《少年三国志2》
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A股游戏公司三季报大赛:世纪华通稳居榜首,游族网络净利大增13倍,汤姆猫“失色”盈转亏
Hua Xia Shi Bao· 2025-10-31 14:54
Core Insights - The A-share gaming companies have shown significant growth in revenue and net profit, indicating an increase in global competitiveness among Chinese game developers [2][3] - Century Huatong leads the A-share gaming sector with a revenue of 27.223 billion yuan and a net profit of 4.357 billion yuan for the first three quarters of 2025, marking a 75.31% and 141.65% year-on-year increase respectively [4][5] - Despite the successes of some companies, seven firms, including Tom Cat, reported losses [2][10] Group 1: Company Performance - Century Huatong's revenue for the first three quarters reached 27.223 billion yuan, double that of the second-ranked Sanqi Interactive Entertainment, which reported 12.461 billion yuan [3][4] - Giant Network also performed well, achieving a revenue of 3.706 billion yuan in Q3, a year-on-year increase of 115.63%, and a net profit of 640 million yuan, up 81.19% [5] - Youzu Network reported a net profit growth of 1374.60%, with a revenue of 1.019 billion yuan for the first three quarters [7][8] Group 2: Game Launches and Market Trends - Century Huatong's success is attributed to its hit game "Whiteout Survival," which has surpassed 200 million downloads and topped the global mobile game revenue chart [5][6] - Giant Network's success is driven by the game "Supernatural Action Team," which is expected to perform well during key holiday periods [6][7] - Youzu Network has strengthened its global game operations and AI business integration, enhancing its long-term growth potential [8][9] Group 3: Challenges and Setbacks - Shenzhou Taiyue experienced a decline in both revenue and net profit, with a Q3 revenue of 1.38 billion yuan, down 5.3% year-on-year [10][11] - Tom Cat reported a revenue drop of 19.77% to 697 million yuan, resulting in a net loss of 43.94 million yuan, a significant decline from the previous year's profit [12][13] - The transition to AI hardware for Tom Cat has not yet translated into effective consumer engagement, limiting its growth potential [13]
第二届上海国际光影节开幕,游族网络携大型光影互动装置打造沉浸式现场体验
Ge Long Hui· 2025-09-20 02:56
Core Viewpoint - The second Shanghai International Light and Shadow Festival officially opened on September 19, showcasing unique interactive light installations by Youzu Network that blend Eastern aesthetics with futuristic visuals [1] Group 1: Event Highlights - Youzu Network made a prominent appearance at the main venue during the opening night, attracting numerous visitors for photo opportunities with its large-scale interactive installations [1] - Popular characters from Youzu Network's games, including "少年三国志2," "少年三国志," "绯色回响," and "少年西游记2," were present at the event, along with exclusive gifts for attendees [1] Group 2: Company Mission and Future Plans - Youzu Network emphasized its commitment to the mission of "Technology Promoting Civilization," aiming to leverage its strengths in technology, IP culture, and resource integration [1] - The company plans to actively fulfill its social responsibilities by providing the public with richer digital cultural innovation experiences [1]
游族网络亮相第二届上海国际光影节 打造视觉盛宴
Zhong Zheng Wang· 2025-09-19 13:43
Core Viewpoint - The second Shanghai International Light and Shadow Festival commenced on September 19, showcasing a blend of virtual and real-world experiences through interactive installations and popular game characters [1] Group 1: Event Overview - The event features a main venue and 16 sub-venues, highlighting its extensive scale [1] - Yozu Network created a giant interactive light and shadow installation, enhancing the festival's appeal [1] Group 2: Company Involvement - Yozu Network, a global interactive entertainment technology company, brought virtual game characters into reality, merging Eastern aesthetics with futuristic visual effects [1] - The company engaged audiences with popular game character cosplayers from titles such as "少年三国志," "少年三国志2," "绯色回响," and "少年西游记2," resulting in a vibrant atmosphere [1]
第二届上海国际光影节开幕,游族网络亮相主会场
Guo Ji Jin Rong Bao· 2025-09-19 13:21
Group 1 - The second Shanghai International Light and Shadow Festival will officially commence on September 19, themed "Light Up Shanghai," aiming to activate urban spaces through light and shadow art, showcase city vitality, promote commercial prosperity, disseminate urban culture, and highlight city spirit [1] - The festival is organized by multiple Shanghai municipal departments and will feature one main venue and 16 sub-venues, planning to host 177 themed events [1] - The first edition of the festival attracted over 16.2 million participants and achieved a media reach exceeding 3 billion, establishing itself as a significant platform for promoting the integration of urban culture and tourism [1] Group 2 - Youzu Interactive, the parent company of several well-known game products including the "Youth Three Kingdoms" series, has over 1 billion global users [2] - The second Shanghai International Light and Shadow Festival aims to leverage the interconnectedness of various sectors such as commerce, tourism, culture, art, and exhibitions to inject new momentum into the high-quality development of Shanghai's cultural tourism industry [2] - Youzu Interactive is focused on building a symbiotic mechanism between games and culture, enhancing the cultural dissemination value of games, and encouraging young people to inherit and promote excellent traditional Chinese culture through various means, including collaboration with intangible cultural heritage IPs [2]
游族网络亮相第二届上海国际光影节主会场
Bei Jing Shang Bao· 2025-09-19 12:16
Core Insights - The second Shanghai International Light and Shadow Festival opened on September 19, featuring a main venue and 16 sub-venues [1] - Youzu Interactive's creative light and shadow interactive installation became one of the highlights of the event, showcasing popular game characters in close interaction with the audience [1] Company Highlights - Youzu Interactive created a large-scale light and shadow installation that incorporates visual elements from its game "少年三国志2" (Youth Three Kingdoms 2), with a central visual feature being a "time-space shuttle door" designed in the shape of three cards [1] - The installation includes three uniquely designed, cute characters known as "吕布喵" (Lü Bu Meow), with the tallest reaching 5 meters, enhancing the interactive experience for attendees [1] Industry Impact - The second Shanghai International Light and Shadow Festival aims to leverage the interconnectedness of various sectors such as commerce, tourism, culture, art, and exhibitions to inject new momentum into the high-quality development of Shanghai's cultural tourism industry [1] - By aligning with the interests of younger demographics through interactive formats, Youzu Interactive not only enriched the cultural event with diverse experiences but also expanded the public's access to and perception of urban culture [1]
游族网络发布半年报:营收小幅下滑,扣非净利润增幅不足1%
Jing Ji Guan Cha Wang· 2025-08-26 07:05
Core Viewpoint - The company reported a slight decline in revenue but a significant increase in net profit, indicating effective cost management and strong performance in its self-developed games [1][2] Financial Performance - The company achieved a revenue of 688 million yuan, a year-on-year decrease of 1.93% [1] - Net profit attributable to shareholders reached 50.16 million yuan, a substantial increase of 989.31% [1] - The net profit after deducting non-recurring gains was 13.74 million yuan, a slight increase of 0.85% year-on-year [1] Business Structure - Revenue from PC games was 199 million yuan, accounting for 29.07% of total revenue, while mobile games generated 485 million yuan, making up 70.86% [1] - The proportion of mobile game revenue increased by 2.87 percentage points compared to the same period last year [1] - Domestic revenue was 241 million yuan (35.20% of total), while overseas revenue reached 444 million yuan (64.80%), with overseas revenue share increasing from 60.16% to 64.80% year-on-year [1] Game Performance - The company emphasized the success of its self-developed card games, particularly the American cartoon SLG game "War and Eternity," which saw a revenue increase of 225% [2] - Other titles like "Youth Three Kingdoms" and "Game of Thrones: Winter is Coming" also contributed to stable revenue through frequent content updates [2] - The "Youth Three Kingdoms" mini-program generated over 50 million yuan in revenue, with active user growth of 41% quarter-on-quarter [2] Cost Management - The company achieved a year-on-year decrease in operating expenses through refined cost control and targeted advertising [2] - The reduction in promotional expenses and improved organizational efficiency contributed to lower overall operating costs [2] Non-Recurring Gains - Non-recurring gains contributed significantly to net profit, with estimates of 25 to 50 million yuan from financial asset valuation changes and fund dividends [2] AI Integration - The company utilized AI to enhance global operations and player experience, supporting various aspects of game development and marketing [3] - The "YOOZOO.AI" platform improved operational efficiency across the game development and distribution process [3] - AI tools significantly increased testing efficiency and reduced localization costs by 80% [3] Industry Overview - The Chinese gaming industry saw a recovery in the first half of 2025, with actual sales revenue reaching 168 billion yuan, a year-on-year increase of 14.08% [4] - Chinese self-developed games generated 9.5 billion USD (approximately 68 billion yuan) in overseas sales, reflecting an 11% year-on-year growth [4]
中国游戏海外狂飙,上半年收入683亿
3 6 Ke· 2025-08-04 07:24
Group 1: Market Growth and Trends - The Chinese self-developed games' overseas market achieved actual sales revenue of $9.501 billion (approximately 68.341 billion RMB), marking an 11.07% year-on-year growth, the highest in nearly five years [1] - The global mobile game market size grew by 4.8% to 635.57 billion RMB, indicating a recovery in the market, with overseas markets remaining a key area for Chinese game companies [3] - Major game companies like Tencent, NetEase, and others are increasingly entering overseas markets through gameplay integration and innovative themes, enhancing market scale and creating opportunities for blockbuster games [3] Group 2: AI Technology in Game Development - AI technology is providing new opportunities for game companies to expand overseas, with foreign companies already integrating AI deeply into game development [4] - 37 Interactive Entertainment has developed over 40 AI capabilities, including AI translation technology, which is used in over 60% of its overseas games with a 95% accuracy rate [4] - Companies like Youzu Network are leveraging AI and big data to enhance their global game operations, aiming to break down language and cultural barriers [4][5] Group 3: Cultural Export and Localization - Cultural export has evolved from simple product output to deeper cultural integration and localization, facilitating two-way cultural exchange [7] - The success of the game "Black Myth: Wukong," which incorporates rich Chinese cultural elements, has sparked global interest in Chinese culture [7] - Companies are increasingly using games as a medium for cultural dialogue, with Youzu Network and others integrating traditional Chinese culture into their products [9][10] Group 4: Future of the Gaming Industry - The gaming industry is seen as a key driver of economic growth, evolving from mere entertainment to a significant economic force [11] - The industry's evolution is expected to release substantial potential, reshaping economic and cultural landscapes as it aligns with technological advancements and cultural prosperity [11]
上半年国内游戏市场销售收入1680亿元 创同期历史新高
Zheng Quan Shi Bao· 2025-07-31 21:26
Industry Overview - In the first half of 2025, China's gaming market achieved actual sales revenue of 168 billion yuan, marking a year-on-year growth of 14.08%, reaching a historical high [1] - The number of domestic gaming users reached 679 million, also a record high [1] - The gaming market's actual sales revenue for the first quarter of 2025 was approximately 857.04 billion yuan, with a significant year-on-year increase of 17.99% [1] - The second quarter's revenue is estimated to be around 823 billion yuan, maintaining above 800 billion yuan for the season [1] - In 2024, the gaming market's actual sales revenue was 325.78 billion yuan, with a year-on-year growth of 7.53% [1] Overseas Market Performance - In the first half of 2025, the actual sales revenue of Chinese self-developed games in overseas markets reached 9.5 billion USD (approximately 680 billion yuan), reflecting a year-on-year growth of 11% [2] - The primary overseas markets for Chinese games are the United States, Japan, and South Korea, contributing 31.96%, 16.2%, and 7.47% of the overseas revenue, respectively [2] Mobile Gaming Sector - The actual sales revenue of China's mobile gaming market in the first half of 2025 was 125.31 billion yuan, with a year-on-year increase of 16.55% [2] - The growth is attributed to the strong performance of MOBA, shooting, and strategy games, as well as revenue growth from new shooting and action RPG titles [2] - However, the revenue from the two-dimensional mobile game market declined significantly, with a year-on-year decrease of 8%, impacted by slowing growth of leading titles and reduced player spending [2] Mini Games and Other Segments - The mini-game market in China showed remarkable performance, with actual sales revenue of 23.28 billion yuan in the first half of 2025, achieving a year-on-year growth of 40.2% [2] Company Performance - ST Huatuo (002602) expects a consolidated revenue of approximately 17 billion yuan for the first half of 2025, a year-on-year increase of about 83.27%, with a projected net profit of 2.4 to 3 billion yuan, reflecting a growth of 107.2% to 159% [3] - Youzu Network (002174) anticipates a net profit of 40 to 60 million yuan, with a year-on-year increase of 768.75% to 1203.13%, driven by stable revenue from games like "Youth Three Kingdoms" [3] - Perfect World (002624) expects to turn a profit in the first half of 2025, projecting a net profit of 480 to 520 million yuan, compared to a loss of 177 million yuan in the same period last year [3]
2025年上半年国内游戏市场销售收入1680亿元,创同期历史新高
Zheng Quan Shi Bao Wang· 2025-07-31 10:33
Group 1: Industry Overview - The domestic game market in China achieved actual sales revenue of 168 billion yuan in the first half of 2025, marking a year-on-year growth of 14.08%, setting a historical record [1] - The number of domestic game users reached 679 million, also a historical high [1] - In the first quarter of 2025, the actual sales revenue was approximately 857.04 billion yuan, with a significant year-on-year increase of 17.99%, while the second quarter revenue was around 823 billion yuan, maintaining above 800 billion yuan per quarter [1] - For the entire year of 2024, the actual sales revenue was 325.78 billion yuan, reflecting a year-on-year growth of 7.53% [1] Group 2: International Market Performance - In the first half of 2025, the actual sales revenue of Chinese self-developed games in overseas markets reached 9.5 billion USD (approximately 680 billion yuan), with a year-on-year growth rate of 11% [2] - The primary overseas markets for Chinese games are the United States, Japan, and South Korea, contributing 31.96%, 16.2%, and 7.47% of the overseas revenue, respectively [2] Group 3: Game Categories and Trends - The mobile game market in China generated actual sales revenue of 125.31 billion yuan in the first half of 2025, with a year-on-year growth of 16.55% [2] - The decline in revenue for the two-dimensional mobile game market was significant, with a revenue of 14.58 billion yuan, down 8% year-on-year, attributed to factors such as slowed growth of leading games and reduced consumer willingness [2] - Mini-games showed remarkable performance, with actual sales revenue of 23.28 billion yuan, achieving a year-on-year growth of 40.2% [2] Group 4: Company Performance - ST Huatuo expects a consolidated revenue of approximately 17 billion yuan for the first half of 2025, with a year-on-year growth of about 83.27% [3] - Youzu Network anticipates a net profit attributable to shareholders of 40 to 60 million yuan, reflecting a year-on-year increase of 768.75% to 1203.13% [3] - Perfect World is expected to turn losses into profits, forecasting a net profit of 480 to 520 million yuan for the first half of 2025, compared to a loss of 177 million yuan in the same period last year [3]
游族网络新作《少年三国志3》下月开测,尚有十余款新品储备
Nan Fang Du Shi Bao· 2025-06-16 15:06
Core Viewpoint - The company celebrated its 16th anniversary and the 9th "6·16 Youth Festival" with a week-long carnival, engaging global players through various game updates and benefits, while also revealing new game developments [2][3]. Group 1: Event Highlights - The "6·16 Youth Festival" welfare activities started on June 6 and will continue until the end of June, facilitating deep interaction between the company and players [2]. - The event attracted over 10 million players, unlocking 6.16 million game gift packages through various updates and activities across popular titles [2]. - During the live broadcast on the festival day, the company provided in-depth insights into game updates and announced new game information, receiving positive feedback from domestic players [2]. Group 2: New Game Developments - The highly anticipated game "Youth Three Kingdoms 3" will begin its "Hero Testing" phase in early July, offering players a new gaming experience that combines traditional aesthetics with innovative card mechanics [3]. - The company has over ten new titles, including "Origin: Endless Land" and "Code: SR2," ready for global release, aiming to expand its international presence [5]. Group 3: Business Strategy and Innovation - The company is strengthening its advantages in card and SLG genres while exploring business innovation and upgrades to meet diverse player needs [5]. - It employs a differentiated game distribution strategy and integrates resources across various sectors to enhance market penetration and reduce user barriers [5]. - The incorporation of AI technology throughout the distribution process has significantly improved efficiency and precision, driving intelligent decision-making and targeted outreach [5]. Group 4: Cultural Engagement - The company emphasizes the promotion of traditional culture, exemplified by a collaboration with a representative of a national intangible cultural heritage project to create new game content inspired by ancient Chinese music [5]. - Employee activities included cultural learning and hands-on experiences related to traditional crafts, further highlighting the company's commitment to cultural heritage [5].