《率土之滨》

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网易《率土之滨》与灵犀互娱《三国志·战略版》原创之争再起波澜:二审发回重审 玩法规则能否享有著作权?
Xin Lang Zheng Quan· 2025-08-19 06:09
Core Viewpoint - The Guangzhou Intellectual Property Court overturned the first-instance ruling that recognized copyright infringement by Lingxi Interactive Entertainment's "Three Kingdoms Strategy Edition" against NetEase's "Rate of the Land," emphasizing that game rules are considered "ideas" and not protected by copyright law [1][2]. Group 1: Legal Proceedings - The first-instance ruling in 2023 recognized 79 instances of structural plagiarism in "Three Kingdoms Strategy Edition," leading to a compensation order of 50 million yuan, marking a historic acknowledgment of gameplay mechanics under copyright [2]. - The second-instance ruling highlighted two critical issues: the use of a later version of "Rate of the Land" for comparison, which led to factual discrepancies, and the distinction between ideas and expressions, asserting that gameplay rules are operational methods that should not be monopolized [2]. Group 2: Market Dynamics - Following the second-instance ruling, NetEase signaled its intent to continue legal action, aiming to reinforce its brand image as a "true original" [3][5]. - "Rate of the Land" saw a 100% year-on-year increase in downloads in 2025, with a 28% rise in revenue, attributed to its youth-oriented gameplay model [5]. - Lingxi Interactive's "Three Kingdoms Strategy Edition" maintained a position in the top 20 bestsellers, with over 100 million global users in 2024, leveraging innovative designs and patented technologies [6]. Group 3: Industry Implications - The second-instance ruling clarified that copyright law protects only specific expressions, prompting companies to adjust their protection strategies by separating copyrightable elements and patenting technologies [7][8]. - The competitive landscape in the Three Kingdoms SLG sector has intensified, with both companies engaging in aggressive marketing strategies to attract younger users and deepen cultural connections [9]. Group 4: Future Outlook - The focus of the retrial will be on whether Lingxi's "Three Kingdoms Strategy Edition" intentionally mimicked the overall experience of "Rate of the Land," which could have broader implications for industry practices regarding gameplay innovation [10].
二审大反转、撤销、重审:SLG这一战牵动了全行业?
3 6 Ke· 2025-08-13 12:05
Core Points - The lawsuit involves two major products and companies in the domestic gaming market, with a significant first-instance ruling of 50 million yuan in damages, attracting considerable attention [2] - The second-instance ruling overturned the first-instance decision, sending the case back for retrial, which adds a new layer of significance regarding the definition of "originality" in the gaming industry [3][5] Group 1: Legal Implications - The second-instance ruling emphasizes the need to define and judge "originality" within the context of copyright law, determining whether a work is protected under copyright law [6] - The second-instance court found that the first-instance court made errors in recognizing basic facts and in the comparison methods used, leading to the decision to revoke the first-instance ruling [8][10] - The second-instance ruling clarified that gameplay rules are considered ideas and do not constitute copyrightable expression unless presented through specific visual elements [10][11] Group 2: Industry Impact - The ruling has significant implications for all domestic game developers, affecting not only existing products but also those in development, as it sets a precedent for how "borrowing" and "plagiarism" are judged in the legal context [5][15] - The court's stance on the boundaries of "gameplay protection" is expected to help regulate the industry ecosystem, encouraging innovation within reasonable limits [12][15] - The ongoing competition in the gaming market necessitates that companies rely on product quality and innovation to maintain their market positions, as seen with the successful updates to "Three Kingdoms: Strategy Edition" [16][18]
王者荣耀职业联赛总决赛落地“鸟巢”;涉《三国志·战略版》诉讼案二审结果公布|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-08-12 23:20
Group 1 - The KPL annual finals will take place at the Bird's Nest in Beijing on November 8, 2025, highlighting the growing influence of esports events [1] - The event's commercialization is expected to benefit companies across the esports industry chain, including content, hardware, and advertising sectors [1] - Increased attention from the capital market towards emerging sports entertainment industries may lead to a revaluation of related stocks and optimized capital flows [1] Group 2 - The Guangzhou Intellectual Property Court ruled that "Three Kingdoms: Strategy Edition" did not infringe on the copyright of "Rate Land," overturning the previous judgment and sending the case back for retrial [2] - The strengthening of intellectual property protection in the gaming industry may encourage companies to increase R&D investment and compliance management [2] - Heightened market focus on legal risks for leading companies could impact valuation differentiation and capital allocation within the sector [2] Group 3 - Anuttacon, founded by Mihayou's creator, is recruiting an AI trainer for its first game, indicating a push towards integrating AI with gaming [3] - The deepening application of AI in the gaming industry may enhance content generation efficiency and interactive experiences, accelerating industry transformation [3]
从贪玩蓝月到熊猫砍树,小游戏们凭什么赚钱?
3 6 Ke· 2025-07-25 07:49
Core Insights - The gaming industry is witnessing a significant shift towards WeChat mini-programs, with major titles like "Genshin Impact" and "Honkai: Star Rail" launching mini-program versions, indicating a migration from standalone apps to this new platform [3][17] - The user experience is evolving from individual enjoyment to social interaction, with games designed to facilitate sharing and engagement among friends, as evidenced by high share rates in games like "Sheep a Sheep" [9][11] - The profitability of the gaming industry is declining, with average profit margins dropping below 5%, highlighting the challenges posed by rising user acquisition costs and a saturated market [12][15] Industry Trends - WeChat mini-programs have reached 550 million monthly active users, with the gaming market size projected to be 39.8 billion yuan in 2024, showcasing the platform's rapid growth [2] - The transition to mini-programs is driven by the need for quick and easy access to games, reducing barriers to entry and enhancing user retention rates [6][8] - The cost of acquiring users through traditional methods is increasing, with average user acquisition costs reaching 120 yuan for iOS and 80 yuan for Android, leading to a cycle of spending without sustainable returns [15][16] User Behavior - Players are increasingly drawn to games that offer low entry barriers and social engagement, with the design of games now focusing on attracting a broader audience rather than just hardcore gamers [11][12] - The shift in user expectations is evident, as players prefer instant access to games without the need for downloads, which has become a critical factor in user retention [6][17] - The gaming community is evolving, with social dynamics playing a crucial role in user engagement, as seen in the popularity of games that facilitate social interactions [9][11]
无尽冬日,陈琦与世纪华通的「诺亚方舟」
雷峰网· 2025-07-02 13:16
Core Viewpoint - The article discusses the evolution and success of the gaming company 点点互动 (DianDian Interactive) under the leadership of CEO 陈琦 (Chen Qi), highlighting its significant achievements, particularly with the game 《无尽冬日》 (Endless Winter), and its impact on the gaming industry and the parent company 世纪华通 (Century Huatong) [3][6][32]. Group 1: Company Background and Leadership - 点点互动 faced significant challenges in 2020, including a cash flow crisis and lack of hit games, yet maintained the trust of its chairman, 王佶 (Wang Ji) [3][6]. - 陈琦, with nearly a decade of experience in the gaming industry, has been pivotal in shaping the company's strategy and product development, focusing on overseas markets and self-developed games [5][20]. - The acquisition of 点点互动 by 世纪华通 in 2014 is noted as a significant event in Chinese gaming history, positioning the company for future growth despite initial skepticism [10][12][13]. Group 2: Financial Performance and Market Impact - By 2025, 世纪华通's stock price had increased nearly fivefold from its lowest point, driven by the success of 点点互动's products, particularly 《无尽冬日》 [7][32]. - The market valuation of 点点互动 approached 100 billion yuan, reflecting its substantial contribution to 世纪华通's overall financial health [7][32]. - The projected net profit for 世纪华通 is around 50 billion yuan, with 35-40 billion yuan expected from 点点互动, indicating its critical role in the parent company's financial performance [31]. Group 3: Product Development and Market Strategy - 点点互动's strategy involved a dual approach of overseas game publishing and self-development, with a focus on creating innovative gameplay that appeals to a broader audience [23][27]. - The game 《无尽冬日》 successfully combined casual gameplay with SLG mechanics, attracting a diverse player base and achieving significant revenue [34][37]. - The company adopted a flexible and data-driven approach to product development, allowing for rapid iteration and adaptation to market demands [26][42]. Group 4: Industry Trends and Competitive Landscape - The success of 《无尽冬日》 has led to increased competition in the ice and snow survival genre, with many companies attempting to replicate its model [34][36]. - The article emphasizes the importance of innovation in gameplay and marketing strategies to maintain a competitive edge in a rapidly evolving market [38][47]. - The shift towards lighter, more accessible gaming experiences is highlighted as a potential growth area for the industry, allowing smaller developers to compete with larger firms [47][48].
《三幻2》上线一周口碑崩坏,阿里灵犀离“全国第三”有多远?
Guan Cha Zhe Wang· 2025-05-26 03:19
Core Viewpoint - The release of "Three Kingdoms Fantasy Continent 2: Song of the Heroes" has faced a rapid decline in reputation within a week, despite a strong initial performance on the iOS free game chart [1][3]. Performance Summary - "Song of the Heroes" debuted at the top of the iOS free game chart but fell to 36th place by May 23, and briefly entered the Top 10 of the revenue chart before dropping out of the top 20 [3][5]. - The game's rating on TapTap plummeted to 5.3, with a significant number of one-star reviews, indicating a poor reception among players [3]. Comparison with Predecessor - The predecessor, "Three Kingdoms Fantasy Continent," launched in 2020 and consistently ranked in the top 10, ultimately generating over 10 billion in revenue, establishing itself as a phenomenon in the card game genre [5]. - In contrast, "Song of the Heroes" has struggled to maintain a competitive position, being compared unfavorably to lesser-known games [5]. Artistic and Gameplay Changes - The project team acknowledged the importance of art style in attracting players, noting that the original game's aesthetic successfully drew in a diverse user base [6]. - The sequel has undergone significant changes in art style, moving away from the previous aesthetic that appealed to many players, which may alienate existing fans while attempting to attract new ones [10][12]. Narrative and User Experience - The narrative approach in "Song of the Heroes" has been criticized for lacking depth and failing to engage players, with a focus on a "camera-like" character perspective that diminishes player involvement [10][12]. - The storyline has been described as superficial, with the game failing to effectively utilize the Three Kingdoms backdrop, leading to dissatisfaction among players [12]. Company Background and Future Outlook - Lingxi Interactive Entertainment, a subsidiary of Alibaba, has seen mixed results in its gaming ventures, with internal criticisms regarding its cultural alignment with Alibaba's broader goals [16][18]. - The company aims to become the third-largest game company in China within eight years, but the poor reception of "Song of the Heroes" poses significant challenges to achieving this goal [18].
网易-S(09999.HK):游戏业务稳健发力 内容多元化布局
Ge Long Hui· 2025-05-23 09:43
Core Insights - The company reported a revenue of 28.83 billion yuan in Q1 2025, representing a year-over-year increase of 7.4% and a quarter-over-quarter increase of 7.8% [1] - The adjusted net profit for the same period was 11.24 billion yuan, showing a significant year-over-year growth of 32.0% [1] Group 1: Game Performance - The gaming and related services revenue reached 24 billion yuan in Q1, with a year-over-year increase of 12.1% [1] - Notable game performances included "Marvel: Contest of Champions" topping the Steam global sales chart after its April update, and "Yanyun Sixteen Sounds" surpassing 30 million total players [1] - Long-term operational games like "Identity V" and "Naraka: Bladepoint" showed stable revenue contributions, with "Identity V" being a major income source for the quarter [1] Group 2: New Game Pipeline and AI Strategy - The company has a diverse new game pipeline including titles like "Destiny: Rising" and "Marvel: Secret Wars," enhancing its game product matrix [2] - The Youdao business is advancing its "AI-native" strategy, achieving a gross margin of 47.3% in Q1, focusing on AI-enabled products and services for educational transformation [2] Group 3: Music and Community Engagement - NetEase Cloud Music achieved a gross margin of 36.7% in Q1, with a focus on community ecosystem development to enhance user retention [2] - The platform is leveraging AI capabilities for song recommendations and content creation, enriching its creator ecosystem [2] Group 4: Financial Projections - The company forecasts revenues of 113.86 billion yuan, 118.78 billion yuan, and 124.09 billion yuan for the years 2025, 2026, and 2027 respectively [2] - Projected net profits (Non-GAAP) for the same years are 38.81 billion yuan, 39.92 billion yuan, and 41.31 billion yuan [2]
网易游戏 520 发布会:以精品游戏传承文化,用创新表达时代温度
Zhong Guo Xin Wen Wang· 2025-05-21 08:27
Core Insights - The 2025 NetEase Games 520 online launch event showcased over 40 new products, emphasizing innovation in traditional genres and exploring social values through popular IPs [1] - The event highlighted the integration of digital technology with cultural heritage, particularly through the game "Yanyun Sixteen Sounds," which collaborates with Dunhuang Academy to enhance cultural transmission [2] - The gaming industry is increasingly focusing on social responsibility, with initiatives like anti-bullying campaigns and charity projects being integrated into gameplay [5][7] Product Highlights - "Yanyun Sixteen Sounds" features a collaboration with Dunhuang Academy, incorporating historical art into gameplay [2] - "Rate of the Land" announced a new season themed "Northern Expedition," allowing players to experience Zhuge Liang's historical campaigns [4] - "The Legend of the Condor Heroes" will launch a new chapter on June 12, expanding the narrative universe of Jin Yong's IP [4] Social Responsibility Initiatives - "Egg Party" launched an anti-bullying initiative, promoting mental health awareness among minors through immersive gameplay [5] - "Identity V" has been actively involved in social welfare, with proceeds from in-game items donated to support autism-related projects [7] - The game also participated in environmental initiatives, such as tree planting campaigns in Inner Mongolia [7] Industry Strategy and Development - The event introduced the "NetEase GPT Geek Youth Talent Program," aimed at recruiting innovative talents across various sectors, including gaming and AI [8] - The launch event reflects the broader trend in the Chinese gaming industry towards cultural enrichment, technological empowerment, and social responsibility [8] - The potential for digital economy growth and cultural value creation is being recognized as a key driver for industry expansion [8]
网易首季赚超百亿股价大涨13% 经营现金流121亿研发投入44亿
Chang Jiang Shang Bao· 2025-05-19 23:34
Core Viewpoint - NetEase achieved its best-ever quarterly operating performance in Q1 2025, with a net profit exceeding 10 billion yuan for the first time in history [1][6]. Financial Performance - In Q1 2025, NetEase reported revenue of approximately 28.8 billion yuan, a year-on-year increase of over 7%, maintaining the same growth rate as the previous year [1][5]. - The net profit attributable to shareholders reached approximately 10.3 billion yuan, representing a year-on-year growth of over 30% [1][6]. - The company's operating cash flow for Q1 was approximately 12.1 billion yuan, a year-on-year increase of 26.68% [13]. Business Segments - The gaming and related value-added services segment generated net income of 24 billion yuan in Q1, with a year-on-year growth of 12.1% [3][7]. - The strong performance in the gaming sector was driven by new game releases and the sustained popularity of classic titles [3][8]. - Non-gaming segments, such as Youdao and NetEase Cloud Music, saw declines in revenue, with Youdao's net income at 1.3 billion yuan (down 6.7%) and Cloud Music's at 1.9 billion yuan (down 6.4%) [9]. Research and Development - NetEase's R&D investment in Q1 was approximately 4.386 billion yuan, a year-on-year increase of over 5% [4][10]. - The R&D expense ratio for Q1 was 15.21%, continuing a trend of maintaining R&D spending above 15% over recent years [12]. - The company has focused its R&D efforts on game engine upgrades and AI technology, with significant investments planned for 2024 [11][12]. Market Reaction - Following the release of the strong Q1 performance, NetEase's stock price surged by 13.03% on May 16 [2].
港股收盘(05.16) | 恒指收跌0.46% 阿里巴巴-W(09988)绩后承压 网易-S(09999)劲升13%领跑蓝筹
智通财经网· 2025-05-16 08:58
Market Overview - The Hong Kong stock market continued to show weakness, with the Hang Seng Index closing down 0.46% at 23,345.05 points, while the total trading volume decreased to HKD 190.72 billion [1] - The Hang Seng Index saw a weekly increase of 2.09%, while the Hang Seng China Enterprises Index and the Hang Seng Tech Index rose by 1.92% and 1.95%, respectively [1] Blue-Chip Performance - NetEase-S (09999) led blue-chip stocks, rising 13.03% to HKD 190, contributing 25.05 points to the Hang Seng Index, with a net income of RMB 28.83 billion for Q1, up 7.4% year-on-year [2] - Other notable blue-chip movements included JD Health (06618) up 3.85% and China Biologic Products (01177) also up 3.85%, while Alibaba-W (09988) fell 4.27%, dragging the index down by 78.74 points [2] Sector Highlights - Pharmaceutical stocks showed strong performance, with 3SBio (01530) rising 11.36% and Shandong Xinhua Pharmaceutical (00719) up 8.95% [3] - The gold sector rebounded, with notable increases in stocks like Tongguan Gold (00340) and China Gold International (02099) following a significant rise in international gold prices [4][5] - Robotics concept stocks were active, with Horizon Robotics-W (09660) up 5.26%, driven by predictions of a massive market for humanoid robots [6] Notable Stock Movements - Melco International Development (00200) surged 21.4% after announcing a rights issue to raise funds for debt repayment [7] - Financial One Account (06638) rose 14.88% amid a proposed privatization plan at a premium to its previous closing price [8] - Fourth Paradigm (06682) increased 11.63% following a strong Q1 report showing a 30.1% year-on-year revenue growth [9] - Alibaba-W (09988) faced pressure, down 4.27%, after reporting Q4 revenue of RMB 236.45 billion, which was below market expectations [11]