《无限暖暖》
Search documents
年终总结②:200亿出海市场,谁在闷声赚大钱
3 6 Ke· 2025-12-25 12:11
2025年的游戏市场,出海仍是关键词。 根据中国音像与数字出版协会发布的《2025年1-6月中国游戏产业报告》,中国自主研发游戏在海外市场的实际销售收入达到95.01亿美元,同比增长 11.07%,证明海外市场对国产游戏有着持续需求。 从腾讯游戏、网易游戏的Q3财报能发现,大厂在海外市场斩获颇丰。鹅厂国际市场收入同比增速高达43%,是该市场板块单独披露业绩以来的最高增 速;猪厂海外市场递延收入同比增长25.3%至194.7亿元,机构指出海外市场将成为其游戏业务的第二增长曲线。 根据上半年数据以及季度增长趋势,2025年中国自研游戏海外收入将突破200亿美元大关。面对出海收入再创新高,欣喜之余未免也充满了探究与好奇: 与过去几年相比,国游出海的品类构成是否出现变化?是哪些海外玩家在为中国游戏氪金买单?出海收入的提升过去存量玩家的基础上加大了氪金力度与 次数,还是触及到了新玩家? 通过数据以及对真实海外玩家的采访,我们想看看国游出海这一年发生了什么新变化。 #本文已采访五位相关人士,他们也是「娱乐资本论」2025年采访的第609—613位采访对象 谁是出海"第一厂" 虽说文无第一武无第二,但诸多厂商出海,势必还是 ...
叠纸腾讯稳健、网易触底反弹,2025乙游市场格局变了吗?
3 6 Ke· 2025-12-23 00:28
但纵观2025年的女性向游戏市场,其实算不上一帆风顺,内容争议、公关危机、尺度矛盾以及行业变动频频发生,都影响着这一热门赛道的发展与增长, 乙游市场格局也在悄然发生着变化。 1 2025年即将落幕,乙游市场也到了复盘战果与展望未来的时间了。 刚刚结束的2025年度中国游戏产业年会上发布的《女性向游戏调研报告》中明确了,女性向游戏已经成为近年来游戏产业增长最快的细分赛道之一,展现 出了显著的商业潜力与文化影响力。 女性向市场强劲的发展势头不难窥见,报告显示,2024年中国女性向游戏市场规模已经达到了80亿元,同比增长了124.1%,增速远超行业平均水平,有 望成为下一个百亿市场,深受行业看好。 叠纸腾讯稳健,网易触底反弹 2024年乙游市场的二度爆发犹在眼前,同期开服的《恋与深空》《世界之外》并驾齐驱,上新国服的《如鸢》尚有一争之力,《光与夜之恋》仍然坚挺, 整个赛道可谓是欣欣向荣。 但进入2025年后,多款头部女性向游戏几经波折,可以说是各有各的苦。 《恋与深空》年初更新3.0版本,同时上新第五位男主角夏以昼,新男主限定日卡活动再次登顶游戏畅销榜,发展势头仍然相当强劲,但接连而来的诸多 争议将《恋与深空》拖进 ...
上海发布系列“政策包” 支持游戏电竞产业发展
Zhong Guo Xin Wen Wang· 2025-12-19 14:06
作为中国游戏产业的排头兵,上海制定《上海市支持游戏电竞产业健康发展三年行动方案》,发布系 列"政策包",倡导精品原创、激发科技创新、鼓励游戏赋能、推动文化出海,着力为来自全世界的企业 打造发展的沃土。 来源:中国新闻网 上海发布系列"政策包" 支持游戏电竞产业发展 中新网上海12月19日电 (记者 王笈)上海市委宣传部副部长黄斌兵19日表示,上海将发布"游戏沪十 条"及相关区级配套政策,以更细致、力度更大的支持举措,为游戏企业提供全周期服务,将最优质的 资源精准投向关键环节,为上海乃至中国游戏产业的高质量发展注入更加强劲的动力。 当天,2025年度中国游戏产业年会大会在上海举行。作为网络游戏行业一年一度的重要活动,中国游戏 产业年会于今年首次落户上海,既是对上海网络游戏产业集聚优势的认可,也离不开上海持续优化的营 商环境。 在这片沃土上,国内外游戏企业携手共进,迸发出强劲活力。从《原神》《明日方舟》,到《无尽冬 日》《无限暖暖》,沪产游戏在世界游戏版图上刻下鲜明的"上海印记";腾讯华东总部、网易上海国际 文创科技园、拳头游戏全球研发中心等项目纷纷落户上海;《永劫无间》用中国武侠开辟电竞新领域。 "在上海,一条 ...
中国“游戏十强”出炉 腾讯、网易、世纪华通成大赢家
Nan Fang Du Shi Bao· 2025-12-18 14:26
据了解,今年的"游戏十强"与去年一致,涵盖产品与企业两大维度共10个奖项类别,全方位评选年度游 戏行业标杆。 网易游戏"击败"西山居、吉比特、巨人网络、叠纸科技等公司,荣获"优秀游戏科技创新企业",同时旗 下游戏《燕云十六声》获得了"优秀中华传统文化游戏"奖项。"A股游戏王"世纪华通则获得了"优秀'走 出去'游戏企业"奖,同时旗下游戏《无尽冬日》还击败了《恋与深空》、《超自然行动组》等热门游 戏,获得了"优秀移动游戏"奖项。 (文章来源:南方都市报) 12月18日,由中国音数协游戏工委主办的"2025游戏十强年度榜"(以下简称"游戏十强")评选结果在 2025年度中国游戏产业年会上揭晓。其中,腾讯游戏、网易游戏、世纪华通等三家公司,均获得两项奖 项,成为本届"游戏十强"活动的大赢家。 此外,沐瞳科技荣获"优秀游戏运营企业",心动网络的《心动小镇》获"优秀社会价值游戏"奖,米哈游 《崩坏:星穹铁道》获优秀游戏音乐设计奖,叠纸的《无限暖暖》获优秀游戏美术设计奖。 根据中国音数协游戏工委于12月18日发布的评选结果,腾讯游戏年度热门大作《三角洲行动》获得"游 戏客户端游戏",研发该游戏的腾讯天美J3工作室("琳琅天 ...
2025年中国电竞产业实际销售收入同比增长6.40%,增幅为近三年新高,游戏ETF(159869)现涨近1.5%
Mei Ri Jing Ji Xin Wen· 2025-12-10 06:42
Group 1 - The gaming sector demonstrated resilience on December 10, with the gaming ETF (159869) rising nearly 1.5% after a low opening, indicating strong investor interest [1] - Among the holdings, Jibite led with over a 3% increase, while Light Media and Giant Network both rose over 2.5%, showcasing a positive trend in key stocks [1] - The gaming ETF (159869) attracted a total of 211 million yuan in the last five trading days, with a total product scale reaching 11.383 billion yuan as of December 9, highlighting its appeal to investors [1] Group 2 - The China Audio-Video and Digital Publishing Association released a report indicating that the actual sales revenue of China's esports industry is projected to reach 29.331 billion yuan in 2025, reflecting a year-on-year growth of 6.4%, the highest increase in three years [2] - The report suggests that the esports industry's core monetization capabilities are recovering after two consecutive years of decline since 2021 [2] - The gaming sector is experiencing multiple catalysts for transformation, including AI, content, and commercialization model changes, with the gaming ETF (159869) tracking the performance of A-share listed companies in the animation and gaming industry [2]
中国电竞市场年收入293亿;郭炜炜辞任西山居CEO丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-12-08 06:35
Industry Dynamics - The China Audio-Video and Digital Publishing Association released the "2025 China Esports Industry Report," indicating that the actual sales revenue of China's esports industry will reach 29.331 billion yuan in 2025, representing a year-on-year growth of 6.40%, the highest increase in nearly three years, suggesting a recovery in the industry's monetization capabilities [3] - Apple announced the winners of the 2025 App Store Awards, with Tencent's "Valorant: Source Action" winning the Best Game award in mainland China [4] - Sony Interactive Entertainment awarded the 2025 PlayStation Partner Awards, recognizing miHoYo's "Honkai: Star Rail" and NetEase's "Marvel Duel" with outstanding partner awards [5] Domestic Company News - Guo Weiwei resigned as CEO of Xishanju due to personal career planning but will continue as Chief Producer, while Zou Tao, CEO of Kingsoft, will serve as acting CEO [7] - Kingsoft's subsidiary, Kingsoft Game, announced that the mobile game "Duck Duck Goose" will officially launch on January 7, 2026, with over 10 million real reservations [10] - Tencent's new game "Lock Kingdom: World" is set to launch on March 26, 2026, marking the 15th anniversary of Tencent's Magic Cube Studio [11] Overseas News - Netflix confirmed a final agreement to acquire Warner Bros. for $82.7 billion (approximately 584.714 billion yuan), with the deal expected to close in the third quarter of 2026 [13] Compliance and Regulation - The Korea Fair Trade Commission fined the developer of "MU Archangel," NetEase, 158 million won (approximately 759,800 yuan) for concealing core probability information in sales of probability-based items, constituting fraudulent behavior [15] Esports News - TT Esports, a subsidiary of Quwan Technology, is engaging in industry exchanges in North America, establishing preliminary cooperation frameworks with various organizations to enhance esports talent development and address weaknesses in mobile esports education in North American universities [17]
机构称游戏板块业绩有望延续高增长,游戏领域新品表现亮眼,聚焦游戏ETF(159869)低位布局窗口
Mei Ri Jing Ji Xin Wen· 2025-11-19 04:22
Group 1 - The gaming sector is experiencing fluctuations, but there is a trend of increasing investment as evidenced by a net inflow of 734 million yuan into the gaming ETF (159869) over the last five trading days, reaching a total product scale of 11.568 billion yuan [1] - The flagship open-world mobile game "Infinite Warmth" by Paper Games is set to launch its 2.0 version in late December 2025, with over 500,000 pre-registrations within the first hour, indicating strong market interest and performance potential [1] - The media and internet industry, particularly the gaming sector, is expected to maintain high growth, driven by AI technology innovations and successful new game releases such as "Delta Action" and "Valorant" [1] Group 2 - The gaming ETF (159869) tracks the CSI Animation and Gaming Index, reflecting the overall performance of A-share listed companies in the animation and gaming industry, highlighting investment opportunities in this sector [2]
姚润昊卸任上海叠纸科技公司职务,此前旗下游戏《恋与深空》被控虚假宣传
Qi Lu Wan Bao· 2025-10-27 03:17
Core Insights - Shanghai Die Paper Technology Co., Ltd. has undergone a change in its legal representative and executive director, with Yao Fei taking over from Yao Runhao [1] - The company has faced a significant trust crisis due to discrepancies between promotional content and actual game features in its popular mobile game "Love and Deep Space" [1][2] - The game has received over 2000 complaints related to consumer fraud, with individual spending records reaching up to 80,000 yuan [2] Company Overview - Shanghai Die Paper Technology Co., Ltd. was established on March 22, 2019, with a registered capital of 100 million yuan [3] - The company specializes in software development, animation design, and online cultural operations, owning popular game series such as "Warm Warm" and "Love" [3] - The company has nearly 400 million registered users globally and is projected to generate nearly 1 billion USD in revenue for 2024 [3] Recent Developments - The new game activity "The Fallen Crown" launched on July 25, 2025, has led to player dissatisfaction due to missing features that were advertised [1] - A lawyer's letter has been issued, categorizing the situation as "consumer fraud" and citing violations of consumer protection laws [2] - The company has received recognition as a key cultural export enterprise for multiple years and has won various awards for its games [3]
万物皆可联名,IP谷子大爆发,吃谷妹先扛不住了
Hu Xiu· 2025-10-19 13:19
Core Insights - The rapid growth of the "Guzi economy" is leading to a surge in group purchases and collaborations with game IPs, creating a unique consumer culture among young people [1][33][36] - Despite the booming market, the actual spending on game content remains low, indicating a disconnect between merchandise purchases and in-game spending [40][41][52] Group 1: Guzi Economy Dynamics - The Guzi economy is projected to reach a market size of 168.9 billion RMB in 2024, with expectations to exceed 300 billion RMB by 2029 [33] - The rise of group purchases has led to a specialized language within the Guzi community, making it difficult for outsiders to understand [3][5] - Players are increasingly engaging in blind box purchases, which creates a gamble-like experience, leading to mixed feelings among consumers [9][10][18] Group 2: Consumer Behavior and Preferences - Many consumers prefer to buy merchandise rather than invest in game content, with some spending limits set at around 30 RMB for in-game purchases [41][42] - The popularity of certain characters influences pricing, with rare characters commanding higher prices while less popular ones are sold at lower rates [14][15][17] - The community dynamics show that group leaders often face challenges in managing group purchases, including dealing with cancellations and ensuring successful transactions [24][31][32] Group 3: Market Trends and Challenges - The frequency of collaborations between game IPs and merchandise brands has increased, but this has led to consumer fatigue and heightened expectations [42][48] - Recent collaborations have sparked debates within the community, indicating a growing divide among players regarding the value of merchandise versus in-game content [44][51] - The sustainability of the Guzi economy is questioned as the novelty of collaborations wears off, emphasizing the need for game developers to focus on enhancing the core gameplay experience [52]
每月氪金上亿,玩家怒斥《恋与深空》“让感情丢了”
Feng Huang Wang· 2025-10-16 08:23
Core Insights - The recent account theft incident in the game "Love and Deep Space" has highlighted long-standing dissatisfaction among players, particularly regarding gameplay design and monetization strategies [1][11] Group 1: Incident Overview - A wave of account thefts has affected players of "Love and Deep Space," with reports of stolen accounts being sold online for prices ranging from a few yuan to hundreds of yuan [1] - Players have expressed concerns that accounts linked to the same phone number across different games by the developer, Paper Games, have also been compromised [1] Group 2: Player Reactions - Players are increasingly anxious about account security, leading many to frequently change passwords and unlink associated phone numbers [6] - The emotional investment in their accounts, which includes both financial and sentimental value, has intensified the backlash against the developer [6] Group 3: Financial Performance - "Love and Deep Space" has achieved significant financial success, with monthly revenues reaching over 100 million yuan [7] - In July 2025, the estimated revenue for the game on iOS was approximately 158 million yuan, averaging over 5 million yuan daily [8] Group 4: Developer Response - In response to the complaints, Paper Games stated that their account system is secure and urged players to avoid account trading and using the same password across platforms [5] - Despite these assurances, players remain dissatisfied, feeling that the company has not taken adequate measures to prevent further incidents [5] Group 5: Monetization Issues - Players have criticized the game's aggressive monetization strategies, including frequent new card pools and events that pressure players to spend money to keep up [12] - A controversy arose in July 2025 regarding a limited-time outfit that was marketed with misleading claims about its features, leading to accusations of false advertising and consumer fraud [12] Group 6: Community Dynamics - The game's community has experienced tensions among different fan groups, leading to conflicts over resource allocation and perceived favoritism by the developers [14] - The lack of effective community management by Paper Games has contributed to player dissatisfaction and some users have begun to leave the game [15] Group 7: Future Considerations - As competition in the female-oriented gaming market intensifies, Paper Games must prioritize player feedback and respect to maintain its success [16] - The essence of female-oriented games lies in emotional connection rather than aggressive monetization, and the company needs to realign its strategies accordingly [19]