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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
9月10日晚间,网易发布声明,就近期媒体及社交媒体上出现的"网易前COO再创业"及相关纠纷传闻作出回应。 网易声明指出,经核查,该人员已于2011年正式离职,其后在其他公司的任职、创业等一切经历,均与网易公司无关联。其个人引发的争议与风波,并不代 表网易的立场。 据悉,网易声明中所指的可能是詹钟晖的创业项目。9月4日,有网友在社交平台发现,詹钟晖正在为其创业项目的单机游戏新作招聘人才。 公开信息显示,詹钟晖于1999年加入网易,曾任网易COO;2011年离开网易,创立广州简悦;2017年9月,在广州简悦并入阿里大文娱的游戏事业群后,詹 钟晖分管阿里互动娱乐事业部。 ...
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].