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再创新纪录:《三角洲行动》年收暴涨29倍,《无尽冬日》大破280亿,叠纸上升90%
3 6 Ke· 2026-01-08 02:52
Core Insights - The global mobile game market is experiencing significant growth, with Chinese publishers dominating the revenue rankings in December 2025, as highlighted by Sensor Tower's report [1][24]. Group 1: Revenue Rankings - The top 10 mobile game publishers in December 2025 remained stable, with NetEase's "Yan Yun Shi Liu Sheng" ranking 4th, showing a 16% month-over-month revenue increase [1]. - Chinese publishers accounted for 34.6% of the total revenue of the global top 100 mobile game publishers, collectively earning $1.95 billion [1]. - Tencent's "Honor of Kings" led the iOS mobile game sales chart in China, generating over $2 billion in total revenue for the year [5]. Group 2: Key Game Performances - Tencent's "Honor of Kings" maintained strong revenue momentum through continuous content updates and esports events, contributing to its sustained market leadership [3][5]. - "Endless Winter" by Point Point Interactive is projected to reach $2.2 billion in revenue for 2025, showcasing its leading position in the survival strategy genre [7]. - NetEase's "Yan Yun Shi Liu Sheng" achieved significant success, ranking 2nd in the global iOS mobile game sales chart and generating a 95% revenue increase in December [11][15]. Group 3: Publisher Performance - Lemon Microfun's revenue grew by 10%, securing the 3rd position among publishers, driven by successful holiday-themed events [9]. - The revenue of Deyou Network surged by 90% due to the success of "Love and Deep Space," which reached a global revenue of $930 million [20]. - Youka Network's "Three Kingdoms Kill" saw a 65% revenue increase, allowing it to re-enter the top 30 rankings [22]. Group 4: Market Trends - The global mobile game market is undergoing a transformation, with a focus on high-quality, detailed operational activities as a key driver for growth [23][28]. - In 2025, 135 mobile games surpassed $100 million in in-app revenue, totaling $50.8 billion, with strategy games leading the way [24].
集体翻倍,这个板块彻底翻身?
Ge Long Hui· 2026-01-07 12:45
去年一年的A股市场,几乎聚焦于贵金属、AI、算力相关概念。 然而在此之中,却有一个相对少被关注的消费板块悄然崛起,2025年板块整体上涨超60%。 那就是,游戏板块。 一方面,在经历了过去几年的行业低迷之后,2025年以来相关政策逐渐放宽,社会态度也逐渐改善。 2025年4月,国家连续提出三项举措支持游戏发展。 先是国家新闻出版署等印发的《网络出版科技创新引领计划》对网络出版公司,落实税费支持政策,支持网络出版公司(包含游戏公司)IPO、并购、再 融资等。 在A股游戏上市公司中,整个2025年,冰川网络、迅游科技、吉比特股价均在年内翻倍,世纪华通、巨人网络更是暴涨近300%。 在整体热度攀升之下,迎来政策和市场双重利好的游戏板块,或将迎来彻底的反转。 01 近一年来,游戏行业最大的利好莫过于版号的复苏。 25年12月底,国家新闻出版署发布了新一批国产网络游戏版号。 加上这次发布的版号,2025年,全年获批游戏数量已经累计达到1771款,相比2024年的1416款增长25.07%,还创下2018年游戏版号新规实施以来的历史 新高。 去年版号的历史新高,并非单一的放量,而是由多种因素共同造成。 后续,《求是》杂志 ...
集体翻倍!这个板块彻底翻身?
格隆汇APP· 2026-01-07 11:33
Core Viewpoint - The gaming sector in the A-share market has seen a significant rise, with an overall increase of over 60% in 2025, driven by favorable policies and market conditions [1] Group 1: Market Recovery and Growth - The number of approved domestic online games reached a historical high of 1,771 in 2025, a 25.07% increase from 1,416 in 2024 [2] - The recovery in game approvals is attributed to a combination of factors, including improved policies and social attitudes towards the gaming industry [4][5] - In April 2025, the government introduced three measures to support the gaming industry, including tax incentives and support for IPOs and mergers [6] - The approval process for game licenses has been optimized, reducing the time to under a year, with some approvals taking as little as three months [8] - Negative impacts from past regulations, such as restrictions on minors and license suspensions, are gradually dissipating [9] Group 2: Industry Investment and Revenue - Leading gaming companies have significantly increased their R&D expenditures, with Century Huatong, Giant Network, and G-bits spending 760 million, 340 million, and 280 million yuan respectively, all showing over 45% growth year-on-year [11] - The actual sales revenue of the domestic gaming market reached 350.79 billion yuan in 2025, reflecting a year-on-year growth of 7.68% [13] - The user base grew by 1.35% to 683 million, marking a historical peak [16] - The gaming industry is experiencing a surge in user engagement and spending, with the overall revenue growth for the industry’s stocks showing increases of 22%, 22%, and 29% in the first three quarters of the year [23] Group 3: Evolving Game Genres and Trends - The gaming industry is witnessing a rapid evolution in game genres, with a notable rise in party games and FPS titles since 2022 [30][32] - The success of games like "Genshin Impact" has set a precedent for future game releases, indicating a trend towards innovative and hybrid game types [35] - WeChat mini-games have emerged as a significant growth area, with market revenue reaching 53.54 billion yuan in 2025, a 34.39% increase [39] - The monthly active users of WeChat mini-games reached 500 million, with daily online time increasing by 10% [40] Group 4: Future Outlook and Competitive Landscape - The gaming market is expected to continue expanding, driven by the rise of high-quality mobile games and the integration of AI in game development and operations [46][47] - Despite the positive outlook, competition within the gaming industry is intensifying, prompting companies to pursue mergers and global market expansion [50][51] - The most promising companies are those that can innovate gameplay and develop platform-based gaming experiences, which may lead to growth and valuation increases [55] - The darkest times for the gaming industry appear to be over, signaling a potential turning point for sustained growth [56]
世纪华通(002602):公司点评:回购股份彰显信心,关注新产品测试表现
Guohai Securities· 2026-01-05 09:16
2026 年 01 月 05 日 公司研究 评级:买入(首次覆盖) | 研究所: | | | | --- | --- | --- | | 证券分析师: | | 杨仁文 S0350521120001 | | | | yangrw@ghzq.com.cn | | 证券分析师: | | 谭瑞峤 S0350521120004 | | | | tanrq@ghzq.com.cn | | 联系人 | : | 程泽惠 S0350124070002 | | | | chengzh@ghzq.com.cn | [Table_Title] 回购股份彰显信心,关注新产品测试表现 ——世纪华通(002602)公司点评 | 相对沪深 300 | 表现 | | 2025/12/31 | | --- | --- | --- | --- | | 表现 | 1M | 3M | 12M | | 世纪华通 | -5.2% | -17.6% | 231.9% | | 沪深 300 | 2.3% | -0.2% | 17.7% | | 市场数据 | | | 2025/12/31 | | 当前价格(元) | | | 17.06 | | 52 周价格区间 ...
2025大作对决:8款分成后破70亿收入,恋与深空第18,三角洲第21,原神第23
3 6 Ke· 2026-01-05 08:43
最近,移动应用市场研究机构AppMagic公布了2025年全球手游收入榜。(注:不包含第三方安卓市场及网页商店数据,并且已刨除平台分成) 简单来看,2025年全球手游收入总量同比增长0.5%,共有8款产品全球分成后收入突破10亿美元。TOP30中,中重度游戏占比七成,以策略、RPG为主, 其中4X策略、自走棋、组队战斗RPG等均有涉及;休闲游戏占比三成,三消与二合品类为绝对主流。 其中,《王者荣耀》再次蝉联榜首,《Whiteout Survival》(无尽冬日)年度收入增幅约50%,成为10亿美元梯队的增长冠军。 《Gossip Harbor》《Clash Royale》《三角洲行动》《Toon Blast》《穿越火线-枪战王者》以及榜单上唯一的2025年新作《Kingshot》(奔奔王国)全年收 入表现亮眼,均首次进入年度收入TOP30。 此外,AppMagic还公布了2025年全球手游下载Top30。 根据AppMagic数据估算与追踪,《三角洲行动》在2025年1月、4月与7月分别推出了新春福利活动、S4赛季"黑夜之子"和暑期"夏日特别行动",收入实现 增长三连跳,单月涨幅均超130%;9月游戏围绕一周 ...
游戏行业赚快钱的时代结束了
Di Yi Cai Jing· 2025-12-30 05:45
2025.12.30 本文字数:3958,阅读时长大约6分钟 作者 |第一财经刘晓洁 2025年的中国游戏行业,是"回暖"与"内卷"并存的复杂图景。 市场收入突破3500亿元、用户规模超过6.8亿、版号数量创七年新高、游戏股估值持续修复……种种数据显示,这是游戏行业持续回暖的一年。然而,具 体到企业,在行业大盘触顶的存量竞争格局下,内卷仍是常态,耗资过亿的项目也很难成功了,游戏行业"挣钱越来越难"。 市场分化还在加剧,游戏产业分析师张书乐认为,强者越强是包括游戏产业在内的互联网科技领域的大势所趋,游戏行业的"二八定律"甚至在变成"一九 定律"。不过,单机和AI原生游戏正在成为中小团队突围的新机会。 谈及游戏行业这一年的关键词,渶策资本创始合伙人胡斌提到"转型",产业正在从中国制作向中国创造,从数值驱动到创意驱动,从好卖到好玩。张书乐 判断,在游戏质量提升、游戏出海路径拓宽,以及各地密集出台激励政策的大背景下,中国游戏产业正在开启新一轮"黄金十年"的增长周期。 成功越来越难了 在高基数背景下,2025年国内游戏市场收入与用户规模再度刷新历史。 根据《2025年中国游戏产业报告》,今年国内游戏市场收入约3508亿 ...
年终盘点|单机崛起、AI破局,游戏行业赚快钱的时代结束了
Di Yi Cai Jing· 2025-12-30 03:14
谈及游戏行业这一年的关键词,渶策资本创始合伙人胡斌提到"转型",产业正在从中国制作向中国创造,从数值驱动到创意驱动,从好卖到好玩。张书乐判 断,在游戏质量提升、游戏出海路径拓宽,以及各地密集出台激励政策的大背景下,中国游戏产业正在开启新一轮"黄金十年"的增长周期。 成功越来越难了 在高基数背景下,2025年国内游戏市场收入与用户规模再度刷新历史。 一年收入3500亿,游戏也要拼耐力。 2025年的中国游戏行业,是"回暖"与"内卷"并存的复杂图景。 市场收入突破3500亿元、用户规模超过6.8亿、版号数量创七年新高、游戏股估值持续修复……种种数据显示,这是游戏行业持续回暖的一年。然而,具体 到企业,在行业大盘触顶的存量竞争格局下,内卷仍是常态,耗资过亿的项目也很难成功了,游戏行业"挣钱越来越难"。 市场分化还在加剧,游戏产业分析师张书乐认为,强者越强是包括游戏产业在内的互联网科技领域的大势所趋,游戏行业的"二八定律"甚至在变成"一九定 律"。不过,单机和AI原生游戏正在成为中小团队突围的新机会。 即便是头部大厂,花费数年时间、投资数亿的产品,也不一定能成功。行业决策者们对此早有预判,B站董事长兼CEO陈睿曾提到 ...
国游出海这一年:夺科隆、拿TGA,给老外一点武侠震撼
创业邦· 2025-12-26 09:06
Core Viewpoint - The article emphasizes the growth of China's gaming industry in overseas markets, highlighting that the actual sales revenue of self-developed games reached $9.501 billion, a year-on-year increase of 11.07% [6]. Group 1: Market Performance - Tencent's international market revenue grew by 43%, marking the highest growth rate since the segment's performance was disclosed [9]. - NetEase's overseas deferred revenue increased by 25.3% to 19.47 billion yuan, indicating that the overseas market is becoming a second growth curve for its gaming business [9]. - By 2025, China's self-developed game overseas revenue is expected to exceed $20 billion, reflecting a significant upward trend in overseas income [9]. Group 2: Leading Companies - Century Games has been identified as the "first factory" for overseas expansion, ranking first in the global mobile game manufacturers list, with notable titles like "Endless Winter" and "Kingdom of Bouncing" contributing to its success [12][13]. - Other companies like FunPlus and Lilith Games also continue to perform well in the overseas market, particularly in the SLG genre, which is popular in emerging markets [14]. Group 3: Game Genres and Player Demographics - SLG games remain a popular category for Chinese games going abroad, appealing to a wide range of players, including those in conflict zones seeking escapism [14]. - Casual games from companies like Habby, which include titles like "Archero" and "Dungeon of the Endless," have also shown strong performance in overseas markets due to their low entry barriers and engaging gameplay [16]. - Lemon Microfun targets ultra-casual players, primarily women, with games like match-3 and simulation genres, catering to players looking for quick entertainment during daily routines [19]. Group 4: Trends in Game Development - The article notes that shooting games continue to be a traditional strong category for overseas markets, with Tencent's "Delta Force" performing exceptionally well [20]. - The second dimension (二游) games, while not mainstream, have a dedicated following in overseas markets, with players attending conventions to connect with others [22]. - The success of titles like "Ming Tide" and "Yuan Yun Sixteen Sounds" indicates a growing interest in Chinese cultural themes, particularly in the martial arts genre, which has gained traction among overseas players [41][43]. Group 5: Future Directions - The article suggests that the combination of martial arts, immersive experiences in second dimension games, and detailed narratives in female-oriented games will shape the future landscape of Chinese games going abroad [48]. - The industry is transitioning from a rough expansion phase to a more refined competition stage focused on quality, culture, and gameplay [49]. - Companies will need to balance global adaptation with local expression to maintain competitive advantages in the international market [49].
国泰海通:AI应用加速发展叠加文化娱乐板块周期向上 关注游戏、影视等板块表现
Zhi Tong Cai Jing· 2025-12-23 22:33
国泰海通发布研报称,传媒行业正处于AI应用加速发展和文娱产业周期向上的关键节点,2025年指数 表现较好,2026年在产品和政策的共振下有望延续强势。从AI应用方面看,2025年8月《国务院关于深 入实施"人工智能+"行动的意见》颁布,标志着AI已上升至国家战略层面,"人工智能+"有望延续"互联 网+"的热潮,造就新生态、新场景、新商业。再从文娱产业来看,以"哪吒"、"黑神话:悟空"等为代表 的本土IP不仅在国内深受消费者喜爱,更是在全球范围内掀起热潮。 国泰海通主要观点如下: 风险提示:市场竞争风险,行业及监管政策风险,技术发展不及预期,产品表现不及预期。 AI应用高速发展与文娱产业周期向上的黄金时期。 从AI应用方面看,2025年8月《国务院关于深入实施"人工智能+"行动的意见》颁布,标志着AI已上升 至国家战略层面,"人工智能+"有望延续"互联网+"的热潮,造就新生态、新场景、新商业。再从文娱产 业来看,以"哪吒"、"黑神话:悟空"等为代表的本土IP不仅在国内深受消费者喜爱,更是在全球范围内 掀起热潮。而例如游戏、影视等互联网时期诞生的娱乐内容形式亦展现出极强的生命力,《超自然行动 组》、《无尽冬日》、 ...
2025游戏十强年度榜揭晓
Xin Lang Cai Jing· 2025-12-20 19:01
(来源:工人日报) 本报讯 (记者苏墨)12月18日,2025游戏十强年度榜在2025年度中国游戏产业年会上揭晓。本次榜单 覆盖产品与企业两大核心维度,设立10个奖项类别。 移动游戏方面,世纪华通旗下《无尽冬日》当选"优秀移动游戏",腾讯旗下《三角洲行动》、祖龙娱乐 《以闪亮之名》等作品获得提名;客户端游戏领域,《三角洲行动》再度发力,将"优秀客户端游戏"收 入囊中,网易《永劫无间》、叠纸游戏《无限暖暖》等热门作品入围提名名单。 在特色奖项评选中,心动网络《心动小镇》获评"优秀社会价值游戏",该游戏以积极向上的内容传递正 向价值观;网易《燕云十六声》凭借对中华传统文化的深度挖掘与创意呈现,斩获"优秀中华传统文化 游戏"称号;米哈游《崩坏:星穹铁道》在音乐设计上表现出众,当选"优秀游戏音乐设计";上海叠纸 科技《无限暖暖》则以精良的美术制作获评"优秀游戏美术设计"。 本次2025游戏十强年度榜的评选涵盖优秀游戏科技创新企业、优秀"走出去"游戏企业、优秀游戏研发团 队、优秀游戏运营企业、优秀移动游戏、优秀客户端游戏、优秀社会价值游戏、优秀中华传统文化游 戏、优秀游戏音乐设计、优秀游戏美术等十大类别,全面覆盖游戏行 ...