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越南已成第一,这些新兴出海市场越来越能打了
3 6 Ke· 2025-09-04 10:47
Group 1: Overview of China's Gaming Industry Growth - The Chinese gaming industry is experiencing a new wave of growth in overseas markets, with actual sales revenue from self-developed games reaching $9.501 billion in the first half of 2025, a year-on-year increase of over 11% [1] - Traditional markets such as North America, Japan, South Korea, and Western Europe remain key revenue contributors, but competition is intensifying, prompting Chinese companies to explore underdeveloped emerging markets [1] - Emerging markets in the Middle East, Latin America, and Southeast Asia are rising, presenting new growth opportunities for manufacturers [1] Group 2: Vietnam's Gaming Market - Vietnam has emerged as a significant player in the global gaming scene, with mobile game downloads reaching the highest globally in 2024, surpassing China [5] - Chinese games dominate the Vietnamese market, with 81% of approved games being from China, and titles like "Sword of Legends Online" have historically held a significant market share [7] - The success of Chinese games in Vietnam is attributed to cultural proximity, effective localization strategies, and integration with local payment platforms [9] Group 3: Challenges in the Vietnamese Market - Despite the potential, challenges such as strict approval processes and market size versus commercial return discrepancies exist, requiring companies to adjust expectations [9] - The Vietnamese gaming market is projected to reach $1.5 to $2 billion by 2025, with an annual growth rate of 15% to 25% [9] Group 4: Middle East Gaming Market - The Middle East is becoming a new blue ocean for the gaming industry, driven by a large population, strong consumer spending, and government support [12] - Saudi Arabia's government has elevated the gaming industry as a national strategy, planning to invest $38 billion in gaming and esports [14] - The market is characterized by high consumer spending, with Saudi users' average revenue per user (ARPU) being twice that of the U.S. and five times that of China [14] Group 5: Russia's Gaming Market - Russia's mobile game downloads reached 1.18 billion in the first half of 2024, making it the fifth largest globally, supported by a smartphone penetration rate of 83% [17] - The local digital ecosystem has shown resilience despite international sanctions, with in-app purchase revenue expected to reach $247 million in 2024, growing 12% year-on-year [17] - The exit of Western companies has created a "window of opportunity" for Chinese developers to fill the gap in the market [20] Group 6: Latin America's Gaming Market - Latin America is a growing market with approximately 150 million gamers and a market size of around $3.8 billion, with Brazil being the largest market [21] - The effectiveness of marketing strategies has shifted towards leveraging KOLs (Key Opinion Leaders) for brand promotion, especially in gaming [23] - The market is in a recovery phase, with Chinese companies increasingly establishing local teams for customized operations [24] Group 7: Future Outlook - The Chinese gaming industry is entering a new phase focused on strategic depth and localization, moving away from a reliance on traffic and short-term gains [25] - The next decade will see competition driven by the ability to transition from "game developers" to "localization partners," enabling sustainable global development [26]
中手游H1净亏损超6亿:仙剑世界不及预期,海外与小游戏高增长
3 6 Ke· 2025-08-28 23:48
Core Viewpoint - The company reported a significant decline in revenue and incurred substantial losses in the first half of 2025, primarily due to quality issues with its core game and high marketing costs for new releases [1][3]. Financial Performance - The company achieved a revenue of RMB 763 million in the first half of 2025, a year-on-year decrease of 38.1% [1]. - The net loss for the period was RMB 644 million, with an adjusted net loss of RMB 638 million [1]. - Operating cash flow turned positive, reaching RMB 108 million, attributed to cost reduction and efficiency measures [3]. Game Development and Releases - The company launched several new games, including "Three Thousand Fantasy World" and "Daily Life of Chat Group," which received positive initial reception [3][5]. - The game "Spring and Autumn Mysteries" performed well, ranking in the top 10 of the WeChat mini-game sales chart shortly after its release [5]. Overseas and Mini Game Performance - Overseas revenue reached RMB 235 million, a 33.2% increase year-on-year, now accounting for 30.8% of total revenue [6]. - The mini-game segment is identified as a key growth driver, with "Spring and Autumn Mysteries" generating over RMB 100 million in revenue within three months of launch [5][6]. Future Outlook - The company anticipates a turnaround in the second half of 2025 with multiple game launches planned, including "Naruto: Leaf Master" and several others targeting international markets [9][10]. - The company has outlined a new update and promotion strategy for its core game, which may lead to reduced development and marketing costs moving forward [1].
中手游(00302)发布中期业绩,归母净亏损6.39亿元,同比增加170.32%
智通财经网· 2025-08-27 15:25
Core Viewpoint - The company reported a significant decline in revenue and an increase in losses for the first half of 2025, attributed to various factors including the performance of new game launches and the expiration of successful game IPs [1] Financial Performance - The company achieved revenue of RMB 763 million, a year-on-year decrease of 38.13% [1] - The loss attributable to the parent company was RMB 639 million, an increase of 170.32% year-on-year [1] Game Performance - The newly launched mini-game "Spring and Autumn Mysteries" performed well, gaining market and player recognition [1] - The company successfully launched several major IP games overseas, including "Battle Through the Heavens: Unmatched," "Douluo Continent: Shrek Academy," and "Douluo Continent: Time Reversal," leading to a significant increase in overseas revenue [1] - However, the new games "Three Thousand Fantasy Worlds" and "Daily Life of Chat Groups" did not meet revenue expectations after their launch [1] - The recently launched game "New Three Kingdoms: Cao Cao's Biography" achieved good rankings but did not contribute significantly to revenue due to its short launch period within the reporting timeframe [1] - The expiration of the IP authorization for the successful game "The Legend of the Condor Heroes: Iron Blood and Heart" resulted in no revenue generation during the reporting period, as the operation was terminated in 2024 after friendly negotiations with the partner [1]
中手游发布中期业绩,归母净亏损6.39亿元,同比增加170.32%
Zhi Tong Cai Jing· 2025-08-27 15:22
Core Viewpoint - The company reported a significant decline in revenue and an increase in losses for the first half of 2025, attributed to various factors including the performance of new game launches and the expiration of a successful IP license [1] Financial Performance - The company achieved revenue of RMB 763 million, representing a year-on-year decrease of 38.13% [1] - The loss attributable to the parent company was RMB 639 million, an increase of 170.32% year-on-year [1] Game Performance - The newly launched mini-game "Spring and Autumn Mysteries" performed well, gaining market and player recognition [1] - The company successfully launched several major IP games overseas, including "Battle Through the Heavens: Unmatched," "Douluo Continent: Shrek Academy," and "Douluo Continent: Time Reversal," which significantly boosted overseas revenue [1] - However, the new games "Three Thousand Fantasy Worlds" and "Daily Life of Chat Groups" did not meet revenue expectations after their launch [1] - The recently launched game "New Three Kingdoms: Cao Cao's Biography" achieved good rankings but did not contribute significantly to revenue due to its short launch period within the reporting timeframe [1] - The expiration of the IP license for the previously successful game "New Legend of the Condor Heroes: Blood and Heart" led to its termination in 2024, resulting in no revenue generation during the reporting period [1]
中手游20250422
2025-04-23 01:48
Summary of Zhongshou's Conference Call Company Overview - Zhongshou's overseas revenue reached RMB 272 million in 2024, accounting for 14.1% of total revenue, with significant contributions from the game "Douluo Dalu: Shrek Academy" in the Hong Kong, Macau, and Taiwan markets [1][3] - The company plans to expand its overseas business by launching "Douluo Dalu: Reverse Time" in international markets [1][3] Core Business Segments - Zhongshou's game publishing revenue for 2024 was RMB 1.665 billion, with three main business segments: game publishing, game development, and IP licensing [2] - Key games launched include "Douluo Dalu: Shrek Academy," "Doupo Cangqiong: Peak Showdown," and "Douluo Dalu: Reverse Time," all performing exceptionally well [2][15] - The company aims to launch 18 new games in 2025, focusing on high-quality IP games and innovative mini-games [2][10] Long-term Operating IP Games - Zhongshou has several long-term operating IP games, including "Xianjian Qixia Chuan," "One Piece: Bloodline," and "True Three Kingdoms: Domination," which have shown strong revenue performance [4] - "New Legend of the Condor Heroes: Iron Blood and Heart" generated RMB 260 million in its first month, while "One Piece: Bloodline" has maintained active engagement since its launch [4] Research and Development - The company invested RMB 244 million in R&D in 2024, focusing on projects like "Code: Dark Night Legend" and the open-world game "Xianjian World" [5] - "Xianjian World" was launched in early 2025, while "Code: Dark Night Legend" is expected to enter testing later in 2025 [5][13] IP Licensing Achievements - In 2024, IP licensing revenue was RMB 116 million, with Zhongshou holding complete global rights to "Xianjian Qixia Chuan" [7] - The company collaborates with partners like iQIYI and Tencent to produce series based on the IP, enhancing its market presence [8] Mini-Game Platform - The mini-game platform has lower channel costs and higher profit margins, with "Chunqiu Xuanqi" generating over RMB 100 million in its second month [17] - The company aims to deepen its development in the mini-game sector, targeting a revenue increase [17] Overseas Market Strategy - Zhongshou began its overseas business in 2021, with revenue contribution rising from less than 1% to over 10% in the first year [19] - The company plans to accelerate its overseas expansion, targeting a revenue contribution of 20% to 30% from international markets in the next three years [19][20] Future Outlook - The company is considering stock buybacks and dividends based on market conditions, with ongoing support from major shareholders [21] - The competitive landscape in the gaming market remains intense, but Zhongshou's strong IP portfolio positions it favorably [16]
连续2年收入下滑!“贪玩游戏”母公司中旭未来发力出海
Nan Fang Du Shi Bao· 2025-04-01 14:57
Core Insights - The company reported a revenue of 5.58 billion yuan for the fiscal year 2024, a decrease of 14.3% year-on-year [2] - The net profit for 2024 was 44 million yuan, down 83.9% from 273 million yuan in 2023, with a net loss attributable to the parent company of 3.62 million yuan [2] - The decline in revenue is attributed to decreased game income under the cooperative operation model, underperformance of new game launches, and reduced income from consumer goods [2] Revenue Breakdown - The company achieved overseas revenue of 623 million yuan in 2024, marking a year-on-year increase of 44.9%, accounting for 11.2% of total revenue [3] - The self-operated game products generated 4.12 billion yuan in revenue, a decrease of 3.4%, while revenue from cooperative operations fell by 31.6% to 1.33 billion yuan [6] Cost Management - Research and development costs decreased by 25.4% to 128 million yuan in 2024, primarily due to a reduction in overall compensation related to R&D personnel [4] - Sales and distribution expenses remained high at 3.517 billion yuan but decreased by 9.4% from 3.88 billion yuan in 2023 [5] - Administrative expenses were recorded at 192 million yuan, down 27.6% from 265 million yuan in 2023 [5] Strategic Initiatives - The company is focusing on product matrix innovation, technology-driven strategies, and global expansion [6] - It has entered into a partnership to develop AI game business, aiming to optimize R&D processes and reduce costs [4] - The company is also expanding its portfolio in the mini-game sector, with successful launches such as "Little Soldier Battle" [7] Consumer Goods Performance - Revenue from the consumer goods sector fell by 52.2% to 102 million yuan in 2024, primarily due to a strategic focus on core gaming operations and intense market competition [7]