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国产互动影视游戏《盛世天下》全球销量破百万套
Zheng Quan Ri Bao· 2025-09-22 16:13
9月22日,中国互动影视游戏《盛世天下》官方微博介绍,该游戏的全平台总销量(含海外)已超过一百 万套。 此外,相关数据显示,《盛世天下》移动版自9月9日上线后,连续多日稳定在苹果iOS娱乐付费榜第 一。 若以官方售价39元计算,《盛世天下》全平台销售额已突破3900万元。值得一提的是,《盛世天下》的 海内外口碑仍在提升,讨论热度也居高不下,仅小红书的话题浏览量就超过了2.6亿次。事实上,目前 《盛世天下》仅上线了上篇《媚娘篇》,未来下篇《女帝篇》的上线,则有望进一步推动销售额增长。 公开信息显示,《盛世天下》是一部以中国唐代为灵感创作的互动影视游戏,背后制作公司为 NewOneStudio,该公司曾于2019年制作了业内首部出圈的互动影视游戏《隐形守护者》。而《盛世天 下》相比《隐形守护者》,制作成本显著提高。同时,游戏宣传也获得了腾讯的支持,例如相关宣传植 入了腾讯旗下热门游戏《王者荣耀》《元梦之星》。 谈及《盛世天下》的火爆,DataEye研究院研究总监刘尊对《证券日报》记者表示:"《盛世天下》凸显 了中国文化'出海'的优势。中国历史文化底蕴足,给游戏'出海'提供了太多好素材。例如《盛世天下》 把唐朝的服 ...
字节跳动重启孵化游戏业务 两游戏项目被腾讯收购
Xin Hua Wang· 2025-08-12 05:47
Core Viewpoint - ByteDance has confirmed the news regarding the internal memo about re-initiating its gaming business, despite previously announcing a complete exit from self-developed games [1] Group 1: ByteDance's Gaming Strategy - ByteDance announced a gradual shutdown of its gaming brand, Chao Xi Guang Nian, and a full exit from self-developed gaming, but it continues to engage in game agency and mini-games on Douyin [1] - Two gaming studios under ByteDance, Shenzhen Gravity Studio and Jiangnan Studio, have merged to form Salros Network Technology (Shenzhen) Co., Ltd, with Tencent's investment arm holding a 100% stake in Salros [1] - The industry has mixed views on Tencent taking over some of ByteDance's gaming teams, with expectations of closer cooperation between the two giants in the future [2] Group 2: Tencent's Gaming Developments - Following ByteDance's exit from self-developed games, the activity level of Tencent's flagship game, Honor of Kings, has increased on Douyin, with significant promotional efforts including live streaming events [3] - Tencent has invested 1.4 billion yuan in its party game, Yuanmeng Zhi Xing, with a long-term investment plan that is not capped [3] - DataEye reported that 38% of the advertising for Yuanmeng Zhi Xing was placed on ByteDance's advertising platform, indicating a strategic advertising approach [3] Group 3: Market Insights on Gaming - The two projects taken over by Tencent focus on the high-potential areas of tactical competition and open-world games, which have a strong consumer willingness to pay [4] - The actual sales revenue of the mobile game market for the ACG (Anime, Comic, and Game) sector reached 31.707 billion yuan in 2023, showing a year-on-year growth of 31.01% [4] - The domestic ACG market has limited offerings in the open-world game category, with only Genshin Impact ranking in the top 50 of Apple's bestsellers, indicating a potential opportunity for new entrants [4]
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
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].