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AI应用研究感思录(六):游戏龙头有望充分受益AI大浪潮
CMS· 2026-03-01 09:34
Investment Rating - The industry rating is maintained as "Recommended" indicating a positive outlook for the industry fundamentals and an expectation that the industry index will outperform the benchmark index [2][7]. Core Insights - The gaming industry is expected to benefit significantly from the AI wave, with leading companies likely to thrive amidst concerns that AI may disrupt the gaming sector [5]. - The report suggests that while AI may lower the barriers to game development, creating large-scale games will still require substantial resources, making it unlikely for small teams to compete with established gaming giants [5]. - Historical trends show that leading gaming companies have consistently benefited from technological advancements, and they are well-positioned to adapt to new changes in the industry [5]. Industry Overview - The gaming sector consists of 160 companies with a total market capitalization of 2,270.9 billion and a circulating market value of 2,090.9 billion [2]. - The absolute performance of the industry over 1 month, 6 months, and 12 months is -0.9%, 22.7%, and 27.0% respectively, while the relative performance is 1.2%, 11.1%, and 7.7% [4]. Company Recommendations - The report continues to favor leading gaming companies such as Tencent, NetEase, Century Huatong, Giant Network, and others, indicating a strong belief in their potential to leverage AI advancements [5].
开年游戏大盘表现稳健,长线大DAU游戏春节表现亮眼:游戏产业跟踪(23)
Changjiang Securities· 2026-03-01 07:41
Investment Rating - The industry investment rating is "Positive" and maintained [7] Core Insights - The gaming market performed steadily during the Spring Festival, with several long-term DAU games showing outstanding performance. Tencent's multiple games maintained top positions, with "Peace Elite" achieving a new user high during the Spring Festival version [2][4] - The gaming market's actual sales revenue in January was 32.5 billion yuan, reflecting a month-on-month increase of 3.0% and a year-on-year increase of 4.5%. The PC gaming market exceeded 8.2 billion yuan, with a year-on-year growth of 23.5% [6][10] - The upcoming release of new games is expected to catalyze continued growth in the industry, with several titles scheduled for launch in the coming months [10] Summary by Sections Market Performance - The gaming market showed stable performance during the Spring Festival, with long-term DAU games demonstrating significant advantages. Tencent's games, including "Peace Elite," "Delta Action," and "Valorant Mobile," consistently ranked in the top 10 bestsellers [10] - The overseas market for self-developed games saw a year-on-year revenue increase of 24% in January, driven by stable performance of mature products and successful launches of new titles [10] Future Outlook - The industry is expected to see a series of new game launches, with titles like "Douluo Dalu: Zhusha Legend" and "EVE" scheduled for release in the coming months. The gaming sector's product cycle and performance certainty remain strong, indicating potential investment opportunities [10]
竞逐春节档 游戏厂商花式联动抢市场
Zhong Guo Jing Ying Bao· 2026-02-27 19:34
中经记者 李哲 北京报道 春节档一直是游戏厂商的"必争之地"。2026年春节期间,各大厂商通过与文旅、春晚联动等方式展开竞 逐,让游戏走出屏幕,更加多元化、立体化与玩家见面。 不过,相比花样百出的联动方式,从收入方面来看,整体市场表现并不突出。根据Sensor Tower数据, 2026年春节档游戏iOS端收入约为4.4亿美元,与去年同期基本持平。 游戏产业时评人张书乐向《中国经营报》记者表示,春节档本身就有"休假"意味,玩家休假,大厂也在 休假,因此在1月新游集中发布后,大多数游戏都进入休假期,只是通过春节档活动来进行日常维护。 这和暑期档的高强度维护形成了差异性。 厂商花式联动 2月15日,腾讯旗下《王者荣耀》在春节假期第一天推出了马年"皮肤",随后便迅速冲上iOS畅销榜总 榜,并且因服务器宕机登上了各大社交平台热搜。 此外,腾讯旗下另一款游戏大作《和平精英》则在春节版本推出了以敦煌文化为载体的新地图,并上线 了一系列符合新春氛围的活动,包括"月牙泉许愿打卡""年兽大作战"等。这一系列的联动让《和平精 英》在除夕夜的日活跃用户数突破9000万。 春节假期的"团圆"特性,成为了派对类游戏施展的舞台。网易旗下 ...
资金低位抢筹,春节后游戏ETF(159869)累计“吸金”达1.1亿元
Mei Ri Jing Ji Xin Wen· 2026-02-26 04:03
游戏板块具备AI、内容、商业化模式变革多点催化,游戏ETF(159869)跟踪中证动漫游戏指数, AI应用含量全市场领先,精准覆盖A股动漫游戏产业的整体表现,当前游戏板块正受到政策利好+产品 周期+AI赋能的多重催化热潮,或可聚焦游戏赛道布局窗口。 每日经济新闻 (责任编辑:董萍萍 ) 【免责声明】本文仅代表作者本人观点,与和讯网无关。和讯网站对文中陈述、观点判断保持中立,不对所包含内容 的准确性、可靠性或完整性提供任何明示或暗示的保证。请读者仅作参考,并请自行承担全部责任。邮箱: news_center@staff.hexun.com 2月26日,游戏板块早盘高开低走,游戏ETF(159869)窄幅震荡,现跌超0.5%,打开低位布局窗 口,截至发稿,盘中成交额已突破亿元。节后开市以来,游戏ETF(159869)已累计"吸金"达1.1亿元, 备受资金青睐。截至2月25日,游戏ETF(159869)规模已达128.81亿元。 游戏方面,春节期间多端流水数据表现健康,行业高景气延续。头部方面,腾讯超7款游戏位列 iOS畅销Top10,《王者荣耀》马年限定皮肤微博超话冲至游戏总榜第一,《和平精英》除夕DAU超 90 ...
离开腾讯后,他想做一款能改变历史的三国游戏
3 6 Ke· 2026-02-26 03:03
文 | 贝果树 编辑 | 果脯 对于熟悉三国历史的玩家来说,《我的三国》的游玩体验,可能类似于主角拿到剧本的穿越文学。 公元264年,离陈寿写下《三国志》还有十余年,这时的陈寿,在官场上还资历尚浅。但你看重陈寿的才能,打算提拔他为官职太常。重臣董厥出来劝 阻,说这恐难服众。不过,你知道自己不会看错人,便在对话框里自信地打下:"此子将来必能名留青史"。 这是《我的三国》在1月2日发布的实机演示中的内容。《我的三国》是一款由AI驱动的历史模拟游戏,玩家将作为三国故事中的人物,下达指令,触发 事件,推进历史的进程。 也有一些新的问题。在实机演示的评论区,不少玩家质疑AI"记忆如何保留";交互与Token成本挂钩,如何选择营收方式?;AI生成内容怎么应对审核? 现在《我的三国》还没有做出一个真正可玩的版本,他们也在探索。但胡景皓相信,"等大家真的能玩到的那天,就能感受到AI游戏的潜力"。 以下是我们和《我的三国》制作人胡景皓的对话内容,经整理后呈现。 用AI做出一款"前所未有"的游戏 为什么选择从腾讯自己出来做游戏? 游戏实机演示截图 此子将来必能写就《三国志》 有玩家在评论区说这是一款"AI美术,AI文案,AI配音 ...
游戏市场下跌0.03%,《三角洲行动》暴增433%,2026年春节档谁在开卷
3 6 Ke· 2026-02-26 00:01
相较起来,游戏行业的「平淡」或许已经是一个不错的消息。Sensor Tower数据显示,今年春节档游戏iOS端收入约为4.4亿美元,和去年春节档相比仅下 滑0.03%,变化幅度微乎其微。 游戏新知根据Sensor Tower数据整理了春节假期前后(2月14日~2月23日共10天)的游戏产品表现,当中仅统计了国内iOS端的数据。 今年春节档刚刚结束了。 娱乐行业的市场发生了些许变化。拿电影院线举例,今年春节电影票房为57.52亿元,观影人次为1.20亿,相比2025年的116.34亿元和2.4亿人次下滑了整整 一半。人们似乎不再无脑为电影掏钱,而是想要为更好的内容而消费。 通过春节档,一方面能够看到一些强势的新品依旧在发力,比如《无畏契约:源能行动》《超自然行动组》《我的花园世界》。另一方面,伴随着春节假 期的社交场景、流量爆发,也为部分产品带来了创收的窗口期。 从春节档的收入表现来看,排名前30名的产品中出现了4款新品,另外有12款产品相比去年春节档出现了收入上涨。 | | | | | 2026年春节档游戏收入排名(国内iOS) | | | | | | | --- | --- | --- | --- | -- ...
春节假期AI、大模型迭代及游戏观点梳理更新
2026-02-25 04:12
也是欢迎大家参加我们今天晚上的这场电话会议今天的话我们也是想利用这样一个机会跟大家来总结梳理一下整个春节假期期间包括AI像包括大模型的迭代以及整个游戏行业的一些情况观点进行那些梳理我们也 详细准备了一个PPT的这么一个内容整个春节期间行业应该是值得关注的点还是非常多的我们对于年内超级助手的爆发式增长的判断还是非常有信心的超级助手之争也是会成为今年观察产业的一个风向标和投资的锚顶 我们看到头部AI应用届时春节全面爆发跨越这种一级别的MAU的门槛寻求差异化的破局包括像字节腾讯阿里这些等大厂也都将核心模型能力深度嵌入到节目制作包括社交互动和真实的消费场景未来可能会渗透到越来越多的场景像字节独家赞助的春晚期间也是 展现了顶级的多模态能力田区元宝依托它的微型生态构建起来的AI衍生的社交空间像阿里千万通过31个免单在真实商业场景中也是验证了智能体的实行力大档的AI营销投入让AI也是成功下沉到三四线城市以及中老年群体所以国内的这些AI应用也有望成为 国民级的生活方式另外我们看到假期长期游戏的还是呈现出了非常强劲的这么一个态势整体供给偏弱的这样一个背景之下头部场上凭借这种各种福利包括IP联动和大版本的更新的组合拳的拉新的触活 ...
华源证券:传媒行业AI应用加速迭代 内容消费格局凸显
智通财经网· 2026-02-24 01:52
智通财经APP获悉,华源证券发布研报称,建议持续把握AI+应用逐步落地,以及B端、C端用户真实反 馈,关注商业模式的延展。目前传媒行业景气度仍在持续提升,调整中建议继续沿新渠道+新内容方向 布局。 风险提示:新电影上线表现不及预期、新技术发展不及预期、行业竞争加剧、新产品研发上线及表现不 及预期。 游戏:春节档期间玩家偏好以大DAU游戏为主,集中于MOBA和FPS赛道 从2026年2月1日至21日的游戏畅销榜数据来看,春节档期间玩家偏好以大DAU游戏为主,集中于 MOBA和FPS赛道。腾讯游戏占据主导地位,《王者荣耀》和《和平精英》几乎稳居前两名,具有较大 的用户基本盘。《三角洲行动》多次位列第三、四名,2月10日至11日短暂登顶。中游排名竞争激烈, 《金铲铲之战》《无畏契约》《无尽冬日》《火影忍者》等产品位次每日均有波动,各游戏通过限时活 动、版本更新等方式争夺用户时间和消费。SLG游戏表现分化,《无尽冬日》凭借持续攀升势头多次进 入总榜前10名,成为SLG品类头部游戏。 影视:口碑分化明显,三四线城市成为观影主力 2026年春节档(2月15日-23日)长达9天,创下史上最长纪录。截至2月22日,春节档总票 ...
传媒行业点评报告:春节前后多款游戏运营数据创新高,产品大年逻辑持续
ZHESHANG SECURITIES· 2026-02-24 00:45
Investment Rating - The industry investment rating is "Positive" (maintained) [7] Core Insights - The gaming sector has shown resilience in the current macroeconomic environment, with strong performance from both listed and non-listed companies during the Spring Festival period, confirming the ongoing logic of a significant product year in 2026 [7] - Notable games such as "Goose Goose Duck" have dominated the App Store charts, while companies like Century Huatong and Perfect World have seen impressive pre-registration numbers and revenue growth for their upcoming titles [2][3][5] - The overall industry sentiment is improving, with non-listed companies also achieving remarkable results, as seen with "Blue Archive" and "Arknights" celebrating significant anniversaries and experiencing substantial revenue increases [4] Summary by Sections Company Performance - Tencent's games have shown comprehensive growth, with "Goose Goose Duck" topping charts and "Dark Zone Breakthrough" reaching over 230 million registered users [7] - Century Huatong's "Yihuan" has surpassed 25 million pre-registrations, outperforming titles like "Genshin Impact" in pre-launch interest [3] - Giant Network's "Supernatural Action Group" has achieved a daily active user (DAU) count exceeding 10 million, benefiting from the holiday season [3] Revenue Growth - Tencent's "Honor of Kings" saw a 105% month-on-month revenue increase to $220 million, while "Peacekeeper Elite" surpassed $110 million in revenue during January [7] - Non-listed games like "Blue Archive" and "Arknights" reported global revenue increases of 220% and 122%, respectively, in January [4] Investment Recommendations - The report recommends focusing on Perfect World due to the strong pre-registration numbers for "Yihuan" and suggests monitoring companies like Tencent, Huya, Century Huatong, Giant Network, and Kingsoft for their product lines [5]
数娱工场 | 1月中国游戏市场收入324.68亿元 客户端游戏表现亮眼
Xin Hua Cai Jing· 2026-02-14 09:48
Core Insights - The report indicates that in January 2026, China's domestic game market achieved actual sales revenue of 32.468 billion yuan, with a month-on-month growth of 2.99% and a year-on-year growth of 4.47%, signaling new trends in the gaming industry for the year [1] Client Game Market Performance - In January, the client game market in China generated actual sales revenue of 8.236 billion yuan, reflecting a month-on-month increase of 7.77% and a year-on-year surge of 23.46%, significantly outperforming the overall market growth of 4.47% [2] - The growth is attributed to new product launches, such as "Arknights: End of the World" and "Crossfire: Future," which contributed over 500 million yuan in revenue each within the month [2] - The data suggests a shift in the client market from being a supplementary channel to becoming a primary battleground, as high-configuration games provide experiences that mobile platforms cannot replicate [2] Mobile Game Market Trends - The mobile game market in January recorded actual sales revenue of 22.621 billion yuan, with a month-on-month increase of 1.8% but a year-on-year decline of 1.52% [3] - The month-on-month growth was driven by new and existing products, with "Honor of Kings" returning to the top of the global mobile revenue chart [3] - The year-on-year decline is attributed to the high base from January 2025, which coincided with the Spring Festival, while deeper structural issues in the mobile market are highlighted by the rise of social party games like "Duck Duck Goose" [3] Overseas Market Performance - In January, China's self-developed games achieved actual sales revenue of 2.077 billion USD in overseas markets, showing a slight month-on-month decrease of 2.50% but a year-on-year increase of 24.05% [4] - The growth is driven by mature products like "Genshin Impact" and new releases such as "Arknights: End of the World," which generated over 20 million USD in just three days [4] - The report emphasizes a shift from a "single product" approach to a "matrix strategy," allowing companies to leverage the same IP across multiple markets and platforms simultaneously [4] Industry Trends - The report reflects three emerging trends in the gaming industry: 1. Multi-platform integration is becoming the new norm, as evidenced by the significant PC revenue share of "Arknights: End of the World," indicating a blurring of lines between mobile and PC gaming [5] 2. In a competitive landscape, game companies are focusing on operational precision, as seen with the success of "Honor of Kings" and "Peacekeeper Elite," which rely on stable updates and engaging content to retain players [5] 3. The overseas market remains promising, with a 24% year-on-year growth indicating that there is still room for expansion, necessitating a global perspective in game design from the outset [6]