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沪游对话|精文投资虞玮洁:单机游戏基金主投在沪中小项目
Sou Hu Cai Jing· 2025-11-19 06:48
2025年7月,在上海市委宣传部的指导下,上海精文投资有限公司(以下简称"精文投资")、渶策资本,联合索尼互动娱乐与上海星游纪,正式发 起"上海游戏产业专项基金(单机游戏方向)"。10月24日,上海网络游戏产业研究中心(以下简称"沪游中心")专访了上海游戏产业专项基金发 起方之一上海精文投资副总裁虞玮洁。 以下为沪游中心"单机游戏2025"系列对话第三篇。 革代表案例,上海梅赛德斯奔驰文化中心、上海文化广场等文化基础设施;二是市场化投资,主要围绕"文创"与"科创"两大方向,具体可分为四 类:纯文化(如游戏、演艺、出版、文保)、新文化(如沉浸式体验与文化装备)、文化+(文化与其他产业融合,如文化科技融合、文旅商体 展融合)、+文化(科创在文化领域的应用)。这四大领域构成了我们直接投资的主要布局方向。 除了功能性战投和市场化直投之外,我们还开展基金投资业务,核心架构是"1+X+n"。其中的"1"是指我们与中文投母基金、国泰海通开元投资共 同发起设立的长三角数智文化产业基金。这是首只由长三角地区国资共同出资的文化产业基金,服务于长三角一体化国家战略,首期规模30亿 元,在今年6月第七届长三角一体化发展高层论坛现场进 ...
网易回应前COO再创业:2011年离职 后续经历与公司无关
Xi Niu Cai Jing· 2025-09-16 06:37
Group 1 - NetEase issued a statement addressing recent rumors regarding its former COO's new venture and related disputes, clarifying that the individual left the company in 2011 and that any subsequent activities are unrelated to NetEase [2] - The statement emphasized that the controversies surrounding the individual do not represent NetEase's position [2] Group 2 - Information shows that the former COO, Zhan Zhonghui, joined NetEase in 1999 and served as COO until his departure in 2011, after which he founded Guangzhou Jianyue [5] - In September 2017, after Guangzhou Jianyue was integrated into Alibaba's entertainment division, Zhan Zhonghui took charge of Alibaba's interactive entertainment division [5]
2025-2031全球及中国休闲游戏行业需求预测及投资风险展望报告报告
Sou Hu Cai Jing· 2025-08-19 17:34
Group 1: Market Overview - The global casual gaming market is projected to grow significantly from 2020 to 2031, with various product types showing different growth trends [3][4]. - The casual gaming market in China is expected to increase its share of the global market, reflecting a growing consumer base and increased engagement [4][12]. - Different application types, including online and offline games, are anticipated to see varying growth rates, with online games likely leading the expansion [5][12]. Group 2: Industry Development and Trends - The "14th Five-Year Plan" outlines the overall development of the casual gaming industry, highlighting key characteristics and barriers to entry [4][5]. - Major trends in the industry include technological advancements, increased mobile penetration, and changing consumer preferences towards casual gaming experiences [4][5]. - Recommendations for industry players include focusing on innovative game design and enhancing user engagement strategies to capture market share [4][5]. Group 3: Competitive Landscape - The competitive landscape of the global casual gaming market is characterized by a few dominant players, with the top five companies holding significant market shares [4][9]. - Revenue analysis of major global players from 2020 to 2025 indicates a strong growth trajectory, with specific companies leading in revenue generation [4][9]. - The market is witnessing consolidation through mergers and acquisitions, which is reshaping the competitive dynamics [4][9]. Group 4: Product and Application Analysis - Different product types within the casual gaming sector, such as puzzle games and card games, are expected to show distinct growth patterns from 2020 to 2031 [5][12]. - The market share of various application types, including online and offline games, will evolve, with online games projected to dominate [5][12]. - Forecasts indicate that the casual gaming market will continue to diversify, with new genres and innovative gameplay attracting a broader audience [5][12]. Group 5: Regional Insights - North America, Europe, and the Asia-Pacific region are identified as key markets, each with unique growth drivers and consumer behaviors [4][12]. - The Asia-Pacific region, particularly China, is expected to see the highest growth rates, driven by a large population and increasing smartphone penetration [4][12]. - Regional market analyses reveal that different countries exhibit varying levels of engagement and revenue potential in the casual gaming sector [4][12].