永劫无间
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“电竞嘉年华”催生深圳消费新浪潮
Sou Hu Cai Jing· 2026-01-08 05:15
从"看比赛"到"玩场景",电竞融入城市空间 突破传统观赛模式,电竞嘉年华正以"1+2+3+N"多元架构深度链接城市公共空间。 在深圳人才公园,巨型"李白"气模下,一群年轻人正排队等待打卡。"我们从广州坐高铁来的,就一小时,专程为了这个。"大学生小林展示着手机里的攻 略,"拍完照就去坐免费主题巴士,到海岸城吃饭能用消费券,商场里还有游戏打卡点。" 这些穿梭于城市中的年轻人,正是深圳两场电竞狂欢——王者荣耀嘉年华与《永劫无间》世界冠军赛的绝对主角。通过《王者荣耀》嘉年华与《永劫无间》 世界冠军赛在深圳的落地,活动吸引大量年轻群体从观赛转向"沉浸式体验",形成从视觉呈现、互动参与到实体消费的完整闭环,点燃整座城市的消费热情 与活力。 以持续17天的《王者荣耀》超级IP嘉年华为例,主会场深圳人才公园变身主题小镇,融合巨型气模、限定商品站与品牌快闪店;分会场则突出差异化体验, 如招商街道的VR科技互动、欢乐海岸的灯光艺术夜景等。配套活动涵盖Coser巡游、主题跑、音乐会及选手见面会,并通过联动京东MALL、深圳湾万象城 等商圈,将电竞热度辐射至全城。在主题小镇上,带着女儿购买手办的张女士感叹:"本来觉得电竞是年轻人玩的 ...
将线上流量变为线下消费,深圳发力“电竞经济”
Sou Hu Cai Jing· 2025-12-31 11:43
Core Insights - The article highlights the transformation of esports events in Shenzhen's Nanshan district, showcasing a shift from merely watching competitions to immersive experiences that engage participants in various activities and consumption [1][2]. Group 1: Event Structure and Engagement - The esports carnival features a 17-day "Honor of Kings" event with a "1+2+3+N" multi-dimensional framework, integrating esports elements into public spaces [2]. - The main venue, Shenzhen Talent Park, has been transformed into a "No Boundaries King" themed town, blending virtual and real experiences with various attractions [4]. - Multiple sub-venues offer unique experiences, such as VR gaming and light art, while themed activities like parades and concerts enhance engagement [4]. Group 2: Transportation and Accessibility - Nanshan has established seamless transportation links, including themed buses and exclusive helicopter tours, to facilitate access to the events [4]. - The integration of public transport with event themes aims to convert online enthusiasm into physical attendance [4]. Group 3: Economic Impact - The esports carnival has generated significant economic activity beyond ticket sales, with a reported 58,000 visitors in a single day during the first weekend [6]. - A collaborative initiative with the local business bureau provided 5 million yuan in consumer subsidies, stimulating spending across various sectors [7]. - The "event-driven tourism" model has proven effective, with over 10,000 tickets for the "Naraka: Bladepoint" finals sold within five minutes, attracting a majority of out-of-province attendees [7]. Group 4: Technological Integration - The event showcased advanced technology, including humanoid robots and drone light shows, enhancing the overall appeal and experience [11]. - This integration of technology reflects Shenzhen's strengths in industries like AI and drone technology, contributing to the event's attractiveness [11]. Group 5: Industry Foundation and Policy Support - Nanshan's esports industry has a robust foundation, with annual revenues exceeding 100 billion yuan, accounting for over 80% of Shenzhen's total [12]. - The region hosts major gaming companies and esports clubs, creating a comprehensive ecosystem that supports various facets of the industry [12]. - Local policies provide substantial financial support for hosting major esports events, fostering a conducive environment for growth [12].
2025《永劫无间》世界冠军赛落幕 电竞重塑深圳文旅版图
Shen Zhen Shang Bao· 2025-12-22 23:23
融合的维度还不断拓宽。赛事特邀希林娜依·高、胡彦斌等歌手,以《破茧》《无间渡》等主题音乐点 燃赛场,打破次元壁垒,丰富了电竞赛事的文化表达。同时,赛事与深圳大学合作的产业沙龙,汇聚业 界与学界力量,共同探讨电竞职业发展与生态建设,为产业未来储备人才。 与紧张激烈的赛场相呼应,同期在福田卓悦中心举办的"劫日派对"嘉年华则将电竞热潮延伸至城市公共 空间。中央大街化身为沉浸式武侠主题街区,武器模型展、角色COS互动、电竞舞台等多元内容,日均 吸引超万人次参与。 本届赛事不仅是竞技的比拼,更是一场"电竞+"融合创新的城市实验。在深圳湾的夜空,数百架无人机 以天为幕,编织出游戏标志性的武器与英雄光影,将数字IP转化为震撼的城市公共艺术,凸显了深 圳"科技+创意"的独特基因。 【深圳商报讯】(首席记者 吴蕾 袁静娴)12月21日晚,2025《永劫无间》世界冠军赛(劫杯)总决赛 在深圳春茧体育馆落幕。22日,为期4天的"劫日派对"嘉年华也在福田卓悦中心收官。记者获悉,本次 赛事门票开售5分钟即售出万张,超七成观众来自外省,带动合作商圈客流同比提升34%。一场赛事, 不仅展现了竞技的激情,更带动了消费、科技、文旅的联动发展。 ...
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 ...
上海发布系列“政策包” 支持游戏电竞产业发展
Zhong Guo Xin Wen Wang· 2025-12-19 14:11
中新网上海12月19日电(记者王笈)上海市委宣传部副部长黄斌兵19日表示,上海将发布"游戏沪十条"及 相关区级配套政策,以更细致、力度更大的支持举措,为游戏企业提供全周期服务,将最优质的资源精 准投向关键环节,为上海乃至中国游戏产业的高质量发展注入更加强劲的动力。 当天,2025年度中国游戏产业年会大会在上海举行。作为网络游戏行业一年一度的重要活动,中国游戏 产业年会于今年首次落户上海,既是对上海网络游戏产业集聚优势的认可,也离不开上海持续优化的营 商环境。 作为中国游戏产业的排头兵,上海制定《上海市支持游戏电竞产业健康发展三年行动方案》,发布系 列"政策包",倡导精品原创、激发科技创新、鼓励游戏赋能、推动文化出海,着力为来自全世界的企业 打造发展的沃土。 在这片沃土上,国内外游戏企业携手共进,迸发出强劲活力。从《原神》《明日方舟》,到《无尽冬 日》《无限暖暖》,沪产游戏在世界游戏版图上刻下鲜明的"上海印记";腾讯华东总部、网易上海国际 文创科技园、拳头游戏全球研发中心等项目纷纷落户上海;《永劫无间》用中国武侠开辟电竞新领域。 "在上海,一条覆盖技术、研发、运营、出海、衍生品开发等各关键环节、梯队完整的产业链 ...
电竞产业持续增长,电竞赛事全球化进程加快
Cai Jing Wang· 2025-12-09 15:04
Core Insights - The Chinese esports industry is projected to generate revenue of 29.331 billion yuan in 2025, reflecting a year-on-year growth of 6.40% [1] - The user base for esports in China is expected to exceed 495 million by 2025, marking a significant increase with a growth rate of 1.06% [1] Industry Growth and Trends - The esports industry is experiencing continuous growth, with a focus on global expansion, accelerated mobile development, and the emergence of regional ecosystems [3] - The KPL annual finals in November set a Guinness World Record for the highest attendance at a single esports event, with over 60,000 spectators [3][6] - The integration of esports with various sectors is creating new opportunities, as seen in the economic boost to local businesses during major events [3][10] Game Categories and Popularity - Shooter games dominate the esports landscape, accounting for 28.3% of the market, followed by MOBA and sports games at 14.1% each [4] - Popular titles like "Valorant" and "Delta Force" have significantly contributed to the growth of the shooter genre, with "Delta Force" achieving over 30 million daily active users [6] Mobile Esports Dominance - Mobile esports events are the mainstream, with mobile games comprising 58.6% of the market, while client games account for 25.3% [6] - The KPL finals marked a significant milestone as the first mobile esports event held at the Bird's Nest, attracting over 60,000 attendees [6][7] Event Activity and Format - In 2025, there will be 142 provincial and above-level professional esports events, an increase of 18 from the previous year, with 54% being fully offline events [8] - The rise of offline events is revitalizing the esports atmosphere and boosting local tourism and consumption [8][10] Technological Innovations - Technological advancements are enhancing the esports experience, with innovations in broadcasting, data systems, and cross-platform streaming [12][13] - Companies are leveraging AI and 5G technologies to improve live streaming quality and viewer engagement [13] Globalization of Esports - The Chinese esports industry is deepening its presence in overseas markets, particularly in Southeast Asia, the Middle East, and Latin America [14] - Major Chinese esports titles are gaining international recognition, with over 10 million overseas viewers and peak attendance of over 4.13 million for top events [14][16] Cultural Integration - The integration of esports with cultural tourism is becoming a trend, with events driving local economic activity and attracting visitors from outside cities [10][11] - The "1+1+PLUS" model aims to combine esports events with cultural and tourism activities, enhancing the overall experience [10][11]
电竞“苏超”启动!苏宁易购承办
Zhong Jin Zai Xian· 2025-11-18 09:10
Core Insights - The "Suning E-commerce Cup Jiangsu City E-sports League Test Match" will take place from November 22 to 23, aiming to accumulate experience for future leagues and explore new integration models between e-sports, urban culture, sports industry, and digital economy [1][3] Group 1: Event Details - The first match will be held in Nanjing, featuring teams from Nanjing and Suzhou competing in popular games such as "Honor of Kings," "Valorant," "Hearthstone," and "Overwatch" [1] - The second match will occur in Yangzhou on November 23, with teams from Yangzhou and Taizhou competing in games like "Teamfight Tactics," "FIFA Online 4," and "Naraka: Bladepoint" [1] Group 2: Audience Engagement - The event caters to both mobile and PC gamers, allowing offline audiences to reserve seats via the Suning E-commerce WeChat mini-program and online viewers to watch through platforms like Suning E-commerce video account, Huya Live, and Bilibili [3] Group 3: Industry Impact - The test match is expected to provide significant insights for the e-sports industry towards standardization, scaling, and industrialization [3] - Suning E-commerce aims to leverage its store network and experiential advantages to enhance regional consumption, boost urban economies, and enrich cultural life through digital and youthful initiatives [4]
网易游戏广州高管人事大地震,杭州少壮派要上位?
Xin Lang Cai Jing· 2025-10-28 11:58
Core Insights - A significant leadership shakeup is occurring at NetEase Games, with multiple high-ranking executives departing, indicating unprecedented organizational changes within the company [1][2][4][6] Group 1: Executive Departures - Li Kaiming, head of NetEase Interactive Entertainment's 10th division, announced his departure for personal career development, marking him as the third senior executive to leave this year [1][2] - Other notable departures include Lin Yunfeng, president of the Dreamland division, and Xuanzi, producer of "World Beyond," suggesting a trend of restructuring similar to last year's disbandment of the Tianxia division [2][4] - The departures reflect a broader trend of leadership changes, particularly among executives overseeing key business areas such as competitive gaming, anime, and strategy games [2][6] Group 2: Organizational Changes - The leadership changes are centered in the Guangzhou headquarters, which has historically been the cradle of NetEase's gaming empire, indicating a potential shift in focus towards the Hangzhou region [4][7][16] - The company is reportedly consolidating its operations in Hangzhou, where the LeiHuo division has seen significant success, contributing approximately 50% to NetEase's total gaming revenue [13][15] - The restructuring aims to inject new energy into the organization by replacing long-standing executives with younger leaders who can better connect with the new generation of players [17][22] Group 3: Performance and Challenges - The Guangzhou divisions have faced significant setbacks, including the failure of the martial arts open-world game "The Legend of the Condor Heroes," which suffered a nearly 80% user attrition rate post-launch [9][10] - The 10th division also faced challenges, with the cancellation of the single-player project "Ten Thousand People Long Song: Three Kingdoms" after four years of development due to poor market feedback [11] - In contrast, the Hangzhou operations have thrived, with successful titles like "Nirvana in Fire Mobile" and "Eternal Return" establishing a strong market presence and contributing to the company's growth [12][13] Group 4: Strategic Shifts - The leadership changes reflect a strategic pivot from product-driven approaches to data-driven methodologies, emphasizing user profiling, monetization models, and predictive analytics in game development [21][22] - The company is focusing on a dual strategy of "data + rhythm" to enhance resource efficiency and mitigate the impact of individual project failures on overall business performance [22] - This shift is expected to lead to a more structured approach to game development, ensuring that new projects are backed by comprehensive market analysis and clear commercialization paths [21][22]
游戏双霸网易腾讯游戏策略彻底“分道扬镳”:网易“摊大饼”,腾讯“守小城”
3 6 Ke· 2025-09-30 11:27
Core Insights - The domestic gaming market in China has not produced new breakout hits this year, despite a total revenue of 1970.84 billion yuan from January to July 2025, reflecting a year-on-year growth of 12.58% [1] - The growth is primarily driven by the sustained performance of leading titles like "Honor of Kings" and "Peacekeeper Elite," as well as the strong performance of new IPs like "DNF Mobile" [1] - Tencent and NetEase are both focusing on different strategic paths, with Tencent emphasizing the deep development of high-value IPs while NetEase pursues a diversified product strategy [10][16] Group 1: Market Performance - The Chinese gaming market saw a month-on-month revenue increase of 4.70% in June and 6.87% in July, indicating a continuous recovery momentum [1] - The client game market is also recovering, with new titles like "Delta Action" and "Yanyun Sixteen Sounds" reactivating a significant number of old users and core players [1] - The proportion of older games in the ecosystem is increasing, suggesting a more solidified market where major companies struggle to produce innovative new titles [1] Group 2: NetEase's Strategy - NetEase is focusing on a diversified strategy, with a net income from games and related services of 228 billion yuan in Q2 2025, accounting for 81.7% of total revenue [3] - The company has invested over 10 billion yuan in the "Shooting Eagle" project, which has faced challenges due to outdated gameplay and poor optimization [6] - NetEase's overseas revenue share has increased to nearly 20%, with a 1:1 ratio of users between China and overseas markets [9] Group 3: Tencent's Strategy - Tencent's strategy is characterized by a "guarding small cities" approach, focusing on its strengths and high-value IPs, which helps in building competitive barriers [11][12] - The company has seen historical highs in revenue from long-standing products like "Honor of Kings" and "Peacekeeper Elite" in Q1 2025 [10] - Tencent is exploring new growth points in game channels and distribution, including launching mini-games based on popular titles to attract a broader audience [14][15] Group 4: Industry Challenges - Both companies face challenges in their respective strategies, with NetEase's diversification potentially leading to resource dispersion and strategic focus issues [16] - Tencent's reliance on established IPs may hinder its ability to innovate and respond to emerging trends and user shifts [17] - The gaming industry is entering an ecological competition phase, with different strategic approaches from Tencent and NetEase shaping the future landscape [16]
中国电竞上半年收入127亿直播占大头,电竞成促消费新引擎
Nan Fang Du Shi Bao· 2025-08-04 09:31
Core Insights - The 2025 Global Esports Conference was held in Shanghai, focusing on the theme "Focusing on China's Esports Power to Sail the World Esports" [1] - The "Fearless Contract Global Championship" will be held in Shanghai next year, marking its first occurrence [1] - The report released by Zhang Yijun indicates that the revenue of China's esports industry reached 12.761 billion yuan in the first half of 2025, with a year-on-year growth of 6.1% [2] Industry Overview - The esports industry in China generated a revenue of 12.761 billion yuan in the first half of 2025, with a user base of nearly 493 million, showing slight growth [2][4] - Live streaming remains the largest revenue source, accounting for 80.38% of total income, while events, clubs, and other revenues combined make up 19.62% [2] Product and Market Segmentation - Among esports products, shooting games hold the highest market share at 27.7%, followed by multiplayer online tactical games at 14.9%, and sports games at 11.7% [4] - Mobile platforms dominate the market with a share of 58.5%, while client-based platforms account for 25.5%, and web-based platforms have the lowest share at 4.3% [4] Growth and Development - The esports industry is showing growth in market revenue, new product launches, sports events, and international expansion, forming a comprehensive ecosystem that includes products, events, live streaming platforms, and clubs [6] - The esports sector is recognized as a new engine for driving local economic growth, talent employment, and cultural tourism consumption [6][7] Event Impact - The announcement of the "Fearless Contract" event in Shanghai is expected to attract top teams from around the world, enhancing the competitive landscape [6] - The Shanghai Major event last year sold nearly 90,000 tickets, with 88% of attendees coming from outside Shanghai, indicating strong international interest [8]