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550亿美元游戏巨头艺电宣布接受私有化交易
Xin Lang Cai Jing· 2025-09-30 05:57
来源:市场资讯 继微软收购动视暴雪后,游戏行业再次迎来巨额交易。 当地时间9月29日,美国游戏巨头艺电公司(Electronic Arts Inc.)公告称,公司已达成最终协议,将由 沙特公共投资基金(PIF)、银湖资本和Affinity Partners组成的投资者财团收购。其中,Affinity Partners 是由特朗普女婿贾里德・库什纳(Jared Kushner)运营的私募股权公司。 该项交易中,艺电的估值高达550亿美元。公告称,"这是史上规模最大的全现金私有化收购交易"。三 家投资者将以大约360亿美元的现金,以及由摩根大通提供的200亿美元债务融资进行收购。 根据协议,艺电现有股东将获得每股210美元的现金,与收购传闻出现前的最后一个交易日(当地时间9 月25日)收盘价168.32美元相比,溢价达25%。 艺电预计于2027财年第一财季(2026年6月30日前)完成上述交易。完成后公司将退市,转为私有企 业。其还表示,未来艺电仍将总部设在加利福尼亚州的红木城(Redwood City),并继续由安德鲁·威 尔逊(Andrew Wilson)担任首席执行官。 安德鲁·威尔逊在收购公告中表示:" ...
550亿美元!游戏巨头艺电宣布接受私有化交易
Guo Ji Jin Rong Bao· 2025-09-30 05:37
继微软收购动视暴雪后,游戏行业再次迎来巨额交易。 当地时间9月29日,美国游戏巨头艺电公司(Electronic Arts Inc.)公告称,公司已达成最终协议,将由沙特公共投资基金(PIF)、银湖资本和 Affinity Partners组成的投资者财团收购。其中,Affinity Partners是由特朗普女婿贾里德・库什纳(Jared Kushner)运营的私募股权公司。 该项交易中,艺电的估值高达550亿美元。公告称,"这是史上规模最大的全现金私有化收购交易"。三家投资者将以大约360亿美元的现金,以及由摩 根大通提供的200亿美元债务融资进行收购。 根据协议,艺电现有股东将获得每股210美元的现金,与收购传闻出现前的最后一个交易日(当地时间9月25日)收盘价168.32美元相比,溢价达 25%。 艺电预计于2027财年第一财季(2026年6月30日前)完成上述交易。完成后公司将退市,转为私有企业。其还表示,未来艺电仍将总部设在加利福尼 亚州的红木城(Redwood City),并继续由安德鲁·威尔逊(Andrew Wilson)担任首席执行官。 安德鲁·威尔逊在收购公告中表示:"艺电富有创造力且充满 ...
游戏巨头EA,要被卖了
财联社· 2025-09-29 16:10
继微软收购动视暴雪后,游戏产业又迎来一笔巨额交易。 北京时间周一深夜,美国艺电(Electronic Arts)发布公告称, 已经与由沙特公共投资基金 (PIF)、银湖资本和Affinity Partners组成的财团达成最终收购协议,给到公司的估值为550亿美 元。 (来源:公司官网) 公告称这是"史上规模最大的全现金私有化收购交易",艺电股东将获得每股210美元的现金对 价。与收购传闻出现前的最后一个交易日(9月25日)收盘价相比,溢价达到25%。 截至发稿,艺电周一美股开盘后涨超5%,最新价格为203美元,刷新上市以来的历史新高。上 周五收购消息走漏风声后,公司股价暴涨近15%。 (来源:TradingView) 根据统计, 华尔街此前规模最大的私有化收购,是2007年德州公用事业公司TUX能源的私有化交 易,价值321亿美元 。 艺电预计,交易将在2027财年第一财季(2026年6月30日前)完成,交易完成后公司将退市。 公司同时表示,未来艺电总部仍将位于加利福尼亚州红木城,安德鲁·威尔逊也将继续担任首 席执行官。 据悉,沙特主权基金将保留现有的9.9%公司股份,三方股权部分的投资总额约为360亿美元 ...
史上规模最大!游戏巨头将被“私有化”
继微软"鲸吞"动视暴雪之后,游戏行业再次迎来大手笔收购方案。 9月29日,当地时间周一,世界知名游戏公司艺电公司(Electronic Arts,简称EA)宣布,将接受由沙特 阿拉伯主权财富基金(PIF)、银湖资本和库什纳旗下Affinity Partners组成的投资者财团的收购方案。 该方案给予公司550亿美元的估值。 根据协议,艺电股东将获得每股210美元的现金,较公司未受影响的股价有25%的溢价。交易预计于 2027财年第一季度完成,届时艺电股票将从公开市场退市。现任首席执行官安德鲁·威尔逊将继续执掌 公司。 公告称,若此次交易最终达成,将成为"史上规模最大的全现金私有化收购交易"。 据悉,为了此次收购,三家基金将提供360亿美元的现金,其余约200亿美元将通过向摩根大通银行贷款 的形式进行融资。 安德鲁·威尔逊表示:"艺电充满创意和激情的团队为数亿粉丝带来了非凡的体验,打造了世界上最具标 志性的IP,并为我们的业务创造了巨大的价值。这一时刻是对他们卓越工作的有力认可。展望未来,我 们将继续突破娱乐、体育和技术的边界,释放新的机会。" 银湖资本的联合首席执行官兼管理合伙人Egon Durban表示:" ...
华立科技: 2025年度以简易程序向特定对象发行股票募集说明书(申报稿)
Zheng Quan Zhi Xing· 2025-08-25 16:31
Company Overview - The company is Guangzhou Wahlap Technology Co., Ltd., established on August 20, 2010, and listed on the Shenzhen Stock Exchange with stock code 301011 [11]. - The total share capital of the company is 146,692,000 shares, with Hong Kong Wahlap International Holdings Limited being the controlling shareholder, holding 44.03% of the shares [11]. Fundraising Details - The company plans to issue shares to specific investors at a price of 24.21 yuan per share, with a total of 6,137,959 shares to be issued, raising up to 300 million yuan [2][3]. - The funds raised will be used for specific projects, with the net amount after deducting issuance costs being allocated accordingly [4]. Industry Context - The company operates in the "C24 Cultural, Educational, Artistic, Sports and Entertainment Products Manufacturing" sector, specifically in "C2462 Manufacturing of Amusement Products and Indoor Amusement Equipment" [12]. - The industry is regulated by various government departments, including the Ministry of Culture and Tourism, which oversees the management policies for gaming and amusement equipment [12][13]. Regulatory Environment - The company adheres to multiple laws and regulations governing the production and sale of gaming and amusement equipment, including the "Regulations on the Management of Gaming and Amusement Equipment" [15]. - The company is involved in industry associations, such as the Guangdong Game Industry Association, which aims to promote healthy industry development [14]. Financial Performance - The company reported a net profit of 11.43 million yuan for the latest period, a decrease of 42.78% compared to the previous year [7]. - The company has established a rigorous management system for accounts receivable, which amounted to 280.02 million yuan at the end of the reporting period [5]. Risk Factors - The company faces various risks, including industry policy changes, exchange rate fluctuations, and macroeconomic volatility, which could impact its financial performance [5][6]. - The company has committed to measures to mitigate the impact of share dilution on immediate returns for investors [4].
再迎利好,115款国产版号凌晨下发,游戏股迎来反弹
Ge Long Hui· 2025-05-21 03:33
Core Insights - The first batch of domestic game licenses for 2024 has been issued, with a total of 115 games approved, surpassing the previous month's 105 licenses, indicating a significant increase in the approval rate [1][8] - The stock market reacted positively to the news, with notable gains in several gaming companies, including Zhongqingbao, which rose over 12% [1][2] Group 1: License Issuance - The issuance of 115 game licenses marks a continuous increase, with the previous high being 105 licenses in December 2023 [1][8] - The 2023 total for game licenses reached 1,075, with 977 being domestic and 98 imported, compared to 512 licenses in 2022 [8][9] Group 2: Market Reaction - Following the announcement, A-share gaming stocks experienced a rebound, with Zhongqingbao increasing by 12.44% to 16.72, and other companies like Bingchuan Network and Shengtian Network also seeing gains [2][3] - In the Hong Kong market, companies such as Xindong Company and Zhongyou Game also reported increases, reflecting a broader positive sentiment in the gaming sector [2][3] Group 3: Industry Trends - The stability of the license policy is seen as a positive signal for gaming companies, fostering a trend towards the premiumization of games in the domestic market [9][10] - The gaming industry is moving towards self-regulation, with companies actively participating in setting industry standards, indicating a shift towards sustainable development [9][10]
好莱坞如何破解游戏改编魔咒?|声动早咖啡
声动活泼· 2025-05-16 05:00
Core Viewpoint - The film industry is experiencing a shift towards adapting video game IPs into successful films and series, driven by recent successes and changing audience dynamics [1][4][7]. Group 1: Historical Context and Recent Trends - Historically, adaptations of video games into films have faced significant challenges, with notable failures such as the 2016 "Warcraft" movie, which lost approximately $15 million [1]. - Despite past failures, recent adaptations like "The Super Mario Bros. Movie," which grossed nearly $1.4 billion in 2023, indicate a resurgence of interest in video game adaptations [1]. - Streaming platforms like Netflix have seen success with game adaptations, with series such as "Arcane" and "Cyberpunk: Edgerunners" topping viewership charts [1][4]. Group 2: Changing Audience Dynamics - The decline of superhero films, which dominated the box office until 2020, has created an opportunity for video game adaptations to fill the void, as audiences seek fresh content [4][7]. - The pandemic has expanded the gaming audience, making adaptations of popular games more likely to attract attention and investment [7]. Group 3: Industry Adaptation and Talent - The film industry is increasingly recognizing the importance of involving game industry professionals in adaptation projects to ensure authenticity and appeal to fans [8]. - Successful adaptations often feature high levels of detail and fidelity to the source material, as seen in "The Last of Us," which closely followed the game's narrative [9][11]. Group 4: Challenges and Considerations - While there is enthusiasm for adapting video games, challenges remain, such as the need for significant adjustments to fit the film medium and the risk of budget overruns [12]. - The balance between satisfying game fans and appealing to general audiences is crucial for the success of adaptations, as demonstrated by the inclusion of new story elements in adaptations like "The Last of Us" [9][12].