《金铲铲之战》

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《三角洲行动》国庆大翻车,一场引爆3000万玩家的信任危机
Guan Cha Zhe Wang· 2025-10-10 09:59
(文/陈济深 编辑/张广凯) 腾讯旗下新顶流游戏《三角洲行动》,在国庆期间陷入了其上市一年来最大的舆论风波。 10月5日,官方发布的一则"烽火地带平衡性更新"公告,在短短一小时内登上各大游戏社区热搜,其中仅在B站社区中就引发了55万条留言,热门评论基本 全是反对声。 10月8日,官方发文向玩家致歉,不仅没有成功安抚玩家,反而引发了玩家更加激烈的反弹。 这场由"共享监狱"玩法调整引发的争议,让玩家几乎一边倒地站在官方的对立面,在各类三角洲相关视频的弹幕和评论区中充斥着玩家们串联"10月10日集 体罢游"的呼吁。 《三角洲行动》原本是腾讯今年最成功的游戏之一,9月26日还在杭州举行了规模盛大的游戏一周年庆,获得大量好评。 作为腾讯自研的首款全球发行的多端互通射击游戏,2024年9月,《三角洲行动》开启公测。今年4月,三角洲DAU突破1200万,7月突破2000万,9月21日 更是宣布DAU突破3000万。仅仅一年,《三角洲行动》已经成为腾讯近年来诸多新品中增长最猛的游戏。 作为在腾讯财报中被单独提及并点名表扬的新顶流,名利双收的《三角洲行动》为何在半个月不到的时间里,引发了其上线以来最大的舆论危机? 究其原因,《 ...
中国手游新晋第二!Sensor Tower:《三角洲行动》收入超过《和平精英》
Guan Cha Zhe Wang· 2025-10-09 09:32
10月9日上午,Sensor Tower商店情报平台发布9月中国手游发行商全球收入排行榜,榜单显示《三角洲 行动》9月收入环比大涨76%,加之《王者荣耀》与《和平精英》等头部游戏的出色表现,腾讯稳居中 国手游发行商收入榜之首。 榜单显示,腾讯旗下的四款游戏《王者荣耀》、《三角洲行动》、《和平精英》和《金铲铲之战》包揽 本期中国App Store手游收入榜TOP4。 手游收入排行榜 Sensor Tower 据悉,在前五个赛季,《三角洲行动》的畅销榜成绩就表现出了明确的上升势态。在S5期间,《三角 洲行动》一度登上IOS畅销榜单的Top 2,并能持续停留在畅销榜Top 5。 目前,在国服iOS端游戏畅销榜Top 10中,腾讯旗下产品已能长期占据7-8个席位。 除了《三角洲行动》《王者荣耀》《和平精英》外,能够较为稳定留在Top 10内的腾讯系游戏还包括 《金铲铲之战》《穿越火线:枪战王者》《地下城与勇士:起源》《火影忍者》《英雄联盟手游》,以 及8月19日公测上线的《无畏契约:源能行动》,此外还有近期被腾讯集团高级副总裁马晓轶点名跨 越"长青游戏收入线"的《鸣潮》。 本文系观察者网独家稿件,未经授权,不得转载。 ...
Sensor Tower:8月全球玩家在手游上的消费支出达到约71.5亿美元 环比增长1%
智通财经网· 2025-09-18 03:00
Global Mobile Game Market Overview - In August 2025, global player spending on mobile games reached approximately $7.15 billion, reflecting a month-over-month increase of 1% [1][4] - The United States led the market with $2.3 billion, accounting for 32% of total spending, followed by China's iOS market at 15.3% and Japan at 12.8% [1][4] Top Revenue-Generating Games - FUNFLY's "Last War: Survival Game" maintained its position as the top-grossing mobile game globally, driven by seasonal events and promotional activities [3] - "Honor of Kings" rose to the second position, benefiting from high-profile collaborations and the release of premium skins, including a partnership with a popular Chinese fantasy novel [3][5] - "Pokémon GO" topped the revenue growth chart, with significant income boosts from major events like the "GO Fest 2025" and collaborations with the "Pokémon World Championships" [4] Tencent's Performance - Tencent had four titles in the revenue growth rankings for August, including "Honor of Kings" and "Peacekeeper Elite," both of which saw revenue increases due to major updates and collaborations [5] - "League of Legends: Wild Rift" also experienced revenue growth from significant updates, maintaining user engagement and spending [5] Mobile Game Download Trends - "ROBLOX" continued to lead the global download chart in August, supported by various content updates and collaborations [6][8] - "Free Fire" climbed to the second position in downloads, aided by a collaboration with the popular anime "Naruto Shippuden" [8] - The total global mobile game downloads remained stable at approximately 4.31 billion, with India leading at 7.02 million downloads [9] Emerging Games and Market Dynamics - New titles like "Steal n Catch the Brainrot" and "Kpop Piano Beats" rapidly gained popularity, reflecting the strong cultural appeal and viral potential in the mobile gaming space [9][10] - "Valorant: Source Action" launched exclusively in China, achieving significant download growth, indicating a strong demand for innovative FPS mobile experiences [10]
DeepSeek目标年底前发布AI智能体;智元机器人走穴日入1.5万元;华为手表出货量超苹果
Guan Cha Zhe Wang· 2025-09-05 01:39
Group 1: National Standards and Manufacturing - The National Standards Committee plans to revise and formulate over 4,000 national standards focusing on key areas such as artificial intelligence, the Internet of Things, and new materials to support the transformation of the manufacturing industry [1] - In 2023, the National Standards Committee has already released over 600 national standards related to the transformation and upgrading of the manufacturing industry, promoting high-end, green, and intelligent development [1] Group 2: AI Developments - DeepSeek aims to release its AI agent by the end of this year [2] - OpenAI is collaborating with Broadcom to mass-produce its self-developed AI chips, with shipments expected next year [2] - Apple plans to develop an AI-based web search tool for Siri to compete with OpenAI, with a launch expected next year [3] Group 3: Robotics and Automation - Zhiyuan Robotics has adopted a "performance" model, earning approximately 15,000 yuan per day per robot since June, with over a hundred contracts from various sectors [4] - UBTECH has secured a record contract worth 250 million yuan for humanoid robots, marking the largest contract in the global humanoid robot sector to date [5] Group 4: Consumer Electronics - Huawei launched the Mate XTs foldable smartphone, starting at 17,999 yuan, featuring the Kirin 9020 chip and HarmonyOS 5.0, with a 36% performance improvement [6] - Huawei's smartwatch shipments have surpassed Apple's for the first time, driven by a recovery in consumer demand, particularly in the Chinese market [7][8] Group 5: Supply Chain and Labor Market - Foxconn and other Apple supply chain companies are aggressively hiring due to the upcoming iPhone 17 release, with hourly wages significantly higher than non-Apple factories [9]
华为三折叠首次支持PC应用 鸿蒙5终端数量破1400万
Di Yi Cai Jing· 2025-09-04 10:46
Core Viewpoint - Huawei has launched the Mate XTs, the first foldable phone equipped with HarmonyOS 5, starting at a price of 17,999 yuan, marking a significant step in the integration of its mobile ecosystem [1][3]. Group 1: Product Launch and Features - The Mate XTs is the first foldable phone to fully support PC applications, showcasing Huawei's ambition to enhance productivity through its devices [1][6]. - The device utilizes the Kirin 9020 chip, which is the first appearance of Kirin chips at a Huawei launch event in four years [1]. - The phone supports a seamless transition between different usage modes, allowing for enhanced multitasking capabilities [6][7]. Group 2: Market Position and Growth - According to IDC, Huawei holds a 75% market share in the Chinese foldable phone market, with 3.74 million units shipped, making it the first Chinese brand to exceed 10 million cumulative shipments of foldable phones [3][4]. - The Chinese foldable phone market is projected to maintain over 40% of the global market share in the next five years, indicating strong growth potential [4]. Group 3: Ecosystem Development - HarmonyOS 5 has surpassed 14 million terminal devices, with plans to align its ecosystem with Android and iOS by the end of the year [3][8]. - The integration of various third-party applications, including those traditionally found on PCs, is a key strategy to enhance the HarmonyOS ecosystem [6][9]. - Major applications from Alibaba and Tencent are set to achieve full compatibility with HarmonyOS by September 30, further solidifying the ecosystem [8][9]. Group 4: Challenges and Future Outlook - The development of a unified adaptation standard and tools for software is crucial for the growth of the foldable phone ecosystem, as current applications are primarily limited to basic split-screen functionality [4][9]. - Despite the progress, there are still challenges in achieving a fully optimized ecosystem, as some applications lack comprehensive functionality [9].
米哈游新游尝试“自走棋+”,这次真要挑战腾讯了?
3 6 Ke· 2025-09-04 00:00
Group 1 - MiHoYo is breaking out of its comfort zone with the new game "Honkai: Resonance Spirits," which combines auto-chess, spirit cultivation, and exploration gameplay, marking its first foray into the PVP arena [1][8] - The official announcement of "Honkai: Resonance Spirits" garnered over 1 million views on Bilibili within 7 hours, and the pre-registration count exceeded 3 million [1][2] - The game features a sunny coastal town where players, as "Fate Masters," interact with various spirits, emphasizing exploration and combat [2][4] Group 2 - Combat is the core gameplay of "Resonance Spirits," with each spirit having unique attributes that contribute to the auto-chess mechanics, alongside additional strategies like in-game equipment and buffs [4][11] - The game also includes various interactive mini-games to enhance non-combat entertainment, increasing its appeal to players [4][7] - The design of spirits is engaging, with 31 spirits showcased, which could lead to potential merchandise opportunities [4][7] Group 3 - The introduction of "Resonance Spirits" adds a new option in the auto-chess genre and represents MiHoYo's exploration of PVP games or high DAU games [8][12] - The mobile game market saw a decline of 8% in actual sales revenue in the first half of 2025, highlighting the challenges faced by traditional content-heavy games [8][15] - MiHoYo's shift towards lighter and fragmented gameplay in "Resonance Spirits" aligns with current player preferences for casual experiences [11][12] Group 4 - The game signifies a fundamental shift in MiHoYo's business logic, moving from content-driven models to gameplay-driven models, potentially creating a mixed commercial model centered on competitive gameplay [11][12][16] - The success of "Honkai: Resonance Spirits" could redefine player engagement and monetization strategies in the gaming industry [12][16] - The overall Chinese gaming market is recovering, with actual sales revenue reaching 168 billion yuan in the first half of 2025, growing by 14% [13][15] Group 5 - The emergence of "Resonance Spirits" reflects a broader trend in the gaming industry towards innovative gameplay experiences, as seen in other successful titles that combine different genres [15][16] - MiHoYo's attempt to innovate in the PVP space could set a precedent for future developments in the gaming sector, encouraging more companies to explore gameplay integration [16]
米哈游新作首曝,一个微妙的转折点
Tai Mei Ti A P P· 2025-08-30 04:45
Core Viewpoint - The release of miHoYo's new game "Honkai: Star Rail" is seen as a critical moment for the mobile game market, which is currently experiencing a downturn. The game's potential to innovate gameplay is more important than its initial reception [1][8]. Industry Overview - The mobile game market for second-generation games has seen a decline in actual sales revenue by 8% year-on-year in the first half of 2025, continuing the downward trend [7]. - Players are increasingly scrutinizing new releases, seeking fresh experiences amid a saturated market [1]. Gameplay and Design - The game features town exploration and auto-chess combat mechanics, indicating a shift towards integrating diverse gameplay elements [2]. - There is a growing emphasis on gameplay innovation over content, as past successes were heavily reliant on content-driven models [4][5]. Market Dynamics - The competitive landscape is shifting, with some older games experiencing a resurgence by focusing on content, while new innovations are emerging in gameplay and business models [7]. - Examples of innovative gameplay include "Wangyue" with exploration elements and "Erchong Luoxuan" with shared weapon mechanics, which aim to reduce player burden [7]. Business Model Considerations - The choice of gameplay in "Honkai: Star Rail" reflects a deeper consideration of business models, as the traditional monetization strategies may not sustain future growth [12]. - The success of miHoYo in the past creates pressure to innovate while maintaining its leading position in the market [12][14]. Strategic Implications - The decisions made by miHoYo will serve as a reference for the industry, highlighting the balance between traditional models and the need for innovation [14]. - The outcome of "Honkai: Star Rail" could either reinforce the effectiveness of established strategies or signal a necessary shift towards new approaches in the gaming industry [14].
腾讯Q2业绩即将登场,有何关注点?
Ge Long Hui A P P· 2025-08-11 10:07
Core Viewpoint - Tencent is expected to report strong Q2 earnings, with revenue growth driven by its gaming business and improved advertising efficiency through AI, despite a slight slowdown in ad growth [1] Group 1: Financial Performance Expectations - Market anticipates Tencent's Q2 revenue to reach 179 billion yuan, a year-on-year increase of 12.2% [1] - Adjusted net profit is projected at 62.08 billion yuan, reflecting a year-on-year growth of 23.5% [1] - Nomura forecasts a lower revenue growth of 10%, estimating Q2 revenue at 177 billion yuan, and adjusted operating profit growth of 12% to 65.6 billion yuan, citing increased operational expenses [1] Group 2: Cost and Profitability Insights - Nomura expects a significant increase in general administrative and R&D expenses, projecting an 18% year-on-year rise [1] - The adjusted operating profit margin is anticipated to expand by 70 basis points to 37%, primarily due to continuous improvement in gross margins, which are expected to increase by 1.9 percentage points [1] Group 3: Business Segment Performance - Jefferies predicts accelerated cloud revenue growth due to the deployment of more GPUs, with a focus on enhancing advertising technology and foundational model training [1] - Citi estimates that value-added services revenue will grow by 13% year-on-year to 89.1 billion yuan, with online gaming revenue increasing by 17% to 56.8 billion yuan [1] - Domestic gaming revenue is expected to rise by 18% year-on-year, reaching 40.8 billion yuan, supported by stable performances from popular games like "Honor of Kings" and "Peacekeeper Elite" [1]
小红书想做出二次元的“迪士尼”
Feng Huang Wang· 2025-08-11 08:56
Core Viewpoint - The success of creating an immersive experience for adults, such as the "Pain Island" project by Xiaohongshu, hinges on the ability to "dream build" and create a unique world for participants [1][5]. Group 1: Project Overview - "Pain Island" is located on Fuxing Island in Shanghai, featuring over 50 interactive exhibits from popular gaming IPs and independent creators, designed to enhance player engagement [2][3]. - The project aims to provide a sense of belonging and immersive experience through a well-crafted storyline and interactive gameplay, allowing players to feel like protagonists in their own adventure [2][3]. Group 2: Audience Engagement - The design encourages players to interact with NPCs and complete tasks, creating a sense of progression and achievement, similar to an open-world game [3][6]. - Xiaohongshu's initiative reflects a growing trend where the "2D culture" is becoming mainstream, showcasing the significant purchasing power of this demographic [4][6]. Group 3: Market Trends - Xiaohongshu reported a 168% increase in game-related content and a 175% increase in 2D-related content over the past year, indicating a strong interest in these categories [6]. - The platform's shift from being a "lifestyle guide" to an "interest community" highlights its strategic evolution to cater to diverse interests, including gaming and anime [8][9]. Group 4: Community Dynamics - The event fosters a dual communication space, encouraging interaction between players and game developers, which is a departure from traditional conventions that focus solely on content consumption [6][7]. - The rise of interest-based sharing on Xiaohongshu demonstrates a cultural shift where users are increasingly integrating their hobbies into their daily lives, leading to a more vibrant community [7][10]. Group 5: Economic Impact - The collaboration with local businesses and the distribution of consumer vouchers during the event illustrates the potential of interest-driven economies to stimulate local commerce [10]. - The successful execution of "Pain Island" serves as a model for how online communities can be effectively translated into immersive offline experiences, enhancing user engagement and community growth [10].
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]