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国乙2025:舍弃二次元,奔向现充人
3 6 Ke· 2025-11-09 12:47
Core Insights - The female-oriented gaming market in China, particularly the "national乙" (Guo Yi) segment, has seen a decline in performance after a strong start with new titles like "Love and Deep Space," "World Beyond," and "Like a Kite" pushing market share to over 10 billion yuan [1][4] - The current market dynamics have shifted from "one strong and many strong" to "one strong and many weak," indicating a significant change in competition and user engagement [4] - "Love and Deep Space" remains the leading title but struggles to maintain its previous high rankings against competitors like "King of Glory" and "Douyin" [6][12] Market Performance - "Love and Deep Space" has consistently generated over 100 million yuan monthly, but its ability to top charts has diminished due to the increasing strength of platforms like Douyin [6][12] - "Like a Kite" initially performed well but faced backlash due to narrative issues, leading to a more subdued marketing approach while maintaining stable revenue [8][10] - "World Beyond" has suffered from a significant drop in revenue, with October earnings at only 23.1 million yuan, attributed to internal company turmoil and pricing issues [10][11] User Engagement and Community Dynamics - The user base for "Love and Deep Space" is notably diverse, including many older female players who are less influenced by online community discussions, contributing to its stable revenue [12][22] - The concept of "乙游原教旨" (originalist乙 game) is debated, with some players feeling that current titles deviate from traditional aesthetics and gameplay, which may limit their appeal to broader audiences [16][18] - The potential for growth lies in attracting a larger, less engaged user base, particularly those outside the traditional二次元 (2D) gaming community [23][31] Future Trends and Industry Movements - Companies are increasingly recognizing the purchasing power of the "现充" (active social players) demographic, which could lead to new marketing strategies and game designs aimed at this group [25][31] - Upcoming projects like Tencent's "Heart of the King" and new titles in development may signal a shift in focus towards appealing to a broader audience within the female-oriented gaming market [27][29] - The balance between catering to core users and attracting new players will be crucial for the sustainability and growth of titles in the national乙 market [33]
鲍勇剑:当全球化退潮——中国企业的出海想象
Xin Lang Cai Jing· 2025-11-03 05:04
Core Insights - The article discusses the challenges and strategies for Chinese companies expanding internationally in the current geopolitical climate, emphasizing the need for a nuanced approach that considers historical context and modern realities [1][2][11]. Historical Context - The historical relationship between economic trade and military expansion is highlighted, with examples from ancient Greece, India, and the Islamic Caliphate demonstrating how trade has often been intertwined with political and cultural shifts [3]. - The article notes that the violent expansion models of the past are no longer viable for Chinese companies, which must seek alternative strategies for international engagement [3]. Comparison with Other Nations - Chinese companies' international expansion is compared to the post-World War II expansion of American companies and Japan's strategies post-1973 oil crisis, noting that the geopolitical environment has changed significantly, making direct imitation of these models problematic [5][6][9]. - The article emphasizes that while American companies benefited from a lack of competition and a favorable global environment, Chinese companies face political and ideological challenges that complicate their international strategies [6][11]. Current Challenges - Chinese companies are currently navigating a complex international landscape characterized by rising protectionism and geopolitical tensions, which can hinder their market access and operational strategies [11][12]. - The article cites specific policies from the Biden administration and the European Union that target Chinese companies, illustrating the non-economic factors that can impact their international operations [11][12]. Strategic Opportunities - The article proposes six potential models for Chinese companies to explore in their international expansion: 1. **Multi-Center Trade Clusters**: Establishing flexible trade networks across various regions to mitigate risks [14][15]. 2. **Sustainable Resource Development Communities**: Collaborating on international standards in emerging industries to bypass geopolitical barriers [16]. 3. **International Metropolitan Economic Cooperation Alliances**: Forming city-to-city partnerships to enhance trade and cooperation [17]. 4. **Cultural Economic Entities**: Leveraging cultural resonance to build cross-border user communities [18]. 5. **Sovereign Economic Distributed Global Supply Chains**: Creating diversified supply chains to reduce reliance on single countries [19]. 6. **Equitable Growth Partnerships**: Promoting sustainable development narratives in collaboration with developing nations [20]. Conclusion - The article concludes that Chinese companies must adopt a multi-modal approach to global cooperation, moving beyond a singular export-oriented strategy to create a strategic moat in the face of geopolitical challenges [21]. - It emphasizes the importance of understanding the cultural and civilizational dimensions of international business, suggesting that successful engagement requires more than just economic transactions [22][23].
叠纸创始人卸任《恋与深空》游戏公司法定代表人,仍为实控人
Nan Fang Du Shi Bao· 2025-10-28 03:56
Core Viewpoint - Recent management changes at Shanghai Die Paper Technology Co., Ltd. reflect routine corporate operations, with COO Yao Fei replacing founder and CEO Yao Runhao as the legal representative [1][4]. Group 1: Company Overview - Shanghai Die Paper Technology Co., Ltd. was established in March 2019 with a registered capital of 100 million RMB, focusing on advertising, clothing retail, and online cultural operations, fully owned by Die Paper Technology [1]. - Yao Runhao retains a 54.74% stake in Die Paper Technology, maintaining control over the company despite the management changes [1]. Group 2: Management Changes - The transition of legal representatives is part of a broader trend, as Yao Runhao has also stepped down from other positions, including as legal representative of Wuhu Die Paper and Shanghai Die Paper Interactive Entertainment [4]. - This year has seen significant personnel changes within the company, marking the most substantial management restructuring in its 12-year history [4]. Group 3: Industry Position - Die Paper Games, founded in 2013, is a leading player in the female-oriented gaming sector in China, known for its core IPs "Warm Warm" and "Love and Production" [9]. - The game "Shining Warm Warm" features 3D clothing dynamic display technology, while "Love and Production" pioneered a fully dynamic Live2D and multi-thread narrative model, enhancing the industrialization of domestic dating simulation games [9]. - The company achieved a 75% month-on-month revenue growth in December 2024, ranking fifth in the "Top 30 Chinese Mobile Game Publishers" [9]. - However, the highly anticipated AAA project "Contract of All Things" faced significant setbacks, with the team size reduced from 120 to about 20 members earlier in 2025 [9].
姚润昊卸任上海叠纸科技公司职务,此前旗下游戏《恋与深空》被控虚假宣传
Qi Lu Wan Bao· 2025-10-27 03:17
Core Insights - Shanghai Die Paper Technology Co., Ltd. has undergone a change in its legal representative and executive director, with Yao Fei taking over from Yao Runhao [1] - The company has faced a significant trust crisis due to discrepancies between promotional content and actual game features in its popular mobile game "Love and Deep Space" [1][2] - The game has received over 2000 complaints related to consumer fraud, with individual spending records reaching up to 80,000 yuan [2] Company Overview - Shanghai Die Paper Technology Co., Ltd. was established on March 22, 2019, with a registered capital of 100 million yuan [3] - The company specializes in software development, animation design, and online cultural operations, owning popular game series such as "Warm Warm" and "Love" [3] - The company has nearly 400 million registered users globally and is projected to generate nearly 1 billion USD in revenue for 2024 [3] Recent Developments - The new game activity "The Fallen Crown" launched on July 25, 2025, has led to player dissatisfaction due to missing features that were advertised [1] - A lawyer's letter has been issued, categorizing the situation as "consumer fraud" and citing violations of consumer protection laws [2] - The company has received recognition as a key cultural export enterprise for multiple years and has won various awards for its games [3]
国乙“哑巴新郎”扩列,谁夺走了纸片人的“声带”
3 6 Ke· 2025-09-15 00:23
Core Insights - The article discusses the changing dynamics between voice actors (CVs), players, and game developers in the gaming industry, particularly in the context of character voice changes and player expectations [1][2][3] Group 1: Voice Actor Changes - The recent departure of CV Wu Lei from the game "Love and Producer" has been met with mixed reactions, with some players celebrating the change while others express dissatisfaction with current CV performances [1][2] - The industry has seen a trend of CV replacements due to various issues, including personal controversies and declining performance, leading to a more cautious approach from developers when selecting voice actors [2][7][11] - Players are increasingly vocal about their expectations for CV performances, leading to significant backlash against CVs who do not meet these standards, as seen in the cases of Zhao Yang and Wu Lei [11][15][17] Group 2: Industry Dynamics - The relationship between CVs, players, and developers has shifted from a mutually beneficial arrangement to a more adversarial one, where each party holds the other accountable for quality and performance [18][20] - Developers are now more inclined to keep CV identities hidden to mitigate backlash and player dissatisfaction, reflecting a broader trend in the industry [26][28] - The introduction of AI technology in voice acting is becoming a consideration for developers, as it offers a potential solution to the challenges posed by human voice actors, although concerns about authenticity and emotional connection remain [30][32][34] Group 3: Market Trends - The gaming market is witnessing a decline in the willingness to invest in high-profile CVs, as seen in the case of "Shining Nikki," where a CV was replaced without prior notice, leading to player protests [22][24] - The pricing structure for CVs remains relatively stable, with rates ranging from 100 to 500 per line, but the overall market dynamics are shifting as developers seek cost-effective solutions [24] - The industry's future may hinge on how well it adapts to these changes, particularly in balancing player expectations with the realities of voice acting performance and the potential integration of AI [34]
“为了纸片人,我和男朋友分手了”
Hu Xiu· 2025-08-21 07:03
Core Viewpoint - The article explores the emotional connections individuals form with fictional characters, particularly in the context of anime and gaming, highlighting how these relationships provide emotional support and fulfillment in the absence of real-life connections [1][4][17]. Group 1: Emotional Support from Fictional Characters - Many individuals find companionship in fictional characters, often customizing interactions and narratives around them to enhance their emotional experiences [3][4]. - The phenomenon of "dream girls" or "dream boys" reflects a growing trend where people invest emotionally in characters from anime or games, seeking solace and understanding that they may not find in real relationships [9][10]. - Characters like 越前龙雅 from "The Prince of Tennis" serve as significant emotional anchors for individuals, helping them navigate personal challenges and providing a sense of stability [12][15]. Group 2: Personal Stories of Connection - Individuals like 孟风虹, an ICU nurse, illustrate how fictional characters can offer emotional resilience during stressful times, allowing them to cope with the pressures of their professions [6][16]. - The narrative of 沈玉 reveals how her emotional investment in the character 五条悟 from "Jujutsu Kaisen" led her to reassess her real-life relationships, prioritizing her feelings for the fictional character over her boyfriend [18][20]. - Similarly, 苏苏's reliance on the character 傅闲 from a game highlights how fictional relationships can provide a sense of security and fulfillment that real-life relationships may lack [25][27]. Group 3: The Role of Virtual Interactions - Characters in games, such as 暖暖 from "Shining Nikki," offer a consistent source of interaction and emotional support, filling the void left by real-life friendships [28][35]. - The article emphasizes that virtual characters can provide a stable emotional anchor, contrasting with the unpredictability of real-life relationships [36][37]. - The experiences shared by individuals underscore the idea that virtual relationships can be perceived as safer and more reliable than their real-world counterparts, allowing for a deeper emotional connection without the fear of abandonment [34][37].
“冷暴力”的恋与深空,迎来玩家律师函
Hu Xiu· 2025-08-06 23:53
Core Viewpoint - The mobile game "Love and Deep Space," which generated nearly 6 billion yuan in revenue last year, is facing a large-scale protest from players due to significant discrepancies between the game's promotional video (PV) and the actual gameplay experience [1][3][54]. Group 1: Player Reactions and Protests - Players have organized a "stop spending" campaign after multiple unsuccessful attempts to address their concerns through customer service [2][3]. - Since the launch of the new event on July 25, the game's revenue on iPhone has dropped from approximately $189.52 million to $18.44 million daily [3]. - Players have begun to take legal action, sending a lawyer's letter to the game developer, demanding acknowledgment of their grievances and compensation for in-game purchases [5][9][10]. Group 2: Discrepancies in Game Promotion - The game developer, Paper Games, stated that the PV was recorded during the development phase and does not represent the final product, which players found unsatisfactory [5][6]. - Players argue that the PV was misleading as it was embedded in the game's payment interface without clear disclaimers, leading to accusations of false advertising and consumer fraud [5][34]. - The promotional video highlighted specific gameplay features that were not present in the actual game, such as instant energy recovery and skill effects, leading to player dissatisfaction [24][31]. Group 3: Financial Impact and Company Response - The game "Love and Deep Space" achieved record revenue, with a total income of $397 million last year, surpassing other titles from the same developer [57][60]. - The company has not provided a direct response to the ongoing controversy, continuing to update its social media accounts without addressing player concerns [53][55]. - The game's success is attributed to its innovative blend of 3D modeling and combat mechanics, which has attracted a large player base, but the recent backlash may impact its reputation and future revenue [56][63].
超越泡泡玛特,潮玩界的新黑马什么来头?
3 6 Ke· 2025-07-23 00:23
Core Insights - The female-oriented gaming market, particularly with nurturing and otome games, is experiencing significant growth, evidenced by titles like "Shining Nikki" and "Love and Deep Space" surpassing established games like "Honor of Kings" in sales rankings [1][2] - The launch of the new brand DearNikki by the game company Paper Games, along with the successful release of the "Dream Weaving Prologue" blind boxes, indicates a strong market potential for female-oriented games in the collectible toy sector [1][2] - The collaboration with X11 for offline distribution has proven effective, with rapid sellouts and high consumer demand for the blind boxes, showcasing the popularity of the "Nikki" series [2][3] Market Performance - The initial online release of the "Nikki" blind boxes sold over 60,000 units within hours, with total sales exceeding 80,000 units shortly after [2] - The blind boxes are priced at 79 yuan each, with a height of approximately 13 cm, which is competitive compared to similar products in the market [2] - Offline sales through X11 stores have also been strong, with rapid sellouts and frequent restocking, indicating sustained consumer interest [3][5] Consumer Behavior - The blind boxes initially faced slow sales but quickly gained popularity, leading to frequent restocking due to high demand [5][6] - Players express a preference for purchasing blind boxes in-store, where they have a chance to find hidden variants, enhancing the shopping experience [5][10] - The quality of the blind boxes has received mixed reviews, with some consumers demanding refunds due to quality issues, while others are more forgiving given the price point [11] Industry Trends - The female gaming demographic is growing rapidly, with female players in Asia accounting for 37% of the total gaming population and showing an annual growth rate of 11% [12] - The market for female-oriented games in China reached 16.62 billion yuan in 2022, reflecting a year-on-year growth of 12.8% [12][14] - The success of the "Nikki" blind boxes suggests a potential for further expansion into the collectible toy market, which could provide additional revenue streams for female-oriented games [16]
比Labubu还猛的“碎钞机”,杀出来了
3 6 Ke· 2025-07-03 07:27
Core Insights - Tmall's潮玩 (trendy toys) sector has seen a surprising success story with the game company "叠纸" (Paper Games), whose flagship store "叠纸心意" became the top seller during the first phase of the 618 shopping festival, achieving over 100 million in sales [1][5] - The popularity of叠纸's merchandise is attributed to its strong gaming IPs, particularly the "恋与" (Love and Production) and "暖暖" (Warm Warm) series, which cater primarily to a female audience [2][11] - The surge in sales of叠纸's products reflects a broader trend in the gaming industry, where merchandise has become a significant revenue stream, especially for companies focusing on emotional connections with players [20][23] Company Overview -叠纸 was established in 2013 and has gained recognition in the gaming community, particularly for its female-oriented games [2][3] - The company has released several successful titles, including《恋与制作人》 (Producer of Love), which became a phenomenon in the mobile gaming market [3][11] Sales Performance -叠纸's merchandise sales have shown remarkable growth, moving from sixth place to second in Tmall's潮玩 sales rankings within two years [4] - During the 618 shopping festival,叠纸's store topped the sales charts, surpassing established competitors like泡泡玛特 (Pop Mart) and米哈游 (miHoYo) [5] Product Strategy -叠纸's merchandise primarily consists of affordable items, with over 70% priced under 60 yuan, and the highest-selling products being low-cost items like 18 yuan figurines and 12 yuan postcards [8][9][10] - The company employs various sales strategies, including pre-sales and limited-time offers, which create urgency among consumers [14][15] Consumer Demographics - The majority of叠纸's user base consists of women, with 87.2% of《恋与深空》 (Love in Space) players being female, and over half being born in the 1990s [11] - Players often exhibit strong emotional attachment to game characters, leading to high demand for related merchandise [12] Market Trends - The gaming merchandise market is experiencing explosive growth, with domestic orders for gaming-related products increasing significantly, indicating a cultural export of "国谷" (national trendy toys) [21] - The trend reflects a shift in consumer behavior from practical to emotional value in toy and merchandise purchases, with a growing interest in collectibles and character-based products [25]
叠纸就《闪耀暖暖》更换配音一事致歉;《光与影:33号远征队》3天销量破百万份|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-04-27 23:06
Group 1 - The game "Light and Shadow: Expedition No. 33" achieved over 1 million sales within three days of its release, indicating strong demand in the gaming market [1] - The game received high scores on Metacritic, with player ratings at 9.7 and media ratings at 9.2, making it the highest-rated game of the year so far [1] - The success of "Light and Shadow: Expedition No. 33" may positively impact related companies' stock prices due to its quality and market acceptance [1] Group 2 - Bethesda's "The Elder Scrolls IV: Oblivion Remastered" has surpassed 4 million players since its release, showcasing the ongoing growth potential in the gaming industry [2] - The game reached a peak of 205,499 concurrent players in the last 24 hours, indicating strong player engagement and interest [2] - The positive reception of "Oblivion Remastered" is likely to drive attention from the capital markets towards game development and publishing companies [2] Group 3 - Paper Games issued an apology regarding the voice actor change in "Shining Nikki," highlighting the importance of user experience in game operations [3] - The controversy surrounding the voice change may exert pressure on Paper Games and the gaming sector, particularly for products with significant player emotional investment [3] - The development of a voice-switching feature indicates the company's proactive approach to addressing player concerns, though future player reactions remain to be seen [3]