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数娱工场 | 告别“人力堆砌”,游戏产业全面转向“AI驱动”
Xin Hua Cai Jing· 2025-12-21 03:01
12月19日,为期三天的2025中国游戏产业年会在上海徐汇西岸国际会展中心落下帷幕。多位与会者表示,2025年,AI、引擎开发和混合现实(XR)技术正 成为企业技术投入的重点方向。其中,AI技术已深度应用于游戏设计开发、用户行为分析与运营策略优化等关键环节,将成为未来公司资本投入的重中之 重。 新华财经上海12月21日电(李一帆)12月19日,为期三天的2025中国游戏产业年会在上海徐汇落下帷幕。作为行业年度盛会,会议吸引了众多头部企业代表 参加。多位与会者在交流中表示,2025年,AI、引擎开发和混合现实(XR)技术正成为企业技术投入的重点方向。其中,AI技术已深度应用于游戏设计开 发、用户行为分析与运营策略优化等关键环节,将成为未来资本投入的重中之重。 游戏+AI,迈入"实战"新阶段 综合来看,AI在游戏行业的应用已进入大规模实践阶段,正从生产效率、用户体验到技术外溢等多个维度,改变着行业的生态与发展模式。 AI解放创意,游戏开发无需再"堆人力" 百度智能云泛科技游戏行业解决方案总监唐俊华指出,中国游戏行业在AI相关领域的投入规模已达约300亿元人民币,且仍保持着高速增长态势。"AI已从 概念阶段进入大规 ...
创梦天地亮相火山引擎Force原动力大会 共探“AI+游戏”产业新机遇
Zheng Quan Ri Bao Wang· 2025-12-18 13:41
Core Insights - The forum "AI + Games" held by Huoshan Engine highlighted the integration of AI technology in the gaming industry, with a focus on user experience enhancement and collaboration opportunities [1][4] - The company aims to leverage AI capabilities to achieve operational efficiency, research and development collaboration, and product experience improvements by 2025 [2][4] Company Strategy - The company has adopted a dual-driven strategy of "overseas premium publishing + self-research," utilizing AI technology to empower the entire gaming value chain and establish a robust growth model [1][2] - AI is viewed not just as a cost-reduction tool but as a catalyst for enhancing emotional connections with players and deepening immersive gaming experiences [1][2] AI Implementation - In the overseas premium game publishing sector, AI technology has become a core engine for improving operational efficiency, with tools like the "Fengsheng" player voice analysis system providing valuable insights for localization and content iteration [2][3] - The self-developed game "Kara Bichu" has integrated AI in two key areas: AI Bots for player support during matches and AI companionship for character development, significantly enhancing player engagement and interaction [3][4] Financial Performance - The company's mid-2025 financial report indicated a 68.2% year-on-year decrease in R&D expenses, with AI code assistants improving R&D efficiency by over 30% and contributing to a 24% increase in positive reviews for "Kara Bichu" on Steam [3] Future Outlook - The company plans to focus on upgrading user experiences and expanding the AI companionship system for the "Kara Bichu" IP, aiming for personalized interactions and continuous evolution of AI characters [4] - The company anticipates that AI will unlock a second growth curve for the gaming industry, collaborating with partners to explore the limitless potential of "AI + Games" [4]
低调上线,百万DAU,对话CEO:以前被暴打,现在上桌了
Sou Hu Cai Jing· 2025-12-05 06:01
车还在轨道上,人还没下车。 文/秋秋 今年,创梦天地CEO陈湘宇的心态变了两次。 今年之前,他的情绪经常会跟股价一起坐过山车,一跌就要找人复盘,在意资本市场。外界的质疑声,甚至让他焦虑到「不止10次想砍掉《卡拉彼丘》」 ——那是公司All in了六年的唯一自研旗舰。 而葡萄君今年9月跟他交流时,能感觉出他的心态已经放平了不少。 彼时,《卡拉彼丘》已经实现盈利,公司净利润扭亏为盈。随着战略收缩与项目进展,他对非核心事务看淡了许多,"很多事已经不在乎了,先把门口的 一亩三分地耕耘好,历经春夏秋冬产出粮食再说。" 这份踏实,不再来自之前那样的「未来可期」,而是来自手游上线后实打实的成绩:在没做大规模宣发的情况下,《卡拉彼丘》手游上线当天登顶iOS游 戏免费榜,而这还只是表面——在游戏首周100万的日活里,有80%都藏在安卓端。 更难得的是,手游这波热度不仅没分流,反而把端游的活跃数据也带到了今年新高。可以说,这款整天被玩家吐槽「快死了喵」的游戏,居然活成了2025 罕有的稳健新品,也再次打破了大家对「二次元+射击」这个伪命题的质疑。 "以前游戏还没上线,我就出来乱说话,很容易被打脸。现在行业看到了数据,大致的脉络我 ...
十年前的装机必备手游们,如今过得怎么样?| 玩点好的
3 6 Ke· 2025-09-27 08:56
Core Insights - The article discusses the evolution of mobile games from their early days to the current landscape, highlighting the shift in player expectations and technological advancements that have transformed the industry [1][46]. Group 1: Early Mobile Games - Early mobile games were characterized by simple gameplay, instant feedback, and low entry barriers, appealing to a wide audience including children and non-gamers [15][46]. - Popular genres included endless runner games like "Temple Run" and "Subway Surfers," which achieved significant download milestones, with "Temple Run" surpassing 1 billion downloads by 2014 [4][20]. - Puzzle games like "Angry Birds" and "Cut the Rope" also gained immense popularity, with "Angry Birds" reaching over 1 billion downloads early on [12][14]. Group 2: Challenges and Market Changes - The mobile gaming industry has faced challenges due to technological advancements and changing player demands, with players now seeking deeper, more immersive experiences [17][46]. - Casual games are increasingly competing with other forms of entertainment, such as short videos, which have begun to occupy the market space previously held by mobile games [17][18]. - Many early successful games struggle with monetization, facing issues like high user activity but low spending, leading to a need for sustainable business models [18][19]. Group 3: Success Stories and Longevity - Some games, like "Subway Surfers," have adapted successfully by continuously updating content and engaging with trends, achieving over 4 billion downloads by 2025 [19][20]. - "Happy Match" has maintained its relevance through consistent content updates and a focus on player experience, remaining in the top ranks of app stores for over a decade [24][27]. - The success of these games illustrates the importance of evolving beyond simple gameplay to become cultural symbols and ongoing services for players [19][24]. Group 4: Decline of Certain Titles - Games like "Temple Run" and "Endless Run" have seen declines due to a lack of innovation and failure to adapt to market changes, leading to reduced player engagement [29][31]. - Titles that relied heavily on monetization strategies, such as "天天酷跑," have lost their player base due to perceived unfairness in gameplay [29][31]. - Some games have exited the mainstream market entirely, unable to sustain player interest or innovate beyond their initial concepts [31][33]. Group 5: Future Opportunities - The rise of user-generated content (UGC) and community co-creation is becoming crucial for revitalizing classic IPs, as seen with "Plants vs. Zombies" [47][50]. - New technologies, such as AI-generated content, offer opportunities for smaller teams to create engaging experiences without high costs, addressing traditional challenges in content production [46][50]. - The industry is witnessing a trend towards lighter, more accessible games that cater to the fragmented attention spans of modern users, allowing classic gameplay to find new life [50][51].
创梦天地2025年中期净利润3295万元 经营性现金净流入同比增长71.2%
Zheng Quan Ri Bao Wang· 2025-08-29 07:45
Core Viewpoint - The company reported a significant increase in revenue and net profit for the mid-term of 2025, indicating strong operational performance and a solid foundation for long-term growth [1][2]. Financial Performance - The company achieved a revenue of 686 million yuan and a net profit of 32.95 million yuan, with an operating cash inflow of 57.86 million yuan, reflecting a year-on-year growth of 71.2% [1]. Business Strategy - The company focuses on long-term operations by introducing overseas premium games with clear user positioning and stable revenue streams, enhancing user value through refined operations [1]. - Classic products like "Subway Surfers," "Dream Garden," and "Dream Home" contributed to stable income, with "Dream Garden" showing a more than 9% year-on-year increase in average monthly active user spending [1]. Product Development - The company is deploying advanced large models in various aspects of game development, leading to improved overall R&D efficiency and game quality [2]. - The self-developed global user voice analysis platform "Fengsheng" and AI customer service system have enhanced user feedback and reduced manual intervention during the global launch of "Karabichu" [2]. Upcoming Releases - The second half of 2025 will see a concentrated release of new products, including "Karabichu," which has shown strong market potential during testing, with 46.5% of new users coming from organic spread [2]. - The company plans to launch several overseas agency games, including "Chong Chong Qibing," further diversifying its revenue sources [2]. Leadership Perspective - The chairman emphasized the company's commitment to long-termism, focusing on core gaming business and continuously creating quality content and value for users, which is seen as essential for navigating cycles and achieving value transitions [2].
“海外精品发行+自研”双轮驱动 创梦天地(01119)2025年中期业绩扭亏为盈
智通财经网· 2025-08-29 07:25
Core Insights - Company reported a revenue of 686 million and a net profit of 32.95 million for the first half of 2025, with a year-on-year operating cash flow increase of 71.2% [1] Group 1: Strategic Focus and Performance - The company has adopted a dual-driven strategy focusing on "overseas premium distribution + self-developed" to enhance operational quality and user value, achieving both scale and efficiency improvements [2] - Key titles such as "Subway Surfers," "Dream Garden," and "Dream Home" have contributed stable revenue, with "Subway Surfers" seeing a nearly 30% increase in payment rate compared to 2024 [2] - Newly introduced games like "Mecha Squad" and "Legendary Store: Management and Creation" have shown strong performance, with "Mecha Squad" community user engagement increasing by 36.6% [2] Group 2: Self-Development and Market Expansion - The self-developed game "Karabichu" has successfully penetrated a niche market with a 9.9% increase in monthly active users and a 74.8% increase in revenue [3] - The collaboration with Tencent on "Delta Action" has resulted in over 20 million daily active users, positioning it among the top products in the industry [3] Group 3: AI and Operational Efficiency - The company has implemented AI technology and refined cost control measures, leading to significant operational efficiency improvements, including a 40% reduction in human intervention for customer service [4] - The deployment of advanced models in R&D has enhanced overall efficiency by over 30%, improving code quality and game quality [4] Group 4: Product Pipeline and Global Expansion - The second half of 2025 will see a concentrated product launch period, with strong growth potential from titles like "Karabichu" expected to launch domestically [5] - The company plans to introduce several overseas agency games, further diversifying revenue sources, with "Chong Chong Qibing" being a notable title entering the Chinese market [5] Group 5: Innovation and Future Outlook - The management is actively exploring Web3, digital assets, and RWA, with a focus on connecting digital assets with users in overseas markets [6] - The company has established a Web3 technology product team and integrated with compliant payment gateway Alchemy to enhance payment systems for global versions of its games [6] - The chairman emphasized a long-term commitment to core gaming business and innovation as essential for value creation and resilience through market cycles [7]
“海外精品发行+自研”双轮驱动 创梦天地2025年中期业绩扭亏为盈
Ge Long Hui· 2025-08-29 05:38
Core Insights - The company reported a revenue of 686 million and a net profit of 32.95 million for the first half of 2025, with a significant operating cash inflow of 57.86 million, marking a year-on-year growth of 71.2% [1] Group 1: Strategic Focus and Performance - The company has effectively implemented a dual-driven strategy focusing on "overseas premium distribution + self-developed" games, enhancing operational quality and user value, leading to both scale and efficiency improvements [3] - The publishing business emphasizes long-term operations, continuously introducing overseas premium games with clear user positioning and stable revenue streams, resulting in consistent income from classic products like "Subway Surfers" and "Dream Garden" [3] - The self-developed game "Kara Bichu" has successfully opened up a niche market with a differentiated positioning, achieving a 9.9% increase in monthly active users and a 74.8% increase in revenue during the first half of 2025 [4] Group 2: AI and Operational Efficiency - The company has leveraged AI technology and refined cost control to achieve a significant enhancement in operational efficiency, with AI customer service systems covering multiple platforms and achieving a 40% reduction in human intervention [6] - The deployment of advanced models in research and development has led to over a 30% improvement in overall R&D efficiency, enhancing code quality and game quality [6] Group 3: Product Pipeline and Global Expansion - The company is entering a product-rich release period in the second half of 2025, with strong growth momentum expected from upcoming titles like "Kara Bichu" and several overseas agency games [8] - The company has established a robust capability system focused on localized content development, precise customer acquisition, and deep commercialization, supporting its overseas expansion efforts [8] Group 4: Innovation and Future Outlook - The management is actively exploring innovative fields such as Web3 and digital assets, forming a dedicated Web3 technology product team and integrating with compliant payment gateways [9] - The chairman emphasized a long-term commitment to core gaming business and innovation, believing that focusing on user needs and solid foundations is essential for value creation [10]
创梦天地(01119)发布中期业绩 股东应占溢利2851.4万元 同比扭亏为盈
Zhi Tong Cai Jing· 2025-08-28 13:37
Core Viewpoint - The company, Chuangmeng Tiandi (01119), reported a significant turnaround in its mid-term performance for the six months ending June 30, 2025, achieving a net profit attributable to shareholders of 28.514 million yuan, compared to a loss of 110 million yuan in the same period last year, indicating a successful recovery [1]. Financial Performance - The company's revenue for the period reached 686 million yuan, with a gross profit of 289 million yuan [1]. - The basic earnings per share were reported at 0.02 yuan [1]. Business Segments - The gaming segment remains the primary revenue driver, contributing 97.5% of total revenue for the six months ending June 30, 2025, and 97.3% for the same period in 2024 [1]. - Key titles such as "Subway Surfers," "Dream Garden," "Dream Home," and "Mecha Squad" continue to generate significant revenue, while new releases like "Legendary Store: Management and Crafting" and the jointly developed "Delta Action" with Tencent have also performed well [1].
加码“AI+文化”,深圳探寻文化产业新路
2 1 Shi Ji Jing Ji Bao Dao· 2025-08-14 03:07
Core Insights - The article highlights the rapid growth of China's digital creative industry, particularly in animation and gaming, with significant box office successes like "Nezha 2" and "Wang Wang Mountain Monster" [1] - Shenzhen has implemented measures to promote high-quality development in the digital creative industry, focusing on key sectors such as gaming, film, and animation [1][4] Group 1: Industry Growth and Achievements - "Nezha 2" has achieved a box office of 15.445 billion yuan, becoming the highest-grossing film in Chinese history [1] - "Wang Wang Mountain Monster" has set a new record for domestic 2D animated films in China [1] - In 2024, Shenzhen is projected to have 3,754 cultural and related industry enterprises with a total revenue of 128.7508 billion yuan [1] Group 2: Policy Measures and Support - Shenzhen's "Measures for Promoting High-Quality Development of the Digital Creative Industry" was officially implemented on August 11 [1][4] - The measures emphasize strengthening core technology research and development in digital creativity, including AI integration [4] - Financial support includes up to 500,000 yuan for eligible digital technology innovation projects, covering up to 20% of the investment [4] Group 3: International Expansion and Cultural Trade - The measures aim to boost cultural exports, supporting online literature, web series, and games to go global [5] - Shenzhen's game companies accounted for nearly 80% of the national overseas revenue in 2024, with Tencent's international game revenue reaching 58 billion yuan [5] - Successful examples include "Honor of Kings" achieving over 40% market share in regions like Brazil and Southeast Asia [5] Group 4: Innovation Ecosystem and Investment - The evolution of China's digital creative industry is marked by a shift from application tools to content products and now to foundational technology innovation [7] - Shenzhen's measures encompass support for cultural brands, international trade, and talent cultivation across the entire industry chain [7] - Financial capital investment is encouraged in the digital creative sector, with a focus on content creation and IP incubation [7]
创梦天地(01119)获 Playrix 3900万港元战略投资 八年深度合作再升级
智通财经网· 2025-07-29 01:06
Group 1 - The core point of the news is that Dream Games (创梦天地) has signed a capital agreement with Playrix's PLR Worldwide Sales Limited, where Playrix will subscribe to approximately 38.08 million shares at HKD 1.024 per share, totaling HKD 39 million, which represents a discount of about 3.4% from the closing price on July 28 [1] - Following this transaction, Playrix will hold approximately 2.11% of Dream Games' shares, indicating a strategic investment based on the company's strengths in the overseas premium game distribution business [1] - Dream Games has successfully launched the "Dream Series" games in China, achieving over 200 million registered users over eight years, with "Dream Garden" reaching record revenue in 2024 [1] Group 2 - Game industry research media GameLook analyzed how Dream Games has become a unique global distribution platform by deeply understanding game content and accurately connecting with culture, successfully introducing and operating several well-known IPs [2] - Dream Games has announced a profit forecast for the first half of 2025, expecting net profits between RMB 20 million and 50 million, driven by the results of strategic adjustments and the gradual delivery of self-developed products [2] - The company is set to enter a product launch phase in the second half of 2025, with multiple games, including "Kara Bichu" and "Chong Chong Qibing," expected to be released, showcasing the recognition from overseas developers of Dream Games' capabilities in premium game distribution [2][3] Group 3 - Dream Games is focusing on introducing unique vertical niche products and has reserved several overseas premium games, indicating a shift in collaboration with overseas developers from "agency distribution" to "equity binding," which is expected to create a stable and mutually beneficial long-term partnership [3] - The upcoming product launches and the strategic investment from Playrix are anticipated to accelerate the company's performance release period [3]