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政策推动、区域产业协同,二次元经济有望成大湾区发展新引擎
Nan Fang Du Shi Bao· 2025-10-06 12:09
国庆中秋双节假期临近尾声,2025广州动漫游戏盛典(AGF×CICF)也已圆满收官,从10月2日至5日, 汇聚全球千余个顶尖品牌、7000余款IP周边产品,举办超百场特色活动,共吸引超45万人次到场。 今年5月,广东重磅发布推动文化产业高质量发展六大"政策包",涵盖影视、演艺市场、动漫影视、网 络游戏、电子竞技、网络视听等6大领域,共87条具体举措,真金白银地提供支持,为我省相关产业高 质量发展解锁全新增长密码。据南都娱乐观察,一方面,"政策包"得到了多位行业大咖的点赞与高度肯 定,另一方面,在政策扶持、区域联动和产业协同等多方助力下,以游戏和动漫为主要载体的二次元经 济更有望成为粤港澳大湾区的发展新引擎。 多个动漫游戏展在国庆假期举行 《关于推动广东动漫影视产业高质量发展的若干政策措施》明确,支持办好中国国际漫画节(广州)、 萤火虫漫展、深圳漫画节、深圳动漫节等各类动漫活动,并资助粤港澳大湾区动画电影周等影视活动。 漫展、游戏展不仅是相关企业、协会展示最新产品、服务的重要舞台,也能成为Z世代感受动漫游戏文 化的沉浸式平台,更可有效刺激假日经济、文旅资源活力,并释放消费潜能。据南都N视频记者观察, 近年来,游 ...
10月2日广东省4A级及以上景区接待游客461.5万人次,同比增长4.2%
据初步测算,2025年国庆假期第二天(10月2日),全省4A级及以上景区接待游客461.5万人次,同比增 长4.2%(按可比口径,下同);纳入监测的14段古驿道沿线重点区域接待游客61.6万人次,同比增长 3.2%;纳入监测的13家红色旅游经典景区接待游客35.9万人次,同比增长2.4%;纳入监测的100个乡村 旅游点和历史古村落接待游客40.7万人次,同比增长3.1%;纳入监测的80个重点公共文化机构接待市民 游客34.1万人,同比增长1.4%。 "二次元"盛会点燃全链条消费 10月2日,CICF中国国际漫画节动漫游戏展、AGF亚洲游戏博览会在广州保利世贸博览馆盛大开幕,持 续至10月5日,主会场面积达8.2万平方米,预计主会场观众人次将突破45万。 2025CICF×AGF现场 10月2日,在广东省第一个世界长寿乡、有"全域天然氧吧"之称的梅州蕉岭县,2025蕉岭县徒步活动 (蓝坊站)在程官村文体广场拉开帷幕,单程约8公里,现场吸引了约300名当地群众及周边城市的徒步 爱好者参与。据悉,活动以"森呼吸·漫徒步,邂逅健康氧吧"为主题,希望为参与者提供亲近自然、锻 炼身体的机会,并展现体验蕉岭的生态资源及和美 ...
热门IP集体“整活”,超80万玩家集结!广州开启次元狂欢
Nan Fang Du Shi Bao· 2025-10-02 11:45
Core Insights - The AGF Asia Game Fair in Guangzhou is a significant cultural event, featuring over 80,000 square meters of exhibition space, hundreds of activities, and nearly a thousand top brands, with an expected participation of over 800,000 players [1] - The event showcases the vitality and attractiveness of the Guangdong gaming industry, supported by local government policies aimed at promoting the development of quality games [1][8] - Major gaming companies, including Tencent, NetEase, and 37 Interactive Entertainment, participated, presenting numerous popular IPs and engaging players with innovative experiences [1][3] Industry Trends - The event reflects a growing trend of integrating traditional culture with digital gaming, as seen in the interactive experiences that educate players about cultural heritage [4][5] - The "谷子经济" (Guziko Economy) is emerging as a strong segment within the secondary economy, with projections indicating a market size of 168.9 billion yuan in 2024, representing a 41% year-on-year growth [7] - Cross-industry collaborations are on the rise, with brands like Luckin Coffee and Merinda launching themed pop-up stores and co-branded products, enhancing the fusion of gaming, anime, and consumer experiences [7] Company Strategies - Companies are leveraging government policies to enhance game development, focusing on AI and digital innovation to improve content quality and operational efficiency [8] - 37 Interactive Entertainment is emphasizing the creation of immersive experiences that blend entertainment with cultural education, as demonstrated by their interactive exhibits [4][8] - Kuro Game is committed to developing high-quality games and expanding its IP through online and offline channels, aiming to create a positive cycle of consumption that drives both gaming and cultural tourism [9]
游戏出海新风口:小游戏杀疯,乙游陷低谷
Hu Xiu· 2025-10-02 08:38
Group 1 - The Tokyo Game Show 2025 opened on September 25 in Chiba, Japan, attracting significant attention and long queues for popular games [1] - Chinese games have gained notable popularity overseas, with titles like "Black Myth: Wukong" winning prestigious awards and Tencent's "Delta Force" mobile game registering over 10 million users within four days of its global launch [10][11] - The gaming industry is witnessing new trends in overseas expansion, with a surge in the popularity of "mini-games" in the SLG (Strategy and Simulation Games) sector [12] Group 2 - "Whiteout Survival," a mini-game, achieved over $3.3 billion in cumulative revenue within two years of its overseas launch, showcasing a new trend in the SLG market [13][15] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for SLG games [15] - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and traditional SLG elements, appealing to a broader audience [20][25] Group 3 - The female-oriented game "Love and Deep Space" achieved significant success, generating nearly 6 billion RMB in revenue globally, with 64% coming from the Chinese market [38] - Despite its success, the game has seen a 73% decline in revenue in the 34th week of 2025 compared to the previous week, indicating potential issues with gameplay engagement [42] - The decline in interest may be due to a lack of updates and engaging content, as well as competition from other entertainment forms like K-pop [44][48] Group 4 - The overseas revenue of Chinese self-developed games reached $18.557 billion in 2024, accounting for nearly 40% of the domestic market's actual sales revenue [55] - Major players like Tencent, NetEase, and DianDian Interactive are leading the market, with Tencent focusing on localization and industrialization through numerous investments [56][57] - The gaming industry is experiencing a significant increase in the number of Chinese companies in the global market, with 32 Chinese publishers making it to the top 100 global mobile game publishers list [66][67]
小游戏起飞,“二次元男友”遇冷,游戏出海又有新风向了?
Xin Lang Cai Jing· 2025-10-02 07:13
Core Insights - The 2025 Tokyo Game Show has seen significant attendance and interest in both domestic and international games, highlighting the growing popularity of Chinese games abroad [1][2][4] - Chinese games have made notable achievements in international markets, with several titles receiving awards and achieving high user engagement [4][20] - The gaming industry is experiencing a shift towards "mini-games" and innovative marketing strategies, which are proving successful in retaining users and generating revenue [5][10][24] Group 1: Event Highlights - The Tokyo Game Show 2025 opened on September 25, attracting large crowds and long queues for popular titles like "Persona 3 Reload" and "Nintendo Switch 2" [1] - Domestic Chinese games also drew significant attention, with players struggling to secure demo tickets for titles like "Arknights: End of the World" [2] Group 2: Chinese Games' International Success - "Whiteout Survival" has achieved over $3.3 billion in revenue within two years of its overseas launch, showcasing the potential of Chinese strategy games in international markets [5] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for similar games [5] - "Kingshot," another SLG game, generated $75 million in revenue within four months of its launch, indicating a trend of successful mini-games in the market [5][6] Group 3: Marketing and User Engagement - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and heavy SLG elements, enhancing user retention [6][8] - The game has successfully attracted a diverse player base, with over 20% of its users being female, breaking traditional gender norms in the SLG genre [8] - Marketing strategies have evolved, with games utilizing platforms like TikTok and YouTube for targeted advertising and local cultural integration [10] Group 4: Performance of Otome Games - "Love and Deep Space" has set a record for Chinese otome games, generating nearly 6 billion RMB globally, with 64% of revenue from the Chinese market [11][13] - Despite its success, the game has faced a decline in revenue, with a 73% drop in the week following its peak [14][16] - The game's lack of engaging content and updates has led to player dissatisfaction, impacting its overall performance [16] Group 5: Industry Growth and Future Prospects - In 2024, China's game export revenue reached $18.56 billion, accounting for nearly 40% of the domestic market, reflecting significant growth over the past decade [20] - Major companies like Tencent and NetEase are leading the charge in overseas markets, focusing on localization and strategic investments [20][21] - The gaming industry is witnessing a diversification of successful titles, with both "mini-games" and high-quality productions finding their place in the global market [27][28]
AI in ALL:2025企业出海白皮书-腾讯云&霞光社
Sou Hu Cai Jing· 2025-09-18 06:30
Core Insights - The report "AI in ALL: 2025 White Paper on Chinese Enterprises Going Global" focuses on the current status, opportunities, challenges, and solutions for Chinese enterprises in the global market during the "AI in ALL" era, providing references for global layout [1][2]. Group 1: New Opportunities for Chinese Enterprises Going Global - The digital economy has become the dominant force for going global, with the global digital economy exceeding $40 trillion in 2023, accounting for over 45% of GDP, and expected to maintain an annual growth rate of over 6% in the coming years [34][36]. - Emerging markets such as Southeast Asia, Latin America, and the Middle East show strong digital demand, providing a market foundation for Chinese enterprises, with significant growth potential in cross-border e-commerce and digital entertainment [39][41]. - AI has emerged as a new growth engine, with the maturity of domestic generative AI technology and decreasing costs enhancing business efficiency and restructuring content production models [48][50]. Group 2: Core Challenges for Chinese Enterprises Going Global - Local compliance poses significant challenges due to varying data protection laws and high compliance costs across different countries [13][27]. - Business operations face difficulties in adapting products to local user habits and network environments, leading to increased customer acquisition costs [28][30]. - Technical research and development encounter five major challenges, including computational power mismatch and hidden costs of data compliance [30][31]. Group 3: Tencent Cloud's Solutions for Going Global - Tencent Cloud offers a comprehensive global infrastructure with 55 operational availability zones and over 3,200 acceleration nodes, providing 11 core technology products [2][14]. - The cloud service has obtained over 400 international certifications, ensuring security and compliance, and offers a "consultation + implementation" closed-loop service [2][16]. - Successful case studies across various industries, such as media and gaming, demonstrate the effectiveness of Tencent Cloud's solutions in helping enterprises reduce costs and enhance efficiency [2][17]. Group 4: Industry Practices and Future Outlook - The report highlights successful practices in various sectors, including media, gaming, and social entertainment, showcasing how Tencent Cloud supports global expansion [2][17]. - Looking ahead, Chinese enterprises are encouraged to leverage AI as a core component and intelligent cloud as a foundation to achieve breakthroughs in the global market [2][24].
米哈游又双叒叕抓泄密内鬼了
3 6 Ke· 2025-09-05 00:06
Core Viewpoint - The recent lawsuit between Shanghai Mihayou and Shenzhen Tencent is primarily initiated by Mihayou to legally obtain user data, which Tencent cannot provide without following proper judicial procedures [1][4][5]. Company Summary - Mihayou has filed a lawsuit against Tencent to access QQ user data, citing the need for legal procedures to obtain such information due to privacy laws [2][4]. - Mihayou's legal department has been actively addressing data leaks, with two significant incidents reported in May 2025 involving unauthorized disclosures of game content [5][7]. - The company has released multiple videos detailing its legal actions against data leaks, gaining significant attention on platforms like Bilibili [7]. Industry Summary - The gaming industry, particularly in the two-dimensional (2D) game sector, faces frequent data leak incidents, with Mihayou's response being notably more aggressive compared to other game types [7][10]. - The core competitiveness of 2D games relies heavily on original artistic materials and storyline content, making leaks detrimental to player engagement and revenue [10][11]. - The industry experiences a 2.3 times greater revenue fluctuation due to leaks compared to other game types, highlighting the financial impact of such incidents [11]. - Legal frameworks regarding the protection of unpublished game content remain ambiguous, particularly concerning what constitutes a commercial secret [12].
这门生意偷偷火了,外国人根本“扛不住”
Core Insights - Apple's CEO Tim Cook's visit to a gaming experience room in Guangzhou highlighted the city's growing prominence in the gaming industry [1][3] - The game "Mingchao" developed by Guangzhou's Kuro Technology topped the iOS free game charts in 42 countries upon its release in 2024, generating 600 million yuan in its first month [3][4] - Guangzhou's gaming industry generated 140.67 billion yuan in revenue in 2024, accounting for 43.2% of China's total gaming revenue, with overseas markets contributing 19.058 billion yuan [4][5] Industry Performance - In 2023-2024, nine gaming companies from Guangzhou were listed among the "Key Cultural Export Enterprises," showcasing the city's leadership in the gaming sector [5] - Sensor Tower reported that 33 Chinese companies made it to the global mobile game publisher revenue list TOP100, collectively earning 2 billion USD, which is 38.4% of the total revenue of the top 100 [5] - 37 Interactive Entertainment, a pioneer in overseas gaming, achieved overseas revenue of 5.722 billion yuan in 2024, nearly one-third of its total revenue [5][9] Successful Game Titles - "Mingchao" reached over 30 million downloads globally by June 2023, receiving public praise from Tim Cook [9] - "Identity V," developed by NetEase, gained significant traction in the global market and was selected as an esports event for the 2026 Asian Games [10] - The mini-game "Mushroom Hero Legend" generated nearly 400 million yuan in a single month in Japan and South Korea in early 2024, exemplifying the success of smaller titles [12] Industry Ecosystem - Guangzhou's gaming industry is supported by a dense network of nearly 150 companies in the Tianhe district, fostering collaboration and resource sharing [14][16] - The local government has implemented supportive policies, including a dedicated gaming eSports industrial park and a service center for overseas expansion, enhancing the industry's growth [20][18] - The commitment to high-quality game development is evident in the significant investment in R&D, with Kuro Technology spending over 300 million yuan on "Mingchao" [20][21] Future Outlook - The integration of AI technology in game development is becoming a trend, with companies exploring AI applications to enhance game design and player experience [21][22] - The gaming industry in Guangzhou is expected to continue thriving due to its established ecosystem, supportive policies, and dedication to quality [23]
这门生意偷偷火了,外国人根本“扛不住”
凤凰网财经· 2025-09-03 13:58
Core Viewpoint - The article highlights the significant growth and global impact of the gaming industry in Guangzhou, showcasing successful games and companies that have established a strong presence in international markets [3][5][6]. Group 1: Industry Performance - In 2024, the gaming industry in Guangzhou achieved a revenue of 1,406.67 billion yuan, accounting for 43.2% of the national gaming industry's total revenue [5][6]. - Guangzhou's gaming companies generated overseas revenue of 190.58 billion yuan, representing 45% of Guangdong province's total gaming export revenue [3][5]. - The game "Ming Chao" launched in 2024 topped the iOS free game charts in 42 countries and regions, with overseas revenue reaching 600 million yuan in its first month [3][4]. Group 2: Successful Case Studies - 37 Interactive Entertainment, a pioneer in overseas gaming, reported overseas revenue of 57.22 billion yuan in 2024, nearly one-third of its total revenue [6]. - NetEase's "荒野行动" (Knives Out) achieved significant success in Japan, with 25 million registered users by August 2019, indicating that one in five Japanese people had played the game [6]. - The game "菇勇者传说" (Mushroom Hero) generated nearly 400 million yuan in a single month in Japan and South Korea in early 2024, showcasing the success of smaller games [13][15]. Group 3: Industry Ecosystem - The gaming industry in Guangzhou benefits from a dense cluster of nearly 150 companies in the Tianhe District, fostering collaboration and resource sharing [19][20]. - The local government has implemented supportive policies, including the establishment of a "Guangdong (Guangzhou) Game Export Service Center" to assist companies in entering global markets [23][24]. - The integration of AI technology in game development is being explored by many companies, enhancing design and gameplay experiences [24][25][26]. Group 4: Future Outlook - The article emphasizes that the success of Guangzhou's gaming industry is built on years of development, a mature ecosystem, and a commitment to quality [27]. - The upcoming "Phoenix Bay Area Finance Forum 2025" aims to discuss global trends and opportunities for companies looking to expand internationally [28].
取消角色、武器抽卡,去除体力系统,《二重螺旋》玩这么大?| 玩点好的
3 6 Ke· 2025-09-02 06:45
Core Insights - The game "Dual Helix" is set to launch its global public beta on October 28, 2023, following extensive player feedback from previous tests [1][3] - The game has made significant changes to its monetization model, moving away from traditional gacha mechanics and stamina systems to focus on cosmetic purchases [4][20] Game Development and Changes - The development of "Dual Helix" has been characterized by continuous adjustments based on player feedback, leading to the removal of the character and weapon gacha system and stamina limits [7][8] - The new system allows players to obtain characters and weapons for free through gameplay, enhancing the overall gaming experience [10][20] Industry Context - The current market for mobile games in the anime genre is highly competitive, with a reported 8% decline in revenue year-on-year for the first half of 2025 [21][26] - Many games in this genre still rely on traditional monetization frameworks, which have led to player dissatisfaction due to high costs and frustration with random mechanics [22][24] Strategic Implications - The shift in "Dual Helix" represents a bold move away from established monetization practices, potentially setting a new standard for the industry by prioritizing gameplay experience over traditional gacha systems [24][28] - The success of this model could influence other developers to explore non-gacha monetization strategies, reshaping the relationship between gameplay experience and monetization in the industry [24][28]