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次世代游戏公司,困在性别里
3 6 Ke· 2025-12-05 08:15
如果时间能倒流,不知道UP主逍遥散人是否还会选择发布那段观看游戏《Varsapura》实机演示的视频。正是这则视频,让这位多次躲过互联网"清算"、 在B站风评相当不错的UP主,迎来了从业后最大危机。 5天掉粉20万,最终掉了45万活粉。其中包括大批高等级舰长、逍遥散人与《逆水寒》《星绘有晴天》的合作被叫停、曾与他有过合作的品牌也被牵扯其 中,客服团队大量被质问是否停止与他的合作,其中有些不明就里的客服回复,又形成一轮新的抵制传播路径。 如果对圈子生态并不了解,看到逍遥散人又是掉粉又是掉商单,或许你会好奇他究竟做了什么。但实际上,导火索是那条与《Varsapura》有关的视频,以 及粉丝劝说逍遥散人删掉视频时,他那句"现在什么国产游戏都有争议,玩家如果想玩的话玩就可以,如果因为争议强行不玩的话,吃亏的是自己。" 事实上,播了《Varsapura》视频的UP不到近千也有上百,为何独独"逍遥散人"崩坏了呢?因为他恰恰是一名女性粉丝占80%以上,且一直有"尊重女性"标 签的UP主,之前一直没播《黑神话·悟空》的他就被部分粉丝视为"UP典范",但这一次他的回应和行为,在他的核心粉丝看来无异于是种"背叛"。之后逍 遥散人 ...
金山软件旗下西山居高管变动 郭炜炜辞任CEO
Xi Niu Cai Jing· 2025-12-04 03:10
据多家媒体报道,12月1日,金山软件旗下西山居发布内部信称,西山居董事会收到首席执行官(CEO)郭炜炜提交的辞职报告,其因个人职业规划原因, 向董事会提出辞去西山居CEO职务的请求。 该内部信称,经西山居董事会讨论决定,报金山软件董事会批准,尊重郭炜炜的个人意愿并同意其辞任CEO职务,继续担任西山居首席制作人职务,并任命 金山软件CEO兼西山居董事长邹涛担任西山居代理CEO。 公开信息显示,郭炜炜2004年加入西山居,历任《剑网3》执行主策划、主策划、执行制作人、制作人/策划总监;2011年,郭炜炜升任《剑网3》项目负责 人/西山居副总裁;2016年任金山集团副总裁/西山居CEO;2018年任金山集团高级副总裁/西山居CEO/《剑网3》系列制作人。 此外,西山居所在的金山软件今年第三季度财报显示,网络游戏及其他业务收入为8.98亿元,同比下降47%,环比下降6%。金山软件CEO邹涛解释,"本季 度游戏业务下滑,主要由于《剑网3》《尘白禁区》收入下降,新游戏《解限机》处于发展初期,仍在持续建立市场影响力"。 ...
金山软件三季度净利大幅下滑48%,游戏业务拖后腿
Xin Lang Cai Jing· 2025-11-19 13:36
Core Insights - Kingsoft Software (03888.HK) reported a significant decline in total revenue for Q3 2025, amounting to 2.42 billion RMB, a year-on-year decrease of 17%, with net profit dropping 48% to 213 million RMB [1][2] Financial Summary - Total revenue for Q3 2025: 2.42 billion RMB, down from 2.91 billion RMB in Q3 2024 [2] - Operating profit: 277 million RMB, a decrease from 1.14 billion RMB in the previous year [2] - Net profit attributable to shareholders: 213 million RMB, down from 413 million RMB in Q3 2024 [2] - Basic earnings per share: 0.15 RMB, compared to 0.31 RMB in the same quarter last year [2] Business Performance - Office software and services revenue reached 1.52 billion RMB, showing a growth of 26% year-on-year, driven by WPS software and WPS 365 [1][2] - Network gaming and other business revenue fell to 900 million RMB, a decline of 47% year-on-year, attributed to reduced contributions from existing games and the early-stage development of new titles [1][3] User Metrics - WPS Office monthly active devices reached 669 million, a 9% increase year-on-year [3] - Paid personal users for Kingsoft Office totaled 41.79 million, up 10% from the previous year [3] Gaming Segment Insights - The flagship game "Jian Wang 3" has been operational for over 16 years but faces challenges from new gaming genres [5] - New game "Jie Xian Ji" has gained attention in the mech game segment, while other international IP games are set to launch in upcoming quarters [5] - Marketing and distribution expenses increased by 55% year-on-year to 564 million RMB, reflecting higher promotional spending related to gaming [5]
游戏圈洗牌:腾讯网易稳坐龙头,十强门槛逼近50亿
第一财经· 2025-05-16 13:45
Core Viewpoint - The Chinese gaming industry is experiencing a "two extremes" situation, with top companies achieving record growth while mid-sized firms face declines and losses, leading to intensified competition and market concentration [2][4]. Group 1: Industry Overview - The top ten gaming companies in China are seeing significant shifts in their rankings, with the revenue threshold for entering the top ten increasing from 40 billion yuan in 2022 to 47 billion yuan in 2024 [2][9]. - Tencent and NetEase dominate the market, accounting for over 80% of the top ten's revenue, with Tencent's gaming revenue reaching 1,977 billion yuan in 2024, a 9.9% increase year-on-year [3][4]. - The overall gaming industry revenue, including domestic and overseas markets, is estimated at around 4,500 billion yuan, with the top ten companies contributing nearly 80% of this total [4][9]. Group 2: Company Performance - Tencent's gaming business has rebounded strongly, with a notable increase in revenue driven by both long-standing games and new releases, achieving a quarterly revenue peak of 595 billion yuan in Q1 2025 [5][6]. - NetEase's gaming revenue for 2024 was 836 billion yuan, with a modest growth of 2.5%, facing challenges in maintaining its dual-hit strategy due to a lack of new blockbuster games [7][8]. - Century Huatong's revenue surged by 70.3% to 226.2 billion yuan, largely due to the success of its hit game "Whiteout Survival" [3][10]. Group 3: Market Dynamics - The gaming industry is becoming increasingly concentrated, making it harder for smaller companies to compete, while opportunities still exist for mid-sized firms to create hit games [9][11]. - Companies like Bilibili and Kingsoft have made significant gains by launching successful titles, with Bilibili's gaming revenue growing by 40% to 56.1 billion yuan in 2024 [10][11]. - The decline of previously strong companies like Perfect World, which reported a net loss of 12.88 billion yuan in 2024, highlights the challenges of strategic misalignment and market competition [12][13]. Group 4: Future Outlook - The gaming industry is shifting from broad expansion to a focus on quality and innovation, with companies needing to either leverage resources to build ecosystems or specialize in niche markets to survive [13][14].
游戏圈洗牌:腾讯网易稳坐龙头,十强门槛逼近50亿
第一财经网· 2025-05-16 09:54
Core Insights - The Chinese gaming industry is experiencing a bifurcation, with top-tier companies achieving record growth while mid-tier and smaller firms face declines and challenges in transformation [1] - The revenue threshold for the top ten gaming companies has increased significantly, indicating a trend towards greater market concentration [1][11] - Tencent and NetEase dominate the market, with their combined revenue exceeding 80% of the top ten companies' total revenue [4][5] Industry Overview - The gaming industry is witnessing a slowdown in growth, with the top ten companies generating approximately 3.5 trillion yuan in gaming revenue for 2024, accounting for nearly 80% of the total industry revenue [4][11] - The revenue threshold for entering the top ten has risen to 4.7 billion yuan, reflecting a 17.5% increase from 2022 [11] - The competitive landscape is intensifying, with companies like Century Huatong and Bilibili leveraging hit games to improve their standings [1][12] Company Performance - Tencent's gaming revenue for 2024 reached 197.7 billion yuan, marking a 9.9% year-on-year increase, driven by both legacy and new titles [5][6] - NetEase's gaming revenue was 83.6 billion yuan, with a modest growth of 2.5%, indicating challenges in maintaining momentum [8][10] - Century Huatong's revenue surged by 70.3% to 22.62 billion yuan, largely due to the success of its hit game [3][12] Market Dynamics - The industry is increasingly favoring larger companies, making it difficult for smaller firms to compete effectively [1][11] - Companies that can innovate and create blockbuster games are more likely to survive, while those lacking in IP and product cycles may struggle [12][17] - The trend of focusing on long-standing games is becoming a more viable strategy for growth amid rising development costs [7][10] Future Outlook - The gaming market is shifting towards quality competition, with a clear divide between companies that can leverage resources to build ecosystems and those that focus on niche markets [17] - The potential for smaller companies to carve out niches remains, but they must innovate and adapt to changing market conditions [12][17] - The success of companies like Bilibili and Century Huatong suggests that opportunities still exist for those willing to invest in quality and creativity [12][13]