the toy business continued to optimize product structure and channels, launching new products such as the Range Rover Sport SV remote control car, Ferrari Purosangue remote control car, and a 26-inch BMW MINI mountain bike [2] - The gaming business has a rich reserve of new products, including self-developed mobile games and mini-program games. "Ragnarok: Dawn" launched in July 2025, achieving top rankings on both iOS and Google Play in Taiwan, with the highest position being 2nd on iOS and 1st on Google Play for best-selling games [2] - "Tomb Raider Notes" completed the commercialization of the Huawei Harmony version and began full-platform public testing in July 2025, achieving 2nd place on the iOS free chart on the first day [2] Group 3: Information Disclosure Compliance - The company strictly adheres to the "Information Disclosure Management System" regulations, ensuring that information is disclosed truthfully, accurately, completely, timely, and fairly, with no significant undisclosed information leaks [2]
十年足球梦断后,星辉娱乐游戏“赔本赚吆喝”几时休? | 看财报
Tai Mei Ti A P P· 2025-08-31 13:43
Core Viewpoint - Xinghui Entertainment has transitioned from a peak in its sports business to a challenging phase, with significant losses in its football operations, while relying on its gaming segment for recovery [2][3]. Financial Performance - In the first half of 2025, Xinghui Entertainment reported a revenue of 11.35 billion yuan, a year-on-year increase of 84.58%, primarily driven by player transfer income and increased broadcasting rights, ticketing, and membership revenues following the return of Espanyol to La Liga [3][4]. - The net profit attributable to shareholders reached 1.6 billion yuan, a year-on-year growth of 186.78%, with the second quarter showing even stronger performance [3][4]. - The company achieved a significant cash flow from operations of 374 million yuan, up 737.97% from the previous year [4]. Sports Business Transition - The sale of Espanyol for 1.3 billion euros (approximately 10.88 billion yuan) marked the end of Xinghui's involvement in overseas football, with the company incurring a cumulative net loss of 442 million yuan from its sports business over the past seven years [2][5]. - The transfer fee from player Joan Garcia contributed significantly to the company's profits, with a payment of 26.34 million euros (about 2.19 billion yuan) received in June [5]. Gaming Business Challenges - Despite a rise in gaming revenue, the company faces challenges as the income from its top three games does not cover high promotional costs, indicating a strategy of "losing money for exposure" [9][12]. - The gaming revenue growth rates in domestic and international markets were 28.01% and 74.05%, respectively, attributed to the launch of several new games [7]. - The company is struggling with declining active and paying user numbers, raising concerns about the sustainability of its gaming lifecycle [11][12]. Future Prospects - Xinghui Entertainment is focusing on developing a tiered SLG product reserve system to maintain competitiveness, while also planning to launch new titles that have shown promising test data [12][17]. - The company is exploring the small program gaming sector, which requires purchasing traffic to enhance product visibility and user acquisition [17][18]. - However, the company's cash reserves are limited, with only 1.2 billion yuan available, making it challenging to compete in the high-cost environment of user acquisition [18].