《逆水寒》手游
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AI开始替游戏厂商赚钱:腾讯的算盘、网易的执念、中腰部的生死局
3 6 Ke· 2026-01-08 12:21
复盘2025年的科技圈时,我们发现了一个讽刺的现象: 当SaaS厂商绞尽脑汁向客户解释"为什么你需要一个AI副驾驶",手机厂商还在发布会上演示"一键消除 路人"等不痛不痒的微创新,某些所谓的大厂频繁鼓吹AI战略刺激股价时,游戏行业悄无声息地完成了 AI的商业闭环。 比如外界还在讨论AI何时能落地时,腾讯的广告系统已经用AI把流量变现效率拉升到了新高度;人们 还在调戏对话机器人时,网易的NPC已经开始用情感羁绊让玩家心甘情愿地掏钱。 不客气地说,其他行业还在把AI当作"秀花活"的营销噱头,或者仅仅停留在"内化"工具来辅助写代码 时,国内的游戏公司已经率先把AI变成了利润表上实打实的增长引擎。 本文将剥离技术滤镜,用财务视角还原这场发生在中国游戏产业的静默革命。 01 腾讯的"大象起舞":AI学会了赚钱 在外界的刻板印象里,腾讯的AI故事往往不如OpenAI那样性感。然而财报数据却讲述了一个完全不同 的故事:腾讯可能是这波AI浪潮中,变现最快、赚钱最狠的中国互联网巨头。 有趣的悖论在于,AI对腾讯游戏业务最大的贡献,并没有直接发生在"游戏开发",而是发"卖游戏"环 节。 广告,成了AI变现的头号功臣。 根据财报数 ...
《逆水寒》出海,首日登顶多国榜单
Hang Zhou Ri Bao· 2025-12-03 02:41
2023年《逆水寒》手游在国内上线,该游戏改编自小说《四大名捕逆水寒》,讲述的是以北宋末年 为背景的武侠故事,游戏自上线起就获得了国内玩家的喜爱。"对于'出海',一方面是我们对游戏质量 的自信,更重要的是《逆水寒》深度挖掘宋代文化精髓,从复原《清明上河图》的街市场景,到服饰、 宋词和非遗的再现,都展现了我们的文化自信。"据《逆水寒》资深文案编剧豆卿介绍,为了展现宋韵 之美,团队进行了实地采风,对每一个细节进行严谨的考据。"为了让宋词的意境精准地传达给海外玩 家,我们在翻译、配音上也投入了很大的精力。"她说,团队希望能够通过细节的打磨,降低玩家的理 解门槛,以润物细无声的方式打破文化隔阂。 《逆水寒》国际服上线后,玩家们在YouTube、Tik Tok等国际社交平台热烈讨论游戏中的传统服饰 纹样、建筑特色和诗词歌赋;多位海外主播开设专栏,深入解读游戏蕴含的东方美学理念,这些由玩家 自发创作的内容,不仅展现了游戏本身的魅力,更让《逆水寒》成为传播东方美学的独特载体,实现了 真正意义上的文化"破圈"。 一部行走的"宋代百科全书",正在通过游戏走向世界舞台。近日,网易旗下开放世界游戏《逆水 寒》国际服(定名《Swor ...
“逍遥散人”事件折射网络乱象:莫让“恶意构陷”成为流量
Jing Ji Guan Cha Wang· 2025-11-30 15:03
Core Viewpoint - The recent incident involving online gaming live streaming has highlighted deep-rooted issues in the current governance of the online ecosystem in China, particularly regarding the emergence of organized online violence that transcends commercial contracts and legal boundaries [1][2]. Group 1: Incident Overview - The controversy began when a well-known creator, "Xiaoyao Sanren," faced backlash for playing a new game with a legal license, leading to a wave of online violence against unrelated brands like vivo [1][5]. - The online violence escalated from individual disputes to a systematic attack on companies such as miHoYo and NetEase, indicating a standardized chain of malicious activities that exploit social issues for commercial gain [2][10]. Group 2: Nature of Online Violence - The attacks have evolved into a form of "collective punishment," where individuals and brands are targeted indiscriminately, undermining normal consumer expression and posing a substantial threat to public order [2][9]. - The online violence is characterized by organized efforts, including detailed "violence strategies" that instruct participants on how to disrupt live streams and spread false rumors [8][9]. Group 3: Impact on Companies - Companies like vivo, which had no commercial ties to the incident, faced extreme and irrational attacks, including large-scale disruptions of their live streaming activities and personal attacks on their executives [5][6]. - The situation has created an environment where businesses are not only pressured by market competition but also face unpredictable "public opinion disasters," significantly increasing compliance costs and harming the innovation landscape [11]. Group 4: Regulatory Response - The Chinese government has initiated a series of measures to address these online issues, including a special campaign targeting the provocation of extreme group emotions and the legal consequences for malicious marketing practices [14][15]. - There is a call for platforms to take responsibility for their algorithms and to implement measures against organized harassment and misinformation [17][18]. Group 5: Future Considerations - The ongoing situation emphasizes the need for a collaborative approach to governance in the online space, where legal frameworks, platform responsibilities, and societal consensus must align to restore a healthy online environment [16][19].
“逍遥散人”事件折射网络乱象:莫让“恶意构陷”成为流量
经济观察报· 2025-11-30 14:10
Core Viewpoint - The article emphasizes the necessity of adhering to the rule of law in online governance to eliminate malicious provocations and restore a healthy discourse environment for economic and social development [1][26]. Group 1: Incident Overview - A recent controversy arose from a well-known creator's live stream, which led to a wave of online violence against brands like vivo, despite no commercial ties to the creator [1][6]. - The incident reflects a broader issue where individual disputes escalate into systematic attacks on companies, driven by malicious narratives and organized online violence [2][3]. Group 2: Nature of Online Violence - The online violence has evolved into a form of collective punishment, where brands are targeted based on individual controversies, leading to significant disruptions in their operations [6][11]. - There is a notable shift from mere opinion disputes to malicious framing, where companies are unjustly associated with unrelated negative events [4][5]. Group 3: Organized Tactics - The article highlights the emergence of organized tactics among online attackers, including detailed "guides" on how to conduct online harassment against companies and individuals [10][9]. - This organized behavior is characterized by a lack of concern for factual accuracy, focusing instead on creating psychological pressure on businesses through extreme measures [11][12]. Group 4: Implications for Businesses - Companies are increasingly facing not just market competition but also the threat of sudden and unprovoked public backlash, which raises compliance costs and complicates the business environment [14][15]. - The normalization of such online violence poses a risk to the foundational trust within society, potentially harming the overall economic landscape [15][26]. Group 5: Regulatory Response - The article discusses recent regulatory measures aimed at curbing online violence, including actions by the Central Internet Information Office to address the provocation of extreme group sentiments [18][20]. - Legal frameworks are being strengthened to punish organized online harassment and malicious marketing practices, signaling a zero-tolerance approach to such behaviors [21][22]. Group 6: Recommendations for Improvement - Platforms are urged to take responsibility for their algorithms and implement measures to identify and mitigate organized harassment [23][24]. - A call for a return to rational discourse among internet users is made, encouraging independent thought and resistance to emotional manipulation [24][25].
(文化中国行)从“呈现”到“体验” 数字化让非遗变得时尚
Zhong Guo Xin Wen Wang· 2025-11-30 09:44
Core Insights - The integration of digital technology is revitalizing traditional Chinese intangible cultural heritage (ICH), making it more fashionable and appealing to younger audiences [1] Group 1: Digital Transformation of ICH - The "Dali ICH Digital Treasure Box" was launched, showcasing nine national-level ICH projects through digital means, creating an interactive and immersive experience [3] - The project incorporates advanced technologies such as generative AI and modular design, allowing ICH to transition from mere display to experiential engagement [3] Group 2: Market Trends and Consumer Behavior - Online sales of ICH products have surged, with over 30,000 ICH brands on Taobao and sales reaching 9.42 billion yuan during this year's "Double 11" shopping festival, with a 10% increase in young consumers aged 18-24 [5] - The Douyin e-commerce report indicates that over 6.5 billion ICH items were sold in the past year, highlighting a growing trend among young consumers [5] - Content creators on Kuaishou have generated 13.55 million posts related to ICH, with video views reaching 178 billion, indicating significant engagement [5] Group 3: Collaboration and Future Prospects - Partnerships between cultural departments and gaming companies, such as Tencent and NetEase, aim to integrate ICH into gaming experiences, enhancing exposure and consumer interest [6][7] - The collaboration is expected to create a "virtual drives physical" model, promoting cultural tourism and increasing awareness of Yunnan's heritage [7] - The event signifies a collective effort among industry associations, government, media, and artisans to embed ICH into contemporary life, ensuring its sustainability and relevance [7]
拦截第三方应用平台?市场监管总局点名手机行业不正当竞争
Di Yi Cai Jing· 2025-11-27 12:12
Core Viewpoint - The State Administration for Market Regulation (SAMR) has identified improper competition behaviors in the mobile phone and application platform industry, including traffic hijacking, forced redirection, and malicious incompatibility, which harm the legitimate rights of other operators and consumers, disrupting fair market competition [1][2]. Group 1: Regulatory Actions - SAMR has conducted compliance guidance in Shenzhen, focusing on the mobile phone industry and highlighting the need for operators to enhance their awareness of responsibilities and comply with the new anti-unfair competition law [1][2]. - The recent compliance guidance reflects a shift from "post-event punishment" to "prevention" in regulatory practices, aiming to clarify the boundaries between technological neutrality and legal compliance [1][7]. Group 2: Industry Practices - Some mobile phone manufacturers are reportedly blocking third-party application installations, creating significant barriers for users attempting to download apps from non-native app stores, which includes multiple system prompts and permission changes [4][5]. - The practice of traffic hijacking is evident when users try to download non-native apps, facing numerous warnings that often lead them to abandon the installation process [5][7]. Group 3: Market Dynamics - The mobile application ecosystem has evolved, with third-party app stores becoming significant traffic entry points, leading some internet companies to sever ties with mobile manufacturers to avoid restrictions [8][10]. - A report indicates that major advertising platforms have become primary channels for game advertising, as strong game developers choose to withdraw from mobile channels [8][10]. Group 4: Legal Implications - Actions by mobile manufacturers to unilaterally remove specific games or obstruct third-party applications may constitute unfair competition or even monopolistic behavior under the Anti-Unfair Competition Law and Anti-Monopoly Law [7][11]. - Reasonable reviews based on legal, system security, or privacy protection needs are considered legitimate, provided they are transparent and fair, while discriminatory practices against competitors may lead to regulatory scrutiny [7][11].
网易-S(09999):经典游戏表现亮眼,后续储备丰富有望贡献增量
CMS· 2025-11-25 06:06
Investment Rating - The report maintains a "Strong Buy" investment rating for the company [3][6]. Core Views - The company reported a revenue of 28.4 billion yuan in Q3 2025, representing an 8.2% year-on-year increase, with a gross profit of 18.2 billion yuan, up 10.3% year-on-year, and a net profit attributable to shareholders of 8.6 billion yuan, which is a 31.8% increase year-on-year [1][2]. - The company has a strong cash position with net cash of 153.2 billion yuan and operating cash flow of 12.9 billion yuan in Q3 2025, reflecting a 21.7% year-on-year growth [1]. - The classic games segment performed well, contributing to a revenue of 23.3 billion yuan in Q3 2025, a year-on-year increase of 11.8%, driven by self-developed games and several agency games [6][8]. - The company has a rich pipeline of upcoming games, including titles that have already gained traction in both domestic and international markets [6][8]. - The report anticipates that the company's net profit attributable to shareholders will reach 35.1 billion yuan, 38.5 billion yuan, and 42.5 billion yuan for the years 2025, 2026, and 2027, respectively [6][8]. Financial Data and Valuation - The total revenue forecast for the company is projected to grow from 103.5 billion yuan in 2023 to 130.1 billion yuan in 2027, with a compound annual growth rate (CAGR) of approximately 7% [2][9]. - The net profit is expected to grow from 29.4 billion yuan in 2023 to 42.5 billion yuan in 2027, reflecting a CAGR of around 10% [2][9]. - The report highlights a decrease in the price-to-earnings (PE) ratio from 20.6 in 2023 to 14.2 in 2027, indicating an attractive valuation over the forecast period [2][9]. Shareholder Information - The company has a total share capital of 3.168 billion shares, with a market capitalization of 67.35 billion Hong Kong dollars [3][6]. - The major shareholder, Shining Globe International Limited, holds a 45.17% stake in the company [3].
网易-S(9999.HK):游戏长线运营能力突出 递延收入高增为后续业绩释放奠定基础
Ge Long Hui· 2025-11-24 11:59
Core Viewpoint - The company reported strong financial performance in Q3 2025, with revenue and net profit showing significant year-over-year growth, indicating resilience and growth potential across its business segments [1][2][3][4]. Financial Performance - In Q3 2025, the company achieved revenue of 28.359 billion yuan, representing a year-over-year increase of 8.2% and a quarter-over-quarter increase of 1.7% [1]. - The net profit attributable to shareholders was 8.616 billion yuan, reflecting a year-over-year growth of 31.8% and a quarter-over-quarter increase of 0.2% [1]. - Non-GAAP net profit was 9.502 billion yuan, with a year-over-year increase of 26.7% but a slight quarter-over-quarter decrease of 0.3% [1]. - Gross margin improved to 64.1%, up 2.0 percentage points year-over-year, while the sales expense ratio increased to 15.7%, up 8.3 percentage points year-over-year [1]. Gaming Business - The gaming and value-added services segment generated revenue of 22.3 billion yuan in Q3 2025, marking an 11.8% year-over-year increase and a 2.3% quarter-over-quarter increase [2]. - The company demonstrated strong operational capabilities with classic IPs performing well, including record-high concurrent players for "Dream of Dreams" [2]. - New game launches, such as "Fate: Stars" and upcoming titles like "The Sea of Forgotten," are expected to enhance global reach and player engagement [2]. NetEase Youdao - NetEase Youdao reported revenue of 1.6 billion yuan in Q3 2025, showing a year-over-year growth of 3.6% and a quarter-over-quarter growth of 14.9% [3]. - The AI-native strategy is yielding positive results, with collaborations enhancing resource integration and market demand targeting [3]. NetEase Cloud Music - NetEase Cloud Music achieved revenue of 2 billion yuan in Q3 2025, a slight year-over-year decline of 1.8% but stable quarter-over-quarter [4]. - The introduction of AI tuning features and award-winning recommendation models has improved user experience significantly [4]. Innovation and Other Businesses - Revenue from innovation and other businesses was 1.4 billion yuan, down 18.9% year-over-year and 15.3% quarter-over-quarter [4]. - The company is focusing on brand rejuvenation and leveraging AI technology to enhance content quality and community engagement [4]. Profit Forecast and Investment Rating - The company forecasts revenues of 114.8 billion yuan, 126.5 billion yuan, and 136.2 billion yuan for 2025-2027, with adjusted net profits of 39.1 billion yuan, 44.1 billion yuan, and 49.1 billion yuan respectively [4]. - The target price for 2026 is set at 265 HKD, maintaining a "Buy" rating based on the profitability and competitive landscape of different business segments [4].
网易-S(9999.HK):营收利润表现稳健 看好后续PIPELINE
Ge Long Hui· 2025-11-24 11:59
Core Viewpoint - In Q3 2025, NetEase's net revenue was 28.4 billion yuan, representing a year-over-year increase of 8.2%, but falling short of Bloomberg's consensus estimate of 29.2 billion yuan [1] Group 1: Financial Performance - Game and related value-added services net revenue was 23.3 billion yuan, up 11.8% year-over-year, but below the expected 23.9 billion yuan [1] - Youdao's net revenue reached 1.6 billion yuan, reflecting a year-over-year increase of 3.6% [1] - NetEase Cloud Music's net revenue was 2 billion yuan, down 1.8% year-over-year [1] - Innovative and other businesses generated net revenue of 1.4 billion yuan, a decline of 18.9% year-over-year [1] - Gross profit for Q3 was 18.2 billion yuan, up 10.3% year-over-year [1] - GaaP net profit was 8.6 billion yuan, with adjusted net profit at 9.5 billion yuan, aligning with consensus expectations [1] Group 2: Game Performance - The performance of games remained robust, with a strong pipeline for future development [2] - The peak concurrent player count for "Fantasy Westward Journey" PC version reached 3.58 million, setting a new record [2] - New games such as "Destiny: Stars," "Infinite," and "Yuan Yun Sixteen Sounds" have been launched, enriching the global product matrix [2] - The upcoming game "Forgotten Sea" is expected to launch in 2026, with preparations underway [2] Group 3: Youdao and Cloud Music - Youdao's profitability improved, with net revenue growth driven by increases in smart hardware and online marketing services [2] - NetEase Cloud Music continues to focus on high-quality development of its music-centric ecosystem, despite a slight revenue decline [2] Group 4: Innovation and Other Businesses - The innovative and other businesses segment saw a significant revenue decline, primarily due to reduced income from NetEase Yanxuan and increased internal transaction offsets [2]
开源证券:维持网易-S“买入”评级 看好出海及新游驱动成长
Xin Lang Cai Jing· 2025-11-24 09:45
Group 1: Performance Overview - The company maintained a "Buy" rating, reporting a robust Q3 performance with revenue of 28.4 billion yuan (up 8.2% YoY, up 1.7% QoQ) and net profit of 8.6 billion yuan (up 31.8% YoY, up 0.2% QoQ) [1] - Gross margin for Q3 was 64.1% (up 1.2 percentage points YoY), and net margin was 31.0% (up 5.4 percentage points YoY), driven by gains from stock investments and lower foreign exchange losses [1] - The company expects net profit for 2025-2027 to be 35.7 billion, 38.3 billion, and 42.9 billion yuan respectively, with current PE ratios of 16.6, 15.5, and 13.8 times [1] Group 2: Gaming and New Releases - Revenue from games and related services reached 23.3 billion yuan (up 11.8% YoY, up 2.3% QoQ), with growth attributed to titles like "Dream of the Red Chamber" and new releases [1] - The peak concurrent online users for "Dream of the Red Chamber" reached 3.58 million, showcasing the company's long-term operational strength [1] - The overseas product lineup is expanding, with "Fate: Stars" topping iOS download charts in multiple regions and "Yanyun Sixteen Sounds" achieving over 2 million players in 24 hours [1] Group 3: AI and Revenue Growth - Cloud Music reported Q3 revenue of 1.96 billion yuan, with a gross margin increase of 2.6 percentage points to 35.4%, driven by the launch of "AI Tuning Master" [2] - Youdao's revenue for Q3 was 1.63 billion yuan, primarily from online marketing services, with a YoY growth exceeding 40% [2] - AI-driven subscription service revenue reached approximately 100 million yuan, marking a historical high with over 40% YoY growth [2]