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腾讯回应华硕致歉:接受道歉,期待未来继续携手
Xin Lang Ke Ji· 2025-11-05 14:07
新浪科技讯 11月5日晚间消息,今日,华硕官方发布致歉声明。声明指出:近期,华硕官旗账号发布的 《关闭ACE反作弊系统,保护你的电脑性能》视频存在错误描述和不实评价,对腾讯游戏安全ACE造成 不良影响,引发玩家们对软件安全及电脑性能稳定性上的担忧,在此华硕深表歉意。目前,华硕已第一 时间下架了该视频,并正在内部进行严肃核查与流程梳理, 华硕表示,经内部严肃调查,确认事件原因在于"我司对于相关供应商团队管理存在疏漏,未有建立严 格的内容审核流程。相关人员在内容创作过程中,在未经任何事实查证的情况下,根据网络相关不实信 息制作内容并发布"。 对于华硕致歉内容,腾讯游戏安全官方账号表示:感谢华硕官方的真诚和坦率,很高兴看到关于ACE的 误会得以澄清。我们接受华硕的道歉,并期待未来与华硕继续携手,共同促进游戏产业与舆论环境的健 康发展。(罗宁) 责任编辑:何俊熹 对此,华硕表示,为避免后续同类问题发生,将采取以下措施。一是对内部相关失职人员进行严肃处 理;二是开展内部整改,建立更严格的多层级内容审核机制,确保所发布内容真实、准确杜绝此类事件 再次发生。 据悉,事件起因是日前,华硕官旗B站官方账号发布《关闭ACE反作弊 ...
有多少PVP游戏玩家,是AI假扮的
3 6 Ke· 2025-08-28 01:17
Core Viewpoint - The article discusses the ongoing debate regarding the matchmaking algorithms in popular games like "Honor of Kings," highlighting player suspicions about manipulated win rates and the implications of such practices on player experience and game longevity [3][19][27]. Group 1: Matchmaking Controversy - Players have raised concerns about the fairness of matchmaking systems, suspecting that algorithms may intentionally manipulate win rates to maintain player engagement [3][19]. - A lawsuit was filed against Tencent, demanding transparency regarding the matchmaking mechanism of "Honor of Kings," citing consumer rights to know the true nature of services [3][5]. - The official defense from Tencent included player win rates as evidence, suggesting that not all players experience the same outcomes, but this did not alleviate widespread skepticism among the gaming community [5][11]. Group 2: Player Experiences - Many players report experiencing streaks of losses after winning several matches, leading to beliefs that the system punishes successful players [7][9]. - Observations indicate that players who perform poorly or return after a long absence are often matched with stronger opponents or weaker enemies, suggesting a potential manipulation of matchmaking to balance player experiences [9][11]. - The article mentions specific players who have exploited the matchmaking system to their advantage, creating strategies that allow them to win consistently by appearing less skilled [13][15]. Group 3: Broader Implications in Gaming - The suspicion of manipulated win rates is not limited to "Honor of Kings" but is a common theme across various PVP games, including "World of Tanks" and "Overwatch," where players feel that their experiences are artificially controlled [19][20][24]. - The article discusses the potential motivations behind such manipulations, including maintaining player engagement and prolonging game life by keeping win rates around 50% [27]. - The lack of transparency in game algorithms contributes to player distrust, as companies often cite proprietary technology as a reason for not disclosing details [27][29]. Group 4: AI and Player Interaction - The introduction of AI-controlled characters in games has raised questions about the authenticity of player interactions, with some players suspecting they are competing against AI rather than real opponents [34][44]. - The article suggests that the use of AI can help balance games by providing less skilled players with easier matches, thus enhancing their gaming experience [46][50]. - As AI technology advances, the line between human and AI players may blur, leading to new challenges in how players perceive competition and fairness in gaming [55][53].
申万宏源证券晨会报告-20250818
Group 1: Tencent Holdings (00700) Analysis - Tencent achieved a revenue of 184.5 billion yuan in Q2 2025, a year-on-year increase of 15%, exceeding Bloomberg consensus by 3% [2][14] - Adjusted net profit attributable to shareholders was 63.1 billion yuan, up 10% year-on-year, also surpassing Bloomberg consensus by 2% [2][14] - The gaming segment showed strong performance, with international and domestic game revenues growing by 35% and 17% respectively in Q2 2025 [2][14] - Advertising revenue increased by 20% to 35.8 billion yuan, driven by AI enhancements that improved click-through rates [2][14] - Financial technology and enterprise services revenue grew by 10% to 55.5 billion yuan, marking a return to double-digit growth [3][14] - The company maintains a "buy" rating with an adjusted net profit forecast for 2025-2027 of 255.6 billion, 298 billion, and 336.8 billion yuan respectively [3][14] Group 2: Industry Trends and Insights - The wind power sector is experiencing a high growth period, with significant improvements in profitability reported by various companies [25] - The domestic wind power market is expected to see new installations reach 110 GW in 2025, with Q2 2025 showing a year-on-year increase of 255.61% in new installations [25] - The market for non-road wide-body dump trucks is projected to grow significantly, driven by trends towards larger, electric, and unmanned vehicles [15][18] - The liquid cooling technology for data centers is gaining traction, with a projected market space of approximately 10 billion yuan due to increasing power density and cooling needs [28][26] - The semiconductor industry is seeing a shift towards special integrated circuits, with demand driven by national defense and commercial satellite applications [21][29]
腾讯控股(00700.HK)25Q2:游戏强劲 AI拉动广告再超预期
Ge Long Hui· 2025-08-16 10:44
Core Viewpoint - Tencent's Q2 2025 financial results exceeded expectations, with revenue of 184.5 billion yuan, a 15% year-on-year increase, and adjusted net profit of 63.1 billion yuan, a 10% increase, surpassing Bloomberg consensus estimates [1] Group 1: Gaming Performance - International and domestic gaming revenues grew by 35% and 17% respectively in Q2 2025, with domestic gaming revenue remaining above 40 billion yuan [1] - The company's evergreen gaming strategy continues to perform well, with titles like "Honor of Kings" and "Peacekeeper Elite" showing strong growth [1] - New game "Delta" has seen significant user growth, with daily active users increasing from 12 million to over 20 million from April to July [1] Group 2: Advertising Revenue - Tencent's advertising revenue increased by 20% year-on-year to 35.8 billion yuan in Q2 2025, driven by significant growth in video accounts, mini-programs, and search ads [2] - The growth in advertising was primarily fueled by eCPM increases and improved click-through rates due to AI enhancements [2] Group 3: Financial Technology and Enterprise Services - Financial technology and enterprise services revenue grew by 10% year-on-year to 55.5 billion yuan, marking a return to double-digit growth [2] - The growth was supported by improvements in payment transactions and consumer loan services, alongside strong demand for AI-related services [2] Group 4: Capital Expenditure and Share Buybacks - Capital expenditure for Q2 2025 was 19.1 billion yuan, accounting for 10.4% of revenue, with the company planning to maintain a low-teens percentage for the year [2] - The company has repurchased 40 billion Hong Kong dollars worth of shares year-to-date, with a commitment to repurchase at least 80 billion Hong Kong dollars in 2025 [2] Group 5: Future Outlook - The company has raised its adjusted net profit forecasts for 2025-2027, now projecting 255.6 billion, 298.0 billion, and 336.8 billion yuan respectively [3] - The target price based on SOTP valuation method is set at 711 Hong Kong dollars, indicating a potential upside of 20.6% [3]
腾讯控股(00700):25Q2:游戏强劲,AI拉动广告再超预期
Investment Rating - The report maintains a "Buy" rating for the company, with a target price of 711 HKD, indicating an upside potential of 20.6% [6][8]. Core Insights - The company reported a strong Q2 2025 performance, with revenue reaching 184.5 billion HKD, a year-on-year increase of 15%, surpassing Bloomberg consensus estimates by 3% [6]. - Adjusted net profit for Q2 2025 was 63.1 billion HKD, reflecting a 10% year-on-year growth, also exceeding expectations [6]. - The gaming segment showed robust growth, particularly in international markets, with game revenues increasing by 35% year-on-year [6]. - Advertising revenue grew by 20% year-on-year, driven by AI enhancements that improved targeting and click-through rates [6]. - Financial technology and enterprise services revenue increased by 10% year-on-year, marking a return to double-digit growth [6]. Financial Data and Profit Forecast - Revenue projections for the company are as follows: - 2023: 609 billion HKD - 2024: 660.3 billion HKD - 2025E: 746.4 billion HKD - 2026E: 828 billion HKD - 2027E: 904.5 billion HKD - Adjusted net profit forecasts are: - 2023: 157.7 billion HKD - 2024: 222.7 billion HKD - 2025E: 255.6 billion HKD - 2026E: 298 billion HKD - 2027E: 336.8 billion HKD - Earnings per share (EPS) estimates are: - 2023: 16.68 HKD - 2024: 24.03 HKD - 2025E: 27.87 HKD - 2026E: 32.49 HKD - 2027E: 36.73 HKD [3][9]. Market Data - The closing price of the company's stock is 590 HKD, with a market capitalization of approximately 541.07 billion HKD [4]. - The stock has a 52-week high of 600 HKD and a low of 364.2 HKD [4].
上海电竞产业已成亚洲独一档的存在 | 海斌访谈
Di Yi Cai Jing· 2025-05-03 13:49
Core Viewpoint - The esports industry in Shanghai is rapidly developing and is now considered to be at a unique level compared to other Asian cities, surpassing South Korea's Seoul and Japan's Tokyo in terms of scale and capability [1][5][7]. Group 1: Event Highlights - The DOTA2 offline elimination tournament held in Shanghai attracted over 3,000 on-site viewers and millions online from May 1-3 [1]. - The upcoming finals for nine esports projects will take place in major venues in Shanghai from May 16-18, showcasing the city's capacity to host large-scale events [3][4]. - The Asian Champions League (ACL) has engaged over 1,000 teams from 32 cities in China for the CS2 project, indicating widespread participation [3]. Group 2: Comparative Analysis - Shanghai's esports infrastructure, including multiple large venues, allows for hosting events that would be challenging in South Korea, even in its largest city, Seoul [4]. - While South Korea had a pioneering advantage in esports, the current level of China's esports capabilities, particularly in Shanghai, has surpassed that of South Korea [5]. - Japan's esports scene is still developing and lacks the depth seen in Shanghai, with a focus on console gaming rather than competitive esports [7]. Group 3: Financial Challenges - The esports industry faces significant profitability challenges, with many events struggling to break even [11][13]. - The ACL's total investment for this year's nine esports projects is close to 200 million RMB, covering various operational costs [14]. - Despite the challenges, the ACL is focusing on building audience reputation and engagement in its first year, with profitability not being the primary concern initially [15].