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Sensor Tower:2025年12月共33个中国厂商入围全球手游发行商收入榜TOP100 合计吸金19.5亿美元
智通财经网· 2026-01-06 05:49
智通财经APP获悉,Sensor Tower商店情报平台显示,2025年12月共33个中国厂商入围全球手游发行商 收入榜TOP100,合计吸金19.5亿美元,占本期全球TOP100手游发行商收入34.6%。 腾讯(00700)强势卫冕2025年12月全球手游发行商收入冠军,旗下王牌产品矩阵多点爆发,营收势能持 续拉满。国民级MOBA标杆《王者荣耀》持续领跑中国iOS手游畅销榜,2025年全年收入(不含中国地 区第三方安卓渠道)超过20亿美元。弈棋手游《金铲铲之战》再掀热潮,12月全新"英雄联盟传奇"赛季 和"不朽传奇召唤"活动点燃玩家热情,本期收入劲增50%;爆款FPS《三角洲行动》成为最强增长引 擎,2025年收入同比暴涨29倍,累计收入突破5亿美元。 凭借《Whiteout Survival》的稳定市场表现,叠加《Tasty Travels: Merge Game》的品类互补效应与突出 增长势头,点点互动成功稳居全球手游发行商收入榜亚军席位。Sensor Tower 数据显示,截至2025年12 月《Whiteout Survival》全球累计收入突破40亿美元,凸显长线运营价值;而《Tasty Trav ...
“德信杯”高校智力竞技联赛落幕 135名学子同台竞技
Zhong Guo Xin Wen Wang· 2025-12-16 08:50
中新网四川新闻12月16日电 近日,"德信杯·智竞未来"高校智力竞技联赛在电子科技大学成都学院圆满 落幕。本次赛事吸引川内多所高校135名学生同台竞技,涵盖剧本杀、三国杀等热门智力运动项目,为 学子搭建了交流比拼的平台。 据赛事主办方德信竞技统计显示,本次报名学生中65%以上为首次参与校级智力竞技活动,这一数据印 证出智力运动在高校群体中具有广阔推广空间与成长潜力。不少参赛者坦言,学业之余参与此类赛事, 既获得难得的"专注训练"机会,又在团队协作中提升了沟通能力,丰富了课余文化生活。 近年来,成都智力运动领域发展势头迅猛,已逐步形成规范化、年轻化产业发展趋势,智力竞技正成为 城市青年文化重要组成部分。此前,成都已成功举办多项国家级、省级智力运动赛事,相关产业扶持政 策持续完善,为高校智力竞技文化推广奠定良好基础。 "大学阶段是培养逻辑思维与自我管理能力的关键时期,规范、安全的智力竞赛可为学生提供多元化成 长助力。"德信竞技负责人表示,本次与电子科技大学成都学院的合作是一次成功尝试,未来将继续深 耕高校场景,与更多川内高校建立长期合作,持续推广健康规范的智力竞技文化。(完) 据了解,本次赛事由德信竞技主办、电子 ...
论“老资历”带来的快感
Hu Xiu· 2025-10-09 06:22
Group 1 - The article discusses the concept of being an "old fan" or "old veteran" in various entertainment sectors, highlighting the pride and confidence that comes with early support of popular content [2][3][6][13] - It mentions specific examples of individuals who became fans during different phases of popularity for artists and shows, such as Xu Zhian and "Chainsaw Man," illustrating the varying degrees of fan seniority [2][3][5][14] - The article reflects on the changing dynamics of fandom, where some fans transition from being early supporters to feeling disconnected due to shifts in the content's direction or popularity [6][12][14] Group 2 - The narrative includes personal anecdotes about the experience of being an "old fan" in different contexts, such as anime, music, and games, emphasizing the emotional connection and sense of achievement associated with early engagement [10][11][12] - It also touches on the phenomenon of fandom evolution, where fans may start as early supporters but later disengage due to changes in the content or personal preferences [11][14] - The article suggests that the perception of being an "old fan" can create a sense of investment success, akin to financial investments, where early supporters feel validated as the content gains popularity [13][14]
Sensor Tower:7月共32个中国厂商入围全球手游发行商收入榜TOP100 合计吸金19.5亿美元
智通财经网· 2025-08-08 02:40
Core Insights - In July 2025, 32 Chinese game publishers made it to the global mobile game publisher revenue TOP 100, collectively generating $1.95 billion, accounting for 34% of the total revenue of the TOP 100 publishers during this period [1] Group 1: Top Performers - Tencent maintained its position as the top global mobile game publisher, with a 20% increase in revenue driven by popular titles like "Honor of Kings" and "PUBG MOBILE" [2] - Point Cloud Interactive secured the second position, with a 10% revenue increase, bolstered by strong performances from "Kingshot" and "Tasty Travels: Merge Game," which saw revenue growth of 34% and 52% respectively [2] - NetEase ranked third, with a 23% revenue increase attributed to the anniversary celebration of "Party of Eggs," which doubled its income [4] Group 2: Notable Revenue Growth - miHoYo's "Honkai: Star Rail" experienced a 325% revenue surge in July, marking a new high for 2025, contributing to a 28% increase in overall revenue for the company [4] - Florere Game's new title "Last Z: Survival Shooter" saw a 44% revenue increase, helping the publisher achieve a 24% overall revenue growth [4] - Paper Games' "Love and Deep Space" reached a record high in revenue following a major update, resulting in a 33% increase in overall income [5] Group 3: Emerging Publishers - Momo Technology's flagship title "Mobile Legends: Bang Bang" continued to perform well, with a 32% revenue increase, while its new title "Silver and Scarlet" debuted strongly in the iOS download charts [6] - Youka Network's two titles, "Three Kingdoms Kill" and "Finger Mountain and Sea," saw revenue increases of 110% and 252% respectively, leading to a doubling of overall income [6] - Giant Network's "Supernatural Action Group" experienced significant revenue growth of 76%, climbing to the 29th position in the revenue rankings [6] Group 4: Additional Publishers - Other Chinese game publishers that made it to the global TOP 100 include Bilibili and Mattel163, totaling 32 publishers [7]
新消费中的IP衍生品:美国与日本风格各异,中国正在走出自己的路径特色
2025-06-23 02:09
Summary of Key Points from Conference Call Industry Overview - The collectible card game market is led by Magic: The Gathering and Pokémon, each generating over $1 billion annually, with China's market starting later, marked by the success of Ultraman cards [1][2] - The success of the card industry is significantly influenced by the entry of major players like Wizards of the Coast, local anime companies, and Blizzard, indicating its establishment as a mainstream entertainment form [1][4] - Cultural differences shape card game preferences: the US focuses on sports star cards, Japan emphasizes anime IP, while China promotes through well-known IPs like Ultraman [1][5] Market Characteristics - The Japanese collectible card market, characterized by blind box models and anime IP, reached over 10 billion RMB in 2023, accounting for about 27% of Japan's toy market [1][7] - China's card market has low per capita spending compared to Japan and the US, with significant growth potential as the secondary trading market is still in its early stages and heavily regulated [1][8] Financial and Investment Aspects - The card culture has evolved into a mature industry chain with financial and investment attributes, particularly in the US, where it can be mapped to stablecoins, Bitcoin, and NFTs [1][6] - The secondary trading market can significantly amplify industry scale, with estimates suggesting it could expand the US market size by seven to nine times [1][10][12] Development Pathways - The development of the card game industry can be segmented into phases, with the US launching Magic: The Gathering in 1993, Japan introducing Pokémon in 1996, and China starting with Three Kingdoms Kill in 2009, followed by Ultraman's success in 2018 [2][3] - The entry of heavyweight players is crucial for an industry's success, as seen with Pokémon attracting numerous followers and competitors after its initial success [4] Cultural and Globalization Insights - The globalization of culture in the UK, US, and Japan has been successful due to their unique cultural identities, which have been validated by global consumer preferences [13] - China is beginning to develop its unique value proposition in global culture, with potential breakthroughs in IP and derivative products, but still faces challenges in copyright protection [14][15] Recent Market Dynamics - Recent market adjustments include developments in stablecoins and new IPs, with a focus on structural changes and advancements in AI technology, particularly with the upcoming release of GPT-5 by OpenAI [16]
打四年游戏和背四年名词解释,哪个更浪费生命
Hu Xiu· 2025-05-28 00:39
Group 1 - The article discusses the shift in perception regarding video games and their impact on education, suggesting that the correlation between gaming and academic performance is not straightforward [2][8] - It argues for a more liberal approach to gaming, emphasizing that individuals with strong self-discipline are more likely to succeed regardless of their gaming habits [2][4] - The gaming industry is highlighted as a sector where effort can lead to significant rewards, contrasting with traditional academic paths that may not yield practical skills or knowledge [7][9] Group 2 - The article points out that the gaming industry offers numerous job opportunities, often with higher salaries compared to traditional sectors, and values long-term understanding of games over short-term academic achievements [7][8] - It critiques the current educational system for fostering a competitive environment that may lead to mental health issues among students, particularly when the focus is on rote memorization rather than practical skills [9] - The discussion includes the notion that investing time in gaming can be more beneficial than traditional studying methods, as it may lead to better career prospects in the gaming industry [9][10]