《CS2》
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10月版号发布,三季度中国游戏市场收入880亿元
2 1 Shi Ji Jing Ji Bao Dao· 2025-10-26 09:36
Industry Overview - In October, a total of 166 games received approval for release, with 159 being domestic games and 7 imported games, marking the highest number of new game approvals in recent years [3] - The actual sales revenue of the Chinese gaming market for Q3 (July-September) was 880.26 billion yuan, representing a quarter-on-quarter growth of 6.96% but a year-on-year decline of 4.08% [5] Domestic Companies - NetEase's head of the tenth division, Li Kaiming, announced his departure to pursue entrepreneurship, with the company confirming that his exit will not affect the studio's operations [6] - Tencent announced that "Honor of Kings World" is set to be released in spring 2026 [6] International Developments - A report indicated that 26% of European developers faced layoffs in 2025, with 13% leaving the gaming industry altogether [8] - The price of in-game items in "CS2" plummeted following a patch that expanded the trade-up system, with the price of the Karambit Doppler skin dropping from over $2,700 to around $1,100 [10] - Koei Tecmo Holdings significantly raised its profit forecast for the first half of the 2025 fiscal year (April to September), expecting both ordinary profit and net profit to double, driven by strong game sales and effective cost control [11]
10月版号发布,三季度中国游戏市场收入880亿元丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-10-26 09:28
Industry Overview - In October, a total of 166 games received approval for release, with 159 domestic games and 7 imported games, marking the highest number of new approvals in recent years [3] - The actual sales revenue of the Chinese gaming market for Q3 (July-September) was 880.26 billion yuan, representing a quarter-on-quarter growth of 6.96% but a year-on-year decline of 4.08% [5] Domestic Companies - Among the 159 approved domestic games, 155 are mobile games, 12 are client games, and 5 are web games, with notable titles including "Survival 33 Days" by 37 Interactive Entertainment and "Tomorrow's Prologue" by Meituan [4] - NetEase's Li Kaiming, head of the tenth division, announced his departure to pursue entrepreneurship, with the company confirming that his exit will not affect the studio's operations [6] - Tencent announced that "Honor of Kings World" is set to launch in spring 2026 [6] International Developments - A recent report indicated that 26% of European developers faced layoffs in 2025, with 13% leaving the gaming industry altogether [8] - The price of in-game items for "CS2" plummeted following a patch that expanded the trade-up system, with the price of the Karambit Doppler skin dropping from over $2,700 to around $1,100 [10] - Koei Tecmo Holdings significantly raised its profit forecast for the first half of the 2025 fiscal year (April to September), expecting both ordinary profit and net profit to double, driven by strong game sales and effective cost control [11]
一天蒸发近20亿美元!有人3小时内蒸发500万→
第一财经· 2025-10-26 05:23
Core Viewpoint - The recent update by Valve for CS2 has led to a significant drop in the virtual item market, with the market value plummeting from approximately $6 billion to around $4 billion, resulting in a loss of nearly $2 billion in just one day [3][5][8]. Market Impact - The market index for virtual items fell from 1663 points to 652 points within two days, a decline of over 60%, with a slight recovery to 881 points, still representing a significant loss [3][8]. - The price of popular items like the "Butterfly Knife" dropped from 20,719 yuan to 5,280 yuan, a decrease of nearly 75% [3][9]. Player Reactions - Many players reported substantial losses, with some losing tens of thousands to millions in a short period [5][11]. - However, some experienced players managed to sell their items before the crash, indicating that the impact was more severe on speculators rather than regular players [5][11]. Market Dynamics - Analysts suggest that virtual items are not inherently valuable but are artificially created through game mechanics, and this incident serves as a warning for the virtual goods market [6][15]. - The update allows players to combine five red skins to create one gold item, which has led to a devaluation of previously scarce items [8][15]. Future Outlook - There are concerns about whether the market will collapse further and if other game trading markets might face similar risks [6][18]. - Some industry experts believe that the update could lead to a healthier market by reducing speculation and allowing more players to access items at lower prices [14][15]. Historical Context - The trading of virtual items has been a significant aspect of games like CS:GO, where speculation and price manipulation have created a market akin to securities trading [17][19]. - Previous instances of market crashes in games like DOTA2 suggest that while markets may experience downturns, they can also recover over time [18].
一天蒸发近20亿美元! 游戏装备造富神话破灭
Di Yi Cai Jing· 2025-10-26 01:11
让游戏回归游戏,无论对玩家还是厂商都是有益的。 这几天,《CS2》(《反恐精英2》)的游戏饰品市场上演了一场史诗级风暴,市值从约60亿美元骤降至40亿美元附近,一天之内蒸发近20亿美元。持有者 纷纷抛售,交易平台一度瘫痪。 这场巨震的导火索,是10月23日凌晨《CS2》游戏开发商Valve发布的一项机制更新:玩家今后可使用5件红色皮肤合成一件金色饰品。过去,有玩家将游戏 里稀缺的高端饰品比作"数字黄金",以前稀缺保值大家都买来投资,但现在可以拿5块"银子"合成一块"金子",量产后的"金价"自然崩盘。 根据饰品市场指数监测网站steamdt,两天内,大盘从1663点暴跌至652点,跌幅超过60%。在10月25日,市场略有回升,目前维持在881点,也是腰斩的跌 幅。而热门饰品"蝴蝶刀"两天内价格从20719元跌至5280元,跌幅接近75%。 | II | ロイ 大盘指数 | 日к | 周K | 网 指标 | 纹 设置 | ど、全屏 | | --- | --- | --- | --- | --- | --- | --- | | | 时间: 2025-10-25 开: 651.77 高: 882.37 低: 651. ...
疯狂的《CS2》:玩家一夜亏损百万,游戏更新致交易市场闪崩
Sou Hu Cai Jing· 2025-10-25 03:16
Core Insights - The virtual item trading market for "Counter-Strike 2" (CS2) experienced a dramatic crash, with the total market valuation evaporating by nearly $2 billion within 24 hours, and the price of a popular virtual item, the "butterfly knife," dropping significantly [1][13][20] Market Dynamics - The crash was triggered by a major update from the game developer Valve on October 23, which altered the item acquisition system, allowing players to exchange lower-value items for rare skins, thus reducing the scarcity and value of previously high-priced items [15][16][20] - Prior to the update, acquiring rare items required significant investment, often involving the purchase of hundreds or thousands of loot boxes, which created a high barrier to entry and inflated prices [16][18] Player Impact - Many players reported substantial losses, with one experienced player losing approximately ¥60,000 overnight due to the drastic price drops of their virtual items [5][7] - The market crash particularly affected "item merchants" who had invested heavily in high-value skins, with some reporting losses exceeding ¥1 million [9][20] Trading Platforms - The primary platforms for trading CS2 items in China are NetEase's BUFF and Youyou Youpin, where players can track their inventory and market prices in real-time [11] - The trading ecosystem had evolved into a financial-like market, attracting not only gamers but also investors looking to profit from the perceived value of virtual items [20][21] Market Sentiment - The update has led to a significant shift in market sentiment, with many players and investors realizing the inherent risks of virtual asset trading, as game developers can change rules at any time, leading to sudden and severe market fluctuations [20][21] - Despite the ongoing sell-off, some speculators are attempting to capitalize on the price drops by buying items at lower prices, hoping for a market rebound [21]
巨头游戏公司宣布重大更新后,暴跌!崩盘!有人一夜之间亏了好几万……
第一财经· 2025-10-24 13:33
Core Viewpoint - The recent update to Counter-Strike 2 (CS2) by Valve has led to a significant devaluation of in-game items, causing turmoil in the virtual item trading market, with total market valuation dropping from approximately $59 billion to $42 billion in a single day [5][7][15]. Group 1: Market Impact - The update allows players to exchange cheaper items for rare skins, drastically increasing supply and reducing costs [6][7]. - The total market valuation of CS2 items plummeted by nearly $20 billion, with high-end items experiencing a drop of over 50% in value [7][9][15]. - Specific items like the "Butterfly Knife" saw their prices drop from over ¥40,000 to around ¥10,000, while "Sport Gloves" fell by over ¥27,000 [9][10]. Group 2: Player Reactions - Many players reported significant losses, with some losing tens of thousands of yuan due to the sudden market crash [10][14]. - The trading platforms experienced heavy traffic and even temporary shutdowns due to mass sell-offs by players holding high-value items [14]. Group 3: Historical Context - CS2 has a long-standing history, being a popular game since the late 1990s, and has maintained a large player base over the years [18]. - Unlike many games where items can be purchased directly, CS2 items were traditionally obtained through a random drop system, making them scarce and valuable [19][20]. Group 4: Market Dynamics - The CS2 item market has been compared to stock markets due to its speculative nature, with players engaging in buying, selling, and renting items for profit [21]. - The introduction of a T+7 selling mechanism adds to market volatility and participant risk, as items cannot be sold immediately after purchase [21].
小红书2.5次元的浪花,难撼二次元的深海
3 6 Ke· 2025-08-19 23:46
Core Insights - Xiaohongshu's recent foray into the ACG (Anime, Comic, and Game) community has not significantly altered the existing landscape, with core players still favoring platforms like Bilibili for in-depth content and Douyin for short videos [1][10] - The RED LAND event in Shanghai, strategically located near Bilibili's headquarters, symbolizes a new round of competition among internet platforms for the youth demographic [1][3] User and Strategic Drivers - Xiaohongshu's RED LAND marks its first large-scale offline event in the gaming and ACG sector, with a 175% increase in ACG content and a 168% rise in gaming content published on the platform over the past year [3][5] - The user demographic has shifted, with 50% of users being post-95s and 35% post-00s, predominantly female, aligning closely with the ACG audience [3][5] - The platform's rebranding from "Your Life Guide" to "Your Life Interest Community" reflects a strategic pivot towards interest-based social engagement, aiming to harness the spending potential of younger users [5][10] 2.5D User Engagement - The concept of 2.5D users, who integrate ACG interests into their daily lives, is crucial for Xiaohongshu's strategy in the ACG space [7][9] - The rise of "Guzi Economy" has facilitated the conversion of ACG enthusiasm into real-world consumption, contrasting with traditional core ACG communities [7][9] - Despite advantages in the otome game sector, Xiaohongshu struggles to attract hardcore gamers focused on in-depth content, indicating a limitation in its appeal to competitive gaming audiences [7][9] Competitive Landscape - The Chinese ACG industry is projected to reach a market size of 221.9 billion yuan in 2023, with the number of ACG users expected to grow from 210 million in 2017 to 526 million by 2025 [10][12] - Bilibili's established community culture and content ecosystem provide a more immersive ACG experience, while Xiaohongshu is still in the early stages of community expansion [12][13] - Other platforms like Douyin and Weibo are also targeting the youth demographic, leveraging their unique strengths to engage with ACG audiences [12][13] Future Challenges - Xiaohongshu's ability to convert the enthusiasm of 100,000 event participants into a sustainable community ecosystem will be critical for its success in the ACG sector [10][13] - The platform's current focus on brand exposure rather than deep partnerships with game developers may limit its long-term growth potential in the ACG market [12][13]
中国玩家的逆天ID,正为老外们带来前所未有的精神震撼......
猿大侠· 2025-08-14 04:12
Core Viewpoint - The article discusses the growing interest of foreign players in Chinese gaming culture, particularly the creative use of Chinese IDs in games, which reflects the richness of Chinese language and culture [3][41]. Group 1: Cultural Output - The emergence of Chinese gaming culture has led to increased visibility and interest from foreign audiences, with examples such as the first Chinese AAA game and the popularity of Chinese content on platforms like Xiaohongshu [3][4]. - Foreign players are intrigued by the complexity and poetic nature of Chinese characters, often leading to humorous misunderstandings and creative interpretations [10][11]. Group 2: Creative Use of Chinese IDs - Chinese players often create unique and complex IDs that convey deep meanings or cultural references, which can be difficult for non-Chinese speakers to fully understand [11][32]. - The use of slang and homophones in Chinese IDs allows players to bypass censorship, leading to a wide variety of creative expressions [15][16]. - Foreign players have expressed admiration for the creativity behind these IDs, often categorizing them into themes such as anime, memes, and historical references [29][26]. Group 3: Cultural Misunderstandings - There is a cultural gap in understanding the deeper meanings behind many Chinese IDs, which can lead to foreign players only grasping the literal translations [34][35]. - Despite the challenges in translation, the humor and creativity of these IDs continue to impress and entertain foreign audiences [24][40].
口碑两极化的“捞女游戏”,能借短剧东风走多远?
3 6 Ke· 2025-06-27 13:14
Core Viewpoint - The game "Emotional Fraud Simulator" has rapidly gained popularity and sparked discussions online, particularly after its name change from a controversial title. It combines elements of interactive storytelling and gaming, focusing on themes of emotional fraud and relationships, which has resonated with players and critics alike [1][3][24]. Group 1: Game Overview - "Emotional Fraud Simulator" features a storyline where players assume the role of a young man named Wu Yulun, who experiences emotional fraud and seeks revenge after being scammed [14]. - The game includes 472 minutes of video content, over 200 choices, and 38 possible endings, allowing players to explore various character backgrounds and emotional scenarios [16][21]. - The game has a high approval rating of 96% on Steam, with peak online players exceeding 80,000, surpassing its predecessor "I Was Surrounded by Beautiful Women" [6][11]. Group 2: Social Impact and Discussions - The game has generated significant discussion on social media platforms, with the hashtag EmotionalFraudSimulator accumulating 176 million views across platforms like Weibo and Douyin [11]. - Initial criticism regarding the game's portrayal of "gold diggers" has shifted to a more nuanced understanding of its themes, with some players recognizing the game's intent to address complex emotional issues [24]. - The game has attracted attention from content creators, with many streamers and influencers engaging with its content, further amplifying its reach [8][11]. Group 3: Industry Context - The rise of "Emotional Fraud Simulator" follows the success of similar interactive video games, indicating a growing market for this genre, which blends gaming with narrative storytelling [33]. - The interactive video game market has seen a surge in new titles, but many struggle with sales, highlighting a potential oversaturation in the market [34]. - The increasing popularity of short dramas has created a favorable environment for interactive video games, as audiences become accustomed to quick, engaging narratives [36].
打不过就练“葵花宝典”?这群男人正在女子电竞比赛上大杀特杀......
猿大侠· 2025-06-26 03:20
Core Viewpoint - The article discusses the implications of gender identity in esports, particularly in the context of the newly announced women's league by Riot Games for "League of Legends," which allows any player who identifies as female to participate, raising questions about fairness and competition integrity [6][11][13]. Group 1 - The introduction of a women's league in "League of Legends" by Riot Games is seen as a positive step, but the criteria for participation, which allows any individual who identifies as female to compete, raises concerns about the fairness of the competition [6][7][11]. - The article highlights the case of the all-transgender team Supernova Comets, which transitioned from mixed-gender competitions to women's competitions and experienced significant success, raising questions about the competitive balance [16][18][20]. - The controversy surrounding Supernova Comets' performance in women's competitions has sparked discussions about the legitimacy of their victories and the implications for the integrity of women's esports [29][31][36]. Group 2 - Research indicates that biological differences between genders can lead to varying advantages in competitive settings, suggesting that the starting point for male and female competitors is not equal [33][34][36]. - The article emphasizes that fairness is a fundamental principle in esports, and the current approach to gender identity in competitions may undermine this principle [38].