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2025东京电玩展新变量:近110家中国厂商集中亮相 国产游戏日本市场逆风破局
Mei Ri Jing Ji Xin Wen· 2025-09-29 14:52
Core Insights - The 2025 Tokyo Game Show (TGS) concluded with record attendance and participation, highlighting the growing influence of Chinese game developers in the Japanese market [1][3][5] Group 1: Event Overview - TGS 2025 featured a record 1,136 exhibitors and 4,157 booths, with attendance exceeding 260,000, showcasing a vibrant atmosphere [1][2] - The event emphasized content over form, with many new product launches and gameplay experiences available for attendees [2] Group 2: Chinese Game Developers' Impact - Chinese game companies had a significant presence, with nearly 110 exhibitors, including major players like Tencent and NetEase, marking an unprecedented scale [1][3] - Games like "Whiteout Survival" and "Kingshot" from Century Games gained notable attention, with extensive promotional efforts and local collaborations enhancing their visibility [3][11] Group 3: Market Dynamics - The Japanese gaming market, while smaller than the US and China, remains highly lucrative, with a projected mobile market revenue of $11 billion in 2025, making it the second-largest globally [6] - Chinese games are increasingly accepted in Japan, with local players showing high interest in titles like "Whiteout Survival," which has consistently ranked in the top charts [5][11] Group 4: Strategic Approaches - Chinese developers are adopting long-term strategies and localized approaches to penetrate the Japanese market, focusing on user engagement and differentiated products [10][11] - The success of titles like "Whiteout Survival" and "Kingshot" illustrates the effectiveness of these strategies, as they have achieved significant rankings in Japan's competitive market [11] Group 5: Recognition and Acceptance - The recognition of Chinese games in Japan is growing, as evidenced by titles like NetEase's "Infinite" featuring on the cover of a prominent Japanese gaming magazine [12] - The narrative around Chinese games is shifting from "made in China" to a focus on quality and innovation, reflecting a broader acceptance in the Japanese gaming community [12]
中国游戏闪耀东京电玩展“C位”
Jie Fang Ri Bao· 2025-09-27 23:52
Core Insights - The Tokyo Game Show (TGS) is taking place from September 25 to 28, 2023, in Chiba, Tokyo, with expected attendance exceeding 300,000 [2] - Chinese gaming companies are making a significant presence at TGS this year, showcasing a record number of products [2] - Notable titles highlighted include Eagle Horn Network's "Arknights: End of the World," NetEase's "Infinite," "Reverse Water Cold," and Paper Games' "Infinite Warmth" and "Love and Deep Space" [2]
祖龙娱乐涉商标侵权败诉背后:游戏“蹭热点”纠纷屡见不鲜
Core Viewpoint - The legal dispute between Zulong Entertainment and Paper Games highlights issues of trademark infringement and unfair competition in the gaming industry, particularly regarding the use of popular keywords for advertising purposes [3][4][6]. Group 1: Legal Dispute Overview - Zulong Entertainment was found to have infringed on Paper Games' trademark by using their registered game titles as keywords in WeChat advertisements, leading to user confusion [3][4]. - The court ruled in favor of Paper Games, ordering Zulong Entertainment to pay 150,000 yuan in damages for trademark infringement and unfair competition [6]. - Zulong Entertainment's defense claimed that the keyword settings were managed by an outsourced advertising company, but evidence showed that they had added the keywords themselves [5][6]. Group 2: Financial Impact - Following the launch of its game "In the Name of Shine," Zulong Entertainment reported significant revenue growth, achieving 634 million yuan in revenue for the first half of 2025, a 44.4% increase compared to the same period in 2024 [7]. - The success of "In the Name of Shine" contributed to Zulong Entertainment's overall financial performance, alongside other game releases [7]. Group 3: Industry Context - The case reflects a broader trend in the gaming industry where companies may engage in competitive advertising practices that can lead to legal disputes over intellectual property rights [8][9]. - Legal experts suggest that companies should proactively protect their trademarks and avoid using similar names or branding to prevent confusion and potential legal issues [9][10].
借用他人商标推广自家游戏?天津一公司被判赔15万元
Yang Zi Wan Bao Wang· 2025-09-19 08:09
Core Viewpoint - The legal dispute between Suzhou Paper Games Technology Co., Ltd. and Zulong (Tianjin) Technology Co., Ltd. regarding trademark infringement and unfair competition has concluded, with the court ruling in favor of Paper Games, ordering Zulong to pay 150,000 yuan in damages [1][4]. Group 1: Background of the Dispute - The conflict originated in January 2024 when Paper Games discovered that Zulong was using its registered trademarks as search keywords in WeChat advertisements for its game "In the Name of the Shining" [2]. - This action led to user confusion, as searches for Paper Games' trademarks resulted in Zulong's ads being displayed first, prompting Paper Games to file a lawsuit in March 2024 [2]. Group 2: Court Proceedings - During the trial, Zulong claimed that the keyword settings were managed by an outsourced advertising company and that there was no intent to infringe [3]. - However, this defense was refuted by Tencent, the operator of the WeChat advertising platform, which confirmed that Zulong had actively added the keywords without any platform intervention [3]. - The court ruled that Zulong's actions constituted trademark infringement and unfair competition, leading to a judgment in March 2025 that required Zulong to compensate Paper Games 150,000 yuan [3]. Group 3: Final Ruling and Implications - In August 2025, the Jiangsu Provincial Intermediate People's Court upheld the initial ruling, confirming Zulong's liability for trademark infringement and unfair competition, with the compensation amount remaining unchanged [4]. - Following the ruling, Zulong failed to fulfill the compensation obligation, prompting Paper Games to initiate enforcement proceedings [4]. - Zulong also withdrew its counterclaim for unfair competition in September 2025, marking the end of the legal dispute and highlighting the increasing awareness of intellectual property rights among Chinese gaming companies [4].
女性向游戏历史首次!全球狂揽6.5亿美元的《恋与深空》提名科隆奖 荣耀与争议并存
Mei Ri Jing Ji Xin Wen· 2025-08-22 14:17
Core Insights - The "2025 Gamescom" in Cologne, Germany, showcased nearly 40 Chinese companies, highlighting the growing influence of Chinese game developers in the global market [1] - The game "Love and Deep Space" by Paper Games has achieved significant success, ranking seventh among Chinese mobile game publishers with a 33% month-over-month revenue growth as of July 2025 [1][3] - The nomination of "Love and Deep Space" for Best Mobile Game at Gamescom marks a milestone for female-oriented games, reflecting both the potential and challenges within the industry [2][3] Industry Overview - The global female-oriented online gaming market is projected to grow from $5.004 billion in 2024 to $7.761 billion by 2031, with a compound annual growth rate of 6.9% [4] - The success of "Love and Deep Space" is indicative of the expanding female-oriented romance game market, which is experiencing rapid growth [5] Competitive Landscape - The market for female-oriented romance games is highly competitive, with leading products like "Love and Deep Space," "Infinite Warmth," and "In the Name of Shining" dominating market share [6] - Major companies such as Tencent, NetEase, and miHoYo are investing heavily in this sector, creating high barriers to entry for smaller developers [7] Challenges and Issues - The industry faces challenges such as gameplay homogenization and insufficient narrative depth, which can lead to player fatigue [7][8] - "Love and Deep Space" has faced criticism for discrepancies between promotional content and actual gameplay, resulting in over 1,500 complaints in a short period [7][8]
二次元玩家,困在小游戏里
3 6 Ke· 2025-05-08 12:20
Core Viewpoint - The recent updates of fishing gameplay in popular anime-style games like "Zhongqu Zero" and "Mingchao" have sparked discussions and comparisons among players, highlighting a trend in the gaming industry towards simplified mini-games as a means to engage users and provide rewards [2][4][9]. Group 1: Game Updates and Comparisons - Both "Zhongqu Zero" and "Mingchao" introduced fishing-themed activities within a day of each other, leading to player comparisons and discussions across both domestic and international platforms [2][6]. - Players have criticized the fishing mini-games for being unoriginal and lacking depth, with some expressing disappointment over the simplistic gameplay mechanics [7][30]. - The trend of integrating fishing mechanics into anime-style games reflects a broader industry shift towards casual gaming experiences, as seen in other titles like "Infinite Nuan Nuan" and "Dust White Zone" [9][11]. Group 2: Mini-Game Design and Player Experience - The fishing mini-games in "Zhongqu Zero" and "Mingchao" are designed to be easy and accessible, catering to players who prefer to complete tasks quickly for rewards rather than engaging in challenging gameplay [19][28]. - Both games utilize narrative elements and popular characters to enhance player engagement, but the mini-games themselves are often perceived as repetitive and lacking excitement [31][32]. - The simplification of mini-game mechanics is a response to player feedback, aiming to avoid frustration while still providing a sense of accomplishment through rewards [20][36]. Group 3: Industry Trends and Business Models - The prevalence of mini-games in anime-style games is linked to the industry's reliance on gacha mechanics, where players are incentivized to engage in repetitive tasks to earn resources for character upgrades [35][39]. - The design of mini-games serves as a tool for resource distribution, balancing the need for player engagement with the necessity of maintaining a sense of value in the rewards earned [36][37]. - The ongoing challenge for developers is to innovate within the constraints of the gacha model, as the current approach often leads to a cycle of uninteresting gameplay experiences [38][41].
跨端不是游戏公司的救命稻草
远川研究所· 2025-04-15 12:28
去年1月,马化腾在年度员工大会上批评腾讯游戏躺在功劳簿上不思进取,今年功劳簿焕发二春,一年 拿下双位数增长,收获"非常争气"的五星好评[1];点点互动靠着小程序游戏弯道超车米哈游,跻身国内 前三。 东山再起的是少数,增长无策的是多数。根据不完全统计,2024年,已经发布财报的多家游戏公司里, 预盈的公司只占三分之一。完美世界这样的大户,也迎来上市后首次亏损。 乱流之下,"多端互通"变成为数不多的锚点。 长期以来, 移动端(手机) 与 桌面端(PC/游戏机) 是泾渭分明的两个市场,对应着迥异的需求偏好 与产品逻辑。 2020年9月,《原神》登陆多个不同平台,在性能各异的终端间维持了相对一致的游戏体验,终端间清 晰的分界线开始模糊。 2021年,《原神》挤进PS4游戏畅销榜单,此后连续四年锁定前十,与《使命召唤》、《堡垒之夜》等 现象级作品难分伯仲,让"多端互通"成为行业最大共识。 但眼下凛冬未远,这架引擎的余温能把游戏行业带出泥沼吗? 一笔获客的账 "跨端"是一个技术问题,但也是一个算账问题。 作为第一个吃螃蟹的开发商,米哈游立项《原神》时面对着两个大背景: 一是移动互联网的流量日趋集中,游戏渠道商的话语权依然 ...
听说年轻人不玩游戏了?
投中网· 2025-04-11 03:33
以下文章来源于定焦One ,作者定焦One团队 定焦One . 深度影响创新。 将投中网设为"星标⭐",第一时间收获最新推送 各家的财报,也印证着这一趋势。 作者丨 刘毓航 编辑丨 魏佳 来源丨 定焦One 游戏厂商的"新品焦虑症"得到缓解。 就 在 厂商 们 苦于 二次元类游戏(以下简称"二游") 吸引不动年轻人,就连品类头部《原神》和《崩铁》等都不可避免地迎来数据下滑之际 ,"叔系 手游"正在成为游戏行业的隐形金主。 这里的"叔系",包含两重含义: 其一,指产品层面运营时间相对较长。像腾讯的《王者荣耀》《和平精英》,网易的《梦幻西游》都上线超过8年,且一直贡献着稳定的流水。 Sensor Tower发布的《2025移动游戏市场报告》显示,2024年,在大多数游戏类型中,老牌游戏的消费者支出占比超过80%。 其二,指玩家群体相对更成熟。这种成熟并不是完全指年龄更长,而是去圈层化且社交方式上相对更成熟。 当行业哀叹"年轻人玩不动了",这些"叔系手游"的闷声发财,或许正是游戏行业逐渐醒悟的信号:不再一窝蜂模仿爆款,而是以长线运营为王。 "叔系手游" ,高歌猛进 这一轮在用户数量及流水方面创下好成绩的手游,可以被 ...