《少女前线:火力控制(Girls'Frontline:FireControl)》

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多款游戏测试定档,游戏传媒ETF(517770)交投活跃,聚焦港股优质龙头
Xin Lang Cai Jing· 2025-09-11 05:24
Group 1 - The core viewpoint highlights the mixed performance of the China Securities Hong Kong and Shenzhen Game and Cultural Media Index, with Huatu Shanding leading the gains at 10.69% and Giant Network experiencing the largest decline [1] - Several game tests have been scheduled, including the release of a Three Kingdoms-themed competitive card game by Bilibili and a public test for the multiplayer ARPG "Hui Jin" [1] - Zhongyuan Securities emphasizes the high market sentiment in the gaming sector, noting strong fundamentals and significant performance growth, suggesting a focus on companies with product and performance certainty [1] Group 2 - The Game Media ETF closely tracks the China Securities Hong Kong and Shenzhen Game and Cultural Media Index, which includes 50 listed companies involved in gaming, film, broadcasting, marketing, publishing, education, and cultural performances [2] - As of August 29, 2025, the top ten weighted stocks in the index include Kuaishou-W, Tencent Holdings, and Bilibili-W, collectively accounting for 54.14% of the index [2]
科股早知道:上半年销售收入创历史新高,机构称游戏行业基本面强势
Tai Mei Ti A P P· 2025-09-11 00:11
Group 1 - Cambricon has received approval from the China Securities Regulatory Commission for a private placement to raise up to 3.985 billion yuan, focusing on smart chip development [2] - The company plans to allocate 2.054 billion yuan towards a chip platform project aimed at large models, indicating a shift towards software-hardware collaboration in domestic AI chip production [2] - The release of the DeepSeek-V3.1 model is seen as a strategic opportunity for the domestic AI chip industry, potentially accelerating the chip replacement process [2] Group 2 - The domestic gaming market is projected to achieve a historical sales revenue of 168 billion yuan in the first half of 2025, reflecting a year-on-year growth of 14.08% [3] - The A-share gaming sector reported a year-on-year revenue growth of 22.8% in the first half of the year, indicating a positive turning point for the industry [3] - The gaming sector's valuation remains low, with expectations for a 20 times P/E ratio by 2026, suggesting potential for valuation switching starting in Q4 2025 [3]