元梦之星

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友谊时光股价飙升,永恒的派对游戏
3 6 Ke· 2025-06-10 00:26
Core Viewpoint - The article highlights the enduring appeal of party games as a social necessity, emphasizing the success of "Friendship Time" and its new game "Chaotic Cooking" as a key driver for stock performance and market interest [1][12]. Company Summary - "Friendship Time" (6820.HK) has seen a significant stock increase of 27.27%, reaching 1.12 HKD, marking a 100% rise this year, outperforming the Hang Seng Index [1][3]. - The launch of "Chaotic Cooking" has been pivotal, with the game achieving over 800 million pre-registrations and topping the free game charts shortly after its release [8][12]. - The game targets a younger demographic, particularly female players, with its cute characters and engaging social features, marking a strategic shift for the company [12][14]. Industry Summary - The party game sector has gained popularity, with user spending, downloads, and active users all increasing, particularly with a revenue growth of 84.4% in 2023 [13]. - "Chaotic Cooking" combines fast-paced competitive elements with slower simulation gameplay, appealing to a broad audience and enhancing social interaction among players [6][14]. - Despite the competitive landscape with established titles like "Egg Party" and "Dream Star," there remains room for new entrants like "Chaotic Cooking" to carve out market space through unique gameplay and cultural integration [14].
初中生借《元梦之星》公屏聊天“组cp”?《王者荣耀》《我的世界》防沉迷排名靠前
21世纪经济报道· 2025-05-28 12:13
Core Viewpoint - The article discusses the evaluation of the minor protection mechanisms in 20 mobile games, highlighting the improvements and compliance with regulations aimed at preventing addiction among minors in the gaming industry [1][2]. Group 1: Overview of Evaluation - The evaluation is based on the latest guidelines for protecting minors in mobile internet environments, assessing how major game developers implement anti-addiction systems [1][2]. - The average score for the 20 evaluated games is 78.30, with the highest scores being 95 for "Honor of Kings" and "Minecraft," and the lowest being 68 for "Under the Cloud" and "Happy Elimination" [2][9]. Group 2: Evaluation Methodology - Researchers simulated the actual gaming process for minors, assessing the anti-addiction mechanisms at four stages: before, during, and after gameplay, as well as special evaluation items [3][9]. - A total of 20 mobile games currently operating in the Chinese market were selected based on their popularity and relevance [3][4]. Group 3: Compliance with Regulations - All evaluated games implemented real-name authentication and adhered to age-based consumption restrictions, demonstrating compliance with the latest regulations [9][20]. - The games also enforced time limits for gameplay, ensuring that minors could only play during designated hours [18][20]. Group 4: Parental Involvement - The evaluation highlighted the importance of parental supervision, with many games requiring parental information binding to monitor minors' gaming activities [12][14]. - The study noted that some games have made innovative attempts to ensure that the guardian's identity is verified to prevent impersonation [14][20]. Group 5: Social Interaction and Safety - Social interaction is a significant aspect of gaming for minors, but it also poses risks such as exposure to harmful content and personal information leaks [2][32]. - The evaluation included a focus on social protection mechanisms, with specific requirements for game developers to safeguard minors from negative influences during social interactions [2][33]. Group 6: Customer Support Accessibility - The accessibility of customer support was assessed, with 19 out of 20 games providing easy access to customer service within five steps [23][24]. - Improvements were noted in the handling of minor refund requests, with only two games requiring external channels for processing [30]. Group 7: Special Evaluation Items - The evaluation included a focus on the complexity of social content available to minors, emphasizing the need for protective measures against inappropriate interactions [31][32]. - While all games provided options to block specific users, less than half offered settings to hide personal game information from strangers [37]. Group 8: Future Focus - The next report will concentrate on the pre-game protective measures implemented by game developers to safeguard minors before they enter the gaming environment [38].
初中生借《元梦之心》公屏聊天“组cp”;游戏社交安全亟待加强 | 20款手游未保测评2025①
2 1 Shi Ji Jing Ji Bao Dao· 2025-05-28 09:51
Core Viewpoint - The report evaluates the minor protection mechanisms in 20 mobile games, highlighting improvements in anti-addiction systems and the introduction of social protection measures for minors [1][4][9]. Group 1: Overview of Evaluation - The average score for the 20 evaluated mobile games is 78.30, with the highest scores being 95 for "Honor of Kings" and "Minecraft," and the lowest being 68 for "Under the Cloud" and "Happy Elimination" [4][9]. - The evaluation process involved simulating the actual gaming experience of minors, assessing the anti-addiction mechanisms at different stages: before, during, and after gameplay [4][9]. Group 2: Implementation of Anti-Addiction Measures - All 20 games implemented real-name authentication and age-appropriate restrictions, with 100% compliance in displaying user agreements and age warnings before gameplay [10][11]. - The games enforce time limits for minors, ensuring they can only play during designated hours, and restrict in-game purchases based on age [21][22]. Group 3: Social Protection Mechanisms - The evaluation introduced a focus on social protection mechanisms, addressing the risks minors face in online interactions, such as exposure to harmful content and privacy breaches [2][3][30]. - Most games provide features to block specific users and strangers, but less than half offer options to hide personal game information from unknown players [34]. Group 4: Customer Support Accessibility - The majority of the evaluated games (19 out of 20) have easily accessible customer support, allowing players to reach out for help within five steps [23][25]. - Improvements were noted in the handling of minor refund requests, with only 2 games requiring external channels for processing, down from 9 in the previous evaluation [28].