《绝区零》

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米哈游“忍不了”,追责260人
Xin Lang Cai Jing· 2025-09-03 10:33
Core Viewpoint - MiHoYo has taken significant legal action against game content leaks, reflecting its challenges in maintaining growth after rapid expansion, despite continued revenue from its flagship games, Genshin Impact and Honkai: Star Rail [2][12]. Group 1: Legal Actions and Industry Impact - MiHoYo's "Special Action Against Game Leaks" has resulted in criminal measures against leakers and court orders to cease infringement activities [2][3]. - The leaked content includes unreleased game features and software testing packages, with over 260 leakers held accountable [3][5]. - Industry experts warn that leaks can lead to competitors mimicking content, potentially damaging MiHoYo's reputation as an original creator [5][6]. Group 2: Revenue and Market Position - Genshin Impact has consistently contributed over 70% of MiHoYo's revenue since its launch in 2020, while Honkai: Star Rail has become the second major revenue source since its release in 2023 [3][7]. - MiHoYo has faced challenges in maintaining its position among the top three mobile game publishers in China, being surpassed by Tencent and NetEase [7][10]. Group 3: Player Engagement and Game Lifecycle - Genshin Impact is entering its fifth year, facing declining player engagement as content consumption outpaces updates, leading to player fatigue [10][11]. - Players have expressed dissatisfaction with the game's monetization mechanics, particularly regarding the high costs associated with acquiring rare characters [10][11]. - MiHoYo's new title, Honkai: Star Rail, has underperformed, generating only one-third of the revenue of Honkai: Star Rail in its first month and dropping out of the iOS top 100 within 41 days [10][11]. Group 4: Future Prospects and Competition - MiHoYo is exploring new game genres, as seen with the upcoming release of Honkai: Inheritance Spirits, which aims to broaden its audience [11][12]. - The company faces competition from Tencent in the new game genre, indicating a challenging landscape ahead [12].
传播《原神》等未公开游戏内容!米哈游:嫌疑人已被警方采取刑事强制措施
Xin Lang Ke Ji· 2025-09-03 05:21
Core Viewpoint - MiHoYo has achieved significant results in its "crackdown on game leaks" initiative, taking legal action against individuals leaking unpublished content from its games, including "Genshin Impact" and "Honkai: Star Rail" [1][3]. Group 1: Legal Actions and Measures - MiHoYo has employed a combination of criminal, administrative, and civil measures to combat leakages, ensuring a better gaming experience for players [1]. - The company reported that over 260 leakers have been held accountable for their actions, with several cases recognized as typical by the Supreme People's Court and other regulatory bodies, serving as a deterrent against illegal activities [3]. Group 2: Specific Cases of Leakage - In May, MiHoYo discovered that a content creator was disseminating unpublished game content, leading to the arrest of a suspect who admitted to profiting from the leaks [1]. - Another case involved individuals using illegal methods to obtain and share unpublished game versions, prompting MiHoYo to file a lawsuit and secure a court injunction against the infringers [2][3].
被米哈游起诉?腾讯QQ最新回应来了
Guo Ji Jin Rong Bao· 2025-09-02 11:27
Core Viewpoint - The recent lawsuit between miHoYo and Tencent has sparked significant discussion, primarily revolving around the need for miHoYo to obtain user data from Tencent's QQ platform for a civil lawsuit, which Tencent cannot provide without following legal procedures [2][7]. Group 1: Lawsuit Details - The lawsuit is categorized as a "civil case" with the case number (2025)粤0305民初47660号, scheduled for a hearing on September 5 at the Shenzhen Nanshan District People's Court [2]. - Tencent's response emphasizes its commitment to user privacy and legal compliance, stating that user data can only be disclosed through formal judicial processes [2][8]. Group 2: Industry Context - The gaming industry frequently faces issues related to information leaks, commonly referred to as "leaks," which can severely impact game release schedules and promotional activities [3]. - MiHoYo has a history of strict enforcement against information leaks, having held over 260 individuals accountable for leaking confidential game content [5]. Group 3: Implications of the Lawsuit - The lawsuit is not a direct conflict between two gaming giants but rather a legal procedure concerning the compliance of Tencent in disclosing user information related to alleged leaks [7]. - Legal experts note that it is common for plaintiffs in civil lawsuits to request user information from platforms when the identity of the defendant is unknown [8].
腾讯QQ回应被告
Nan Fang Du Shi Bao· 2025-09-02 04:45
Group 1 - A new civil lawsuit has been filed by miHoYo against Tencent, which will be heard on September 5 in Shenzhen, attracting significant attention [1] - Tencent QQ stated that the lawsuit is related to miHoYo's need to obtain relevant QQ user data, emphasizing that user privacy laws prevent them from providing such data without formal judicial procedures [1] - miHoYo's legal department announced progress in combating game content leaks, indicating that individuals involved in leaking unreleased game content for titles like "Genshin Impact" and "Honkai: Star Rail" have faced criminal measures and court injunctions [1] Group 2 - miHoYo's lawsuit mentions the "QQ Channel," specifically highlighting that an operator named Yang has been distributing unreleased software test packages and tutorials for "Honkai: Star Rail" and "Zero Zone" within the community [2] - The QQ Channel, which began internal testing in November 2021, is described by Tencent as a new way for entertainment collaboration, allowing users to connect with like-minded individuals [4] - The "Coffee Forest" channel mentioned by miHoYo has 1,247 members, indicating a significant user base involved in the distribution of unreleased game content [4]
2025再出征:国产游戏不再怂了
3 6 Ke· 2025-08-26 03:49
Core Insights - The 2025 Cologne Game Show highlighted a significant shift in the gaming industry, particularly showcasing the rising prominence of Chinese games despite ongoing global market challenges [1][3][32] - The event demonstrated a strong presence of Chinese developers, with notable titles like "Black Myth: Zhong Kui" and "Shadow Blade Zero" receiving international acclaim, indicating a growing recognition of Chinese gaming quality [4][6][31] Industry Trends - The gaming industry continues to face a downturn, with discussions at the Devcom conference reflecting concerns over mental health and industry failures, yet positive changes are emerging [3][16] - Chinese game developers are increasingly taking bold steps by introducing original titles rather than relying solely on sequels, contrasting with the cautious strategies of many Western developers [17][22] Market Dynamics - The Cologne Game Show attracted over 1,500 exhibitors from 72 countries, emphasizing the global scale of the event and the competitive landscape for game developers [4][10] - Chinese companies like Tencent showcased their extensive portfolios, with significant foot traffic at their booths, indicating a robust engagement with international audiences [8][12] Cultural Impact - The success of titles like "Shadow Blade Zero" and "Black Myth: Zhong Kui" reflects a shift in cultural perception, with international players expressing excitement about Chinese mythology and storytelling [24][26] - The proactive cultural output from Chinese games is reshaping global perceptions, moving from passive reception to active exploration of new themes and gameplay experiences [22][27] Future Outlook - The increasing presence and success of Chinese games at international events suggest a potential shift in the global gaming market, with Chinese developers poised to lead in innovation and creativity [32][35] - The industry's evolution indicates a growing recognition of the Chinese market's importance, prompting international developers to adapt their strategies and engage more deeply with Chinese players [35][37]
对于A股游戏行业现状的一些看法
3 6 Ke· 2025-08-20 11:04
Group 1 - The gaming industry is experiencing a strong recovery starting in 2024, driven by both market sentiment and fundamental performance of certain companies [1][2] - The current gaming market is characterized by a significant reliance on user acquisition strategies, with many companies shifting from a focus on quality to large-scale user acquisition [2][3] - The introduction of new high-quality games from major internet companies in 2024 is expected to act as a stabilizing force for the industry [2][4] Group 2 - The financial impact of user acquisition is significant, often leading to a delay in profit realization after new game launches due to high initial marketing costs [3][7] - The gaming industry has shown resilience due to its non-cyclical nature and a more relaxed regulatory environment in recent years [7][8] - Institutional investors are increasingly optimistic about gaming companies, with a notable increase in public fund holdings, indicating a shift in market sentiment towards these companies [7][8] Group 3 - The upcoming release of Tencent's "Valorant Mobile" is highly anticipated, with over 60 million pre-registrations, although its short-term commercial success remains uncertain due to a crowded market [6][7] - The overall new game releases in the market are limited, leading to a focus on performance verification of existing companies [7][8] - The absence of new trending topics in the gaming industry suggests that performance validation will be the main focus in the latter half of the year [8]
小红书2.5次元的浪花,难撼二次元的深海
3 6 Ke· 2025-08-19 23:46
Core Insights - Xiaohongshu's recent foray into the ACG (Anime, Comic, and Game) community has not significantly altered the existing landscape, with core players still favoring platforms like Bilibili for in-depth content and Douyin for short videos [1][10] - The RED LAND event in Shanghai, strategically located near Bilibili's headquarters, symbolizes a new round of competition among internet platforms for the youth demographic [1][3] User and Strategic Drivers - Xiaohongshu's RED LAND marks its first large-scale offline event in the gaming and ACG sector, with a 175% increase in ACG content and a 168% rise in gaming content published on the platform over the past year [3][5] - The user demographic has shifted, with 50% of users being post-95s and 35% post-00s, predominantly female, aligning closely with the ACG audience [3][5] - The platform's rebranding from "Your Life Guide" to "Your Life Interest Community" reflects a strategic pivot towards interest-based social engagement, aiming to harness the spending potential of younger users [5][10] 2.5D User Engagement - The concept of 2.5D users, who integrate ACG interests into their daily lives, is crucial for Xiaohongshu's strategy in the ACG space [7][9] - The rise of "Guzi Economy" has facilitated the conversion of ACG enthusiasm into real-world consumption, contrasting with traditional core ACG communities [7][9] - Despite advantages in the otome game sector, Xiaohongshu struggles to attract hardcore gamers focused on in-depth content, indicating a limitation in its appeal to competitive gaming audiences [7][9] Competitive Landscape - The Chinese ACG industry is projected to reach a market size of 221.9 billion yuan in 2023, with the number of ACG users expected to grow from 210 million in 2017 to 526 million by 2025 [10][12] - Bilibili's established community culture and content ecosystem provide a more immersive ACG experience, while Xiaohongshu is still in the early stages of community expansion [12][13] - Other platforms like Douyin and Weibo are also targeting the youth demographic, leveraging their unique strengths to engage with ACG audiences [12][13] Future Challenges - Xiaohongshu's ability to convert the enthusiasm of 100,000 event participants into a sustainable community ecosystem will be critical for its success in the ACG sector [10][13] - The platform's current focus on brand exposure rather than deep partnerships with game developers may limit its long-term growth potential in the ACG market [12][13]
当二次元向世界“打直球”,互联网大厂与地方政府都想接住
Tai Mei Ti A P P· 2025-08-17 03:11
Core Insights - The article discusses the evolution of the "二次元" (2D) culture in China, highlighting its transition from a niche interest to a mainstream phenomenon, particularly on platforms like Xiaohongshu (Little Red Book) [2][3][4] - Xiaohongshu has rebranded itself from a "lifestyle guide" to an "interest community," emphasizing user engagement based on shared interests rather than just practical content [3][4] - The rise of the "2.5D" culture reflects a more open and optimistic attitude among younger generations, contrasting with the previous generation's more insular approach [5][6][7] Xiaohongshu's Growth and Strategy - Xiaohongshu's game user MAU surpassed 110 million, with daily exposure of game notes exceeding 2 billion and nearly 1 billion daily reads [2] - The fastest-growing content categories on Xiaohongshu over the past year were "二次元" and gaming, with year-on-year growth rates of 175% and 168%, respectively [2] - The platform's recent large-scale offline event for gaming and "二次元" marks a significant shift in its branding and community engagement strategy [2][3] Cultural Shifts and Market Dynamics - The article notes a generational cultural shift, where the new generation of "二次元" enthusiasts is more accepted and supported by society compared to their predecessors [6][7] - The "二次元" culture has evolved from being a foreign import to a more localized and positive narrative, with a focus on community and shared experiences [7] - The gaming industry continues to thrive, with the domestic market achieving actual sales revenue of 168 billion yuan in the first half of the year, a 14.08% year-on-year increase [20][21] Competitive Landscape - Xiaohongshu is positioning itself to compete with established platforms like Bilibili and Weibo in the "二次元" space, leveraging its large user base and community-driven content [15][21] - The article highlights the importance of government support for the growth of "二次元" culture, with cities competing to become digital content hubs [10][15] - The presence of major gaming IPs at Xiaohongshu's events indicates a strategic move to attract industry partnerships and enhance its market presence [9][21]
小红书对着B站“贴脸开大”
Jing Ji Guan Cha Wang· 2025-08-10 13:11
Group 1 - The core event, RED LAND, is the first offline venture of Xiaohongshu into the ACG (Animation, Comics, Games) sector, aiming to compete directly with Bilibili in the Chinese two-dimensional market [4][15] - The event attracted approximately 100,000 attendees, showcasing popular IPs from Tencent, NetEase, and Mihayou, among others, in a transformed venue on Shanghai's Fuxing Island [6][15] - Xiaohongshu's content strategy has shifted, with a new slogan emphasizing community interests, and significant growth in two-dimensional and gaming content, which saw year-on-year increases of 175% and 168% respectively [7][16] Group 2 - The event's location was strategically chosen to be in close proximity to Bilibili's headquarters, symbolizing a direct challenge to Bilibili's dominance in the sector [4][15] - The preparation for RED LAND involved extensive renovations and setup within a short timeframe of about 20 days, indicating a strong commitment to creating an immersive experience [8][15] - Despite the high attendance, the event faced challenges due to extreme heat and logistical issues, leading to some negative feedback from attendees [8][10] Group 3 - Xiaohongshu aims to transition from an online community to a platform that shapes offline lifestyle experiences, leveraging the growing two-dimensional market, which is projected to reach a scale of 221.9 billion yuan in 2023 [16] - The event's theme, "Welcome Home, Forever the Protagonist," resonates with the community's desire for connection, similar to Bilibili's approach but with a focus on commercial opportunities for brands [15][16] - The emergence of a "2.5-dimensional" community indicates a trend where younger generations integrate gaming and anime experiences into their real-life activities, presenting a significant market opportunity for Xiaohongshu [16]
今年的ChinaJoy,我们总结了9件有趣的事
3 6 Ke· 2025-08-05 02:57
Core Insights - ChinaJoy remains a significant event in the gaming industry, attracting large crowds and showcasing new products despite some criticisms about its decline over the years [1][2] - The presence of popular Korean Coser Yasal and other influencers highlights the growing trend of integrating cosplay into gaming events, enhancing audience engagement [2][4] - The game "Red Desert" is positioned as a potential breakout hit, showcasing high-quality gameplay and innovative technology [6] - Major companies like Tencent and Sony continue to dominate the event with large booths and popular game titles, indicating their strong market presence [18][19][11] - The increasing focus on AI-driven hardware and immersive experiences reflects a shift in the gaming industry towards technology integration [24][27][30] Group 1 - ChinaJoy has been held for 22 years and remains a key event in the interactive entertainment sector, attracting significant attendance [1] - The event featured long queues for popular games, such as "Shadow Blade Zero," indicating high demand and engagement from attendees [11] - The absence of major players like MiHoYo and Bilibili at this year's event suggests a strategic shift towards hosting their own events [8][9] Group 2 - The participation of Microsoft CEO Phil Spencer at ChinaJoy signifies the event's growing international influence and importance in the gaming market [21][23] - Traditional gaming companies continue to utilize classic marketing strategies, such as stage shows and influencer appearances, to attract crowds [14] - The emergence of AI-driven products and immersive experiences at the event indicates a trend towards blending gaming with advanced technology [24][30]