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天河新方位:超大城市中心区竞逐万亿新能级
7000亿起点的担当和底气 2025年,广州市天河区地区生产总值达到7017.2亿元,GDP连续19年稳居广州第一,正式站上7000亿元 新起点,锚定"十五五"冲刺万亿能级城区的目标,快马加鞭跑出加速度、干出新业绩。 作为超大城市中心区,天河关键之年再谋新篇,以"工商并举、两业融合"为发展路径,加快建设具有天 河特色和优势的现代化产业体系,依托金融业、软件业、人工智能产业占全市半壁江山的厚实家底,加 快推动生产性服务业与先进制造业深度融合。 开局就要冲刺,全年都要加力。从双核引领到两业融合,从释放创新动能到激活战略纵深,天河以空间 重构引领产业腾飞,提质发展金融、数字经济、科研服务、高端专业服务等现代服务业,加快发展战略 性新兴产业,扛牢经济大区挑大梁责任担当,为全市作更大贡献。 在这座超大国际都市的CBD里,不乏优质的明星企业。广州星际悦动股份有限公司是天河区一家制造 业产值名列前茅的独角兽企业,旗下品牌usmile笑容加占据中国全网电动牙刷销售额第一,是细分领域 的创新领军企业。 制造业企业为何选择在繁华的CBD设立公司?星际悦动副总裁陈建勇表示,公司主要从事研发、设 计、品牌营销等"微笑曲线"附加值更高 ...
不想回家的游戏人:难解的代沟、回避、逃离
3 6 Ke· 2026-02-13 13:00
我记得很清楚,事情好像就发生在今天一样。 大家坐在翁布罗萨我家别墅的餐室里,几扇窗户都嵌满了花园里那棵高大的圣栎树的繁茂枝条。时间正当中午,我们全家人按照老规矩在这个时候坐到餐 桌边。我记得有风从海上吹来,树叶抖动。 柯西莫说:"我说过不要,我就是不要!"他推开那盘蜗牛,爬上那棵圣栎树,从此一辈子都没有下来。 电话那头的瑞明逐字逐句地给我念着这段文字,它来自卡尔维诺的著作《树上的男爵》,讲述了一个几乎在树上度过一生的人的故事——为了反抗某些东 西。瑞明说这本书给了他一些勇气,往年,他会被父母说服,老实遵循过年回家的"铁律"。他想不到什么不回去的理由,但今年他却找了个借口称公司临 时加班,成功留在了上海。 至于春节要做什么,他也没想好,"只是单纯地觉得有点太累了,想找个时间自己静静地待一阵"。他说自己今年买了不少游戏,但都没有时间玩,可能会 忘掉一切狠狠地玩上几天,也可能就在家里一直睡。 末了,他反悔似地问我这段能不能不写出来,被采访让他很兴奋,想点赞转发,但又怕父母看到难过。他最后还是说:"算了,也没什么(好遮掩的)。" 百口莫辩的工作 这篇文章关于那些过年不想回家的游戏人,总的来说,每个人的处境都极其相似。 ...
“全员发5克黄金”,超20家游戏公司把金条搬上年会舞台
第一财经· 2026-02-06 12:22
Core Viewpoint - The annual game company gatherings have shifted focus this year, with gold becoming the main prize, reflecting the financial health and competitive nature of the industry. The distribution of gold and luxury items is not just a display of wealth but also a strategy to attract and retain talent in a highly competitive market [3][20]. Group 1: Industry Trends - Over 20 game companies have distributed gold as prizes, indicating a trend of financial robustness among these firms. The rising gold prices have made gold awards more appealing and significant [5][20]. - The domestic game market in 2025 reached approximately 350.8 billion yuan, with a year-on-year growth of 7.7%, and the user base exceeded 680 million, growing by about 1.4% [20]. - The top 30 Chinese mobile game publishers generated a total revenue of 23.3 billion USD in 2025, accounting for 35% of the global top 100 mobile game publishers' revenue [20]. Group 2: Company Highlights - Gigabit's Thunder Network rewarded its employees with gold coins and luxury items, reflecting a rebound in performance driven by successful game releases [7][23]. - Point Point Interactive, the top company in overseas game revenue for 2025, offered cash prizes at their annual meeting, with the highest cash prize being 18,888 yuan [18][20]. - Companies like Mipha and Kuro Games have also upgraded their prize offerings, with Kuro Games providing high-value items such as iMacs and gold bars [15][16]. Group 3: Recruitment Strategies - The lavish prizes at these annual meetings serve as a recruitment strategy, with companies using high-profile events to attract talent in a competitive job market [25]. - Many employees share their prizes on social media, often including recruitment links, indicating that these events are also marketing opportunities for companies [25]. - Despite the attractive rewards, there are indications that high workloads accompany these benefits, with some companies enforcing demanding work schedules [25].
“全员发5克黄金”,超20家游戏公司把金条搬上年会舞台
第一财经网· 2026-02-06 11:29
Core Insights - The annual game company meetings have become a showcase of wealth, with many companies offering gold as prizes, indicating strong financial performance in 2025 [1][3] - The gaming industry is experiencing a recovery, with significant growth in revenue and user base projected for 2025, but competition is intensifying, leading to a talent war among companies [1][19] Group 1: Prize Distribution - Over 20 gaming companies have distributed gold as prizes, reflecting their financial strength and the rising price of gold [3] - Prize distribution methods include large gold bars as top prizes and smaller gold items as universal benefits for all employees [4] - Companies like Mu Tong Technology and Ji Bi Te have offered customized gold items and substantial cash prizes, showcasing their commitment to rewarding employees [4][7] Group 2: Notable Company Performances - Ji Bi Te's subsidiary, Thunder Game, has seen a significant rebound in performance due to the success of its game "杖剑传说," with projected net profits for 2025 reaching between 1.69 billion to 1.86 billion yuan, a year-on-year increase of 79% to 97% [18] - Ku Luo Game's revenue is expected to rise by 56% in 2025, driven by the success of its flagship product "鸣潮," improving its ranking among mobile game publishers [18] - Dian Dian Interactive has experienced an 87% increase in global revenue, becoming the second-largest revenue generator in the industry, with its game "Whiteout Survival" leading in overseas earnings [18] Group 3: Industry Trends - The 2025 Chinese gaming market is projected to generate approximately 350.8 billion yuan in revenue, a 7.7% increase year-on-year, with user numbers exceeding 680 million [17] - The competition among gaming companies has intensified, with some firms experiencing a decline in rankings despite lavish spending on employee rewards [19] - High-profile annual meetings serve as a recruitment strategy, with companies using generous prizes to attract talent in a competitive job market [19][20]
20多家游戏公司年终发黄金
经济观察报· 2026-02-05 14:00
今年已经有22家游戏公司把黄金当成年终奖励。游戏公司发黄 金背后,是行业整体回暖。 作者:任晓宁 封图:图虫创意 1月30日,等着看年会线上演出的沐瞳科技员工小决(化名)开场便收到惊喜。公司CEO宣布, 给每位员工发一条5克黄金手链作为全员奖。按照当天1685元/克的首饰金价格,这条手链价值 8425元。 不止是沐瞳科技,据经济观察报不完全统计,今年已经有22家游戏公司把黄金当成年终奖励。 游戏公司发黄金背后,是行业整体回暖。2025年中国游戏市场收入3507.89亿元,同比增长 7.68%;用户规模6.83亿,同比增长1.35%,两项数据均创历史新高。多家游戏上市公司在2025 年度业绩预告中宣布扭亏为盈。 要发就发硬通货 一家上海游戏公司的HR告诉记者,年会发黄金是老板的决定。之前他们年会以数码产品为主,比 如显卡、电脑、手机三件套,或是游戏机、无人机、耳机等,从未发过黄金。 黄金在2025年受到游戏公司青睐,与金价暴涨走势有关。2025年黄金价格屡次刷新历史纪录,成 为全民疯抢的理财产品。在这种环境下发黄金,能给员工提供一种额外的情绪价值。 小决说,公司年会发的黄金手链是与周大福定制的,不仅保值,日常也 ...
20多家游戏公司年终发黄金
Jing Ji Guan Cha Wang· 2026-02-05 13:00
Core Insights - The gaming industry in China is experiencing a recovery, with projected revenue of 350.79 billion yuan in 2025, marking a year-on-year growth of 7.68% and a user base of 683 million, an increase of 1.35% [2][8] - 22 gaming companies have adopted gold as a year-end reward for employees, reflecting the industry's positive outlook and the rising gold prices [2][3] Group 1: Employee Rewards - Companies are giving gold as year-end rewards, with examples including a 5-gram gold bracelet valued at 8,425 yuan given to employees of Mu Tong Technology [2] - The distribution of gold rewards varies: some companies provide gold to all employees, while others include it in a lottery or award it to employees with special contributions [4][5] - The trend of giving gold is linked to its rising value and serves as a morale booster for employees [3][6] Group 2: Company Performance - Several gaming companies are reporting significant financial improvements, with many expected to turn losses into profits in 2025 [2][8] - Companies like Century Huatong and Gigabit are forecasting substantial profit increases, with Century Huatong's net profit expected to rise by 357.5% to 475.3% [8] - MiHoYo's flagship game "Genshin Impact" is projected to generate over 40 billion yuan in global revenue in 2025, highlighting the success of its products [7][8] Group 3: Market Trends - The popularity of gold as a reward is influenced by its status as a sought-after investment, with gold prices reaching historical highs in 2025 [3] - Companies that are less well-known, but have profitable products, are using gold rewards to enhance their employer brand and attract talent [6] - The gaming industry is seeing a resurgence, with many companies capitalizing on successful products and expanding their market presence [8]
腾讯元宝微信屏蔽「罗生门」背后,组织乱战还是「左右脑互搏」?
雷峰网· 2026-02-04 10:05
Core Viewpoint - The article discusses Tencent's recent marketing strategies, particularly focusing on the "Yuanbao" app and its challenges in penetrating lower-tier markets while maintaining user engagement and product experience [1][5][15]. Group 1: Marketing Strategy and Performance - The "Yuanbao" app experienced a surge in downloads due to the "Shang Yuanbao, distribute 1 billion" campaign, reaching the top of the Apple App Store free chart shortly after its launch [4]. - Concerns were raised about the effectiveness of such marketing tactics, as high daily active user (DAU) numbers do not guarantee long-term user retention or loyalty, as evidenced by the decline of the "Yuanmeng Zhixing" game despite initial success [5]. - The marketing strategy aimed to penetrate lower-tier markets but ended up primarily engaging Tencent employees and the tech community, failing to create significant traction in essential family and local groups [7][8]. Group 2: Internal Dynamics and Strategic Implications - The article highlights the internal challenges within Tencent regarding cross-departmental coordination for the "Yuanbao" campaign, suggesting that such initiatives require strong leadership from top executives [15]. - There is speculation that Tencent's decision to halt the initial marketing push was a strategic move to maintain platform integrity while also generating discussion around the brand, potentially benefiting from the controversy [14]. - The integration of AI resources within Tencent remains a work in progress, indicating that the company has yet to fully leverage its social capabilities to enhance its AI business [15].
大陆游戏火爆台北电玩展
Xin Hua She· 2026-02-02 00:56
Core Viewpoint - The 2026 Taipei International Game Show showcased a significant interest in mainland Chinese games among Taiwanese players, highlighting the cultural resonance and innovative gameplay of these titles [1][2][3]. Group 1: Event Overview - The Taipei International Game Show took place from January 29 to February 1, featuring 399 exhibitors and over 500 games [1]. - Popular mainland games such as "Ming Chao," "Tomorrow's Ark: End of the World," "Absolute Zero," and "Escape from Duckkov" attracted large crowds, with "Ming Chao" being particularly favored by Taiwanese players [1][2]. Group 2: Player Engagement - The "Ming Chao" booth estimated over 2,500 visitors in a single day, indicating high enthusiasm among Taiwanese players [1]. - A 25-year-old player expressed excitement about returning to the event after years, specifically for games like "Ming Chao" and "Absolute Zero," citing appealing character designs and engaging storylines [1]. Group 3: Cultural Impact - Mainland games are increasingly popular in Taiwan due to their incorporation of traditional Chinese cultural elements, such as historical themes and martial arts, which resonate with local players [2][3]. - The rise of mainland games has sparked discussions in Taiwanese gaming forums, with players engaging in historical analyses related to game narratives, showcasing the educational aspect of these games [3]. Group 4: Industry Recognition - A recent editorial in Taiwanese media highlighted the ascent of the mainland gaming industry, attributing its success to high-quality content and cultural significance, which effectively showcases the charm of Chinese culture to a global audience [3].
腾讯IEG员工大会,《鸣潮》「挖人」,J3「不再自省」
雷峰网· 2026-01-30 13:45
Core Viewpoint - Tencent has transitioned from a state of "FOMO" (Fear of Missing Out) to a more relaxed and confident approach in the gaming industry, as evidenced by recent developments and leadership changes within the company [2][5]. Group 1: Company Developments - The Tencent IEG employee conference featured key executives, including the CEO of Kuro Game, Li Songlun, who discussed the success of the game "Ming Chao" and its rise to the top of the iOS sales charts [2]. - "Ming Chao" reached the first position on the iOS game sales chart and the second position on the overall iOS sales chart as of January 15, 2026, following a successful update [2]. - The game also achieved a significant milestone by ranking tenth on the Steam global sales chart, showcasing its broad appeal and market success [2]. Group 2: Strategic Insights - Li Songlun attributed the success of "Ming Chao" to the talent acquired from Tencent during a previous strategic contraction phase, which allowed Kuro Game to benefit from experienced personnel [3]. - The atmosphere during the conference was notably positive, with Li Songlun encouraging Tencent IEG employees to join Kuro Game, highlighting a shift in company culture towards openness and collaboration [4]. - The internal culture at Tencent's Tianmei J3 studio has evolved, with a focus on self-reflection and constructive criticism being replaced by a more confident stance, reflecting the company's strong performance in recent years [5].
腾讯投资布局生变 二次元游戏市场迎“洗牌”
Mei Ri Jing Ji Xin Wen· 2026-01-21 12:53
Core Insights - The domestic two-dimensional game market in China is experiencing significant turbulence, with major companies like Tencent facing challenges while others like miHoYo and NetEase are preparing to launch new products [1][5] Market Dynamics - The 2025 report indicates that the domestic two-dimensional mobile game market generated a revenue of 28.281 billion yuan, reflecting a year-on-year decline of 3.64%, primarily due to fluctuations in top products' revenue and underperformance of new releases [1] - The market is showing a clear divide, where leading companies maintain growth through quality content and long-term operations, while smaller firms struggle to break through [1][8] Company Adjustments - Tencent's game "White Corridor" has ceased updates, signaling a strategic shift to optimize resources despite holding a controlling stake in the developer [3] - The company has also exited its investment in Guangzhou Mingzhou Technology, indicating a decisive move away from underperforming projects [4][6] Competitive Landscape - Major players like miHoYo and NetEase are intensifying their competition, with miHoYo focusing on technology-driven projects and NetEase's new game "Code: Infinite" generating significant buzz [6][7] - The industry is witnessing a "military competition" as giants aim to capture future market opportunities through strategic investments and product launches [5][6] Industry Trends - The market is shifting towards "premiumization," where high-quality content and user engagement are becoming essential for survival, leading to a significant shake-up in the industry [8] - The success of titles like "Ningchao" from Kuro Game, which saw a 66% revenue increase in 2025, exemplifies the importance of frequent updates and global operations in maintaining product relevance [9]