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Hasbro (HAS) Beats Q2 Earnings and Revenue Estimates
ZACKS· 2025-07-23 12:41
Hasbro (HAS) came out with quarterly earnings of $1.3 per share, beating the Zacks Consensus Estimate of $0.78 per share. This compares to earnings of $1.22 per share a year ago. These figures are adjusted for non- recurring items. This quarterly report represents an earnings surprise of +66.67%. A quarter ago, it was expected that this toy maker would post earnings of $0.67 per share when it actually produced earnings of $1.04, delivering a surprise of +55.22%. Over the last four quarters, the company has ...
00后情绪消费更大方?南都发布情绪经济社会认知度调研报告
Nan Fang Du Shi Bao· 2025-06-27 08:47
Group 1 - The rise of emotional economy is reshaping consumer behavior, with 64% of Chinese consumers prioritizing emotional satisfaction as their primary need [3][5][11] - The emotional economy is becoming a new economic engine, with significant growth in sectors like trendy toys, pets, and sports, as evidenced by the explosive sales during events like the Tmall 618 shopping festival [3][30] - Over 80% of surveyed consumers reported engaging in emotional consumption in the past year, with preferences varying by age group [6][8][10] Group 2 - Emotional consumption is defined as purchasing behavior aimed at achieving psychological compensation, indicating a shift from functional to emotional-driven consumption [5][10] - The "谷子经济" (Goods economy) market is projected to reach 168.9 billion yuan in 2024, reflecting a 40.63% increase from 2023, driven by the popularity of trendy toys and related products [30][34] - The pet industry is evolving into an emotional compensation system, with Gen Z spending an average of over 1,200 yuan per month on pet-related products and services [34][35] Group 3 - The silver economy is expected to reach a market size of 50 trillion yuan by 2050, driven by the new retired demographic who are financially stable and seeking quality experiences [35][36] - The healing economy is gaining traction, with a projected market value exceeding 240 billion yuan this year, fueled by rising demand for emotional wellness and immersive experiences [37][40] - Emotional marketing is widely accepted, with over 80% of respondents recognizing its influence on purchasing decisions, particularly among younger consumers [22][23]
万达电影(002739):公司点评:向超级娱乐空间全面迈进,有望重塑增长逻辑
Guohai Securities· 2025-06-19 09:02
2025 年 06 月 19 日 公司研究 评级:买入(维持) 研究所: 证券分析师: 杨仁文 S0350521120001 yangrw@ghzq.com.cn 证券分析师: 方博云 S0350521120002 fangby@ghzq.com.cn [Table_Title] 向超级娱乐空间全面迈进,有望重塑增长逻辑 ——万达电影(002739)公司点评 最近一年走势 | 相对沪深 300 | 表现 | | 2025/06/18 | | --- | --- | --- | --- | | 表现 | 1M | 3M | 12M | | 万达电影 | 6.1% | -7.4% | -13.4% | | 沪深 300 | -0.4% | -3.3% | 9.3% | | 市场数据 | 2025/06/18 | | --- | --- | | 当前价格(元) | 11.33 | | 52 周价格区间(元) | 8.90-14.08 | | 总市值(百万) | 23,926.45 | | 流通市值(百万) | 23,627.42 | | 总股本(万股) | 211,177.87 | | 流通股本(万股) | 208 ...
持续优化特色展区 这届图博会有哪些亮点?
Zhong Guo Xin Wen Wang· 2025-06-18 08:39
Core Insights - The 31st Beijing International Book Fair (BIBF) is being held from June 18 to 22, 2023, with Malaysia as the guest of honor [1][3] - The fair features over 22,000 types of quality books from more than 1,700 exhibitors across 80 countries and regions, covering an exhibition area of 60,000 square meters [3] Highlights of the Book Fair - The exhibition includes six major categories: thematic books, philosophy and social sciences, ancient books, science and technology, literature and arts, and children's books, showcasing both domestic and international classics [3] - Two new thematic exhibition areas have been added: one commemorating the 80th anniversary of the victory in the Chinese People's Anti-Japanese War and the other focusing on world cultural heritage [3] Activities and Events - A series of literary dialogues and seminars will take place, including the "Beijing Writers' Day" and the "World Writers Talk China" seminar, featuring renowned authors [4] - The newly established Author Focus aims to connect authors with readers through dedicated sessions [4] Special Exhibitions - The fair will showcase a special exhibition on the works of Chinese author Mai Jia, featuring around 80 translated works in over 30 languages [5] - A digital exhibition area will highlight the application of big data, cloud computing, and artificial intelligence in publishing [5] Thematic Zones - The fair includes various thematic zones such as the BIBF Art Book Exhibition, BIBF Illustration Exhibition, and BIBF Food Book Exhibition, catering to diverse cultural interests [6] - The BIBF Art Book Exhibition spans 1,200 square meters and focuses on the visual language and structural expression of books [6]
“谷子经济”活跃 带动传统产业“年轻态”
Zhong Guo Xin Wen Wang· 2025-06-13 15:42
不仅如此,"谷子经济"既是文化产业的"二传手",又是印刷包装产业的"掘金机"。譬如,某印刷包装企 业趁"谷子热"扩大生产,自2024年入驻龙港以来,已交付数万箱卡牌、镭射票、立牌、流沙砖等产品。 其中仅国创动漫《全职高手》单个IP的周边产品,去年销售金额就超3000万元(人民币,下同)。 眼下是毕业季,在浙江省温州市龙港市某印刷包装企业车间,工人们正在加紧生产各色文创周边产品。 该车间主管周帅表示,最近"谷子经济"带动印刷包装订单激增,以保证年轻人"吃谷"(指购买动漫、游 戏等IP衍生的周边商品)量大管饱。 "谷子"一词来自二次元文化,是指动漫、游戏等产业衍生出的IP周边产品,包括卡牌、徽章、镭射票、 亚克力立牌等,消费群体主要来自年轻人。 "'谷子'在中国有其在地化表现。"作为"90后"二次元文化爱好者,宗圆超从2000年前后就开始收集小浣 熊、水浒传等卡牌,如今,这些卡牌已经成为"80后""90后"早期"吃谷"爱好者的"独家记忆"。 进入"00后""10后"时代,"谷子"一词"出圈",已经泛化为文化产业周边产品的代名词。如今,随着中国 影视产业走向精品化,从电影票、会员制的"票子经济",延伸到卡牌、徽章的 ...
数读经济“新信号”:“破圈”消费场景点燃内需新引擎
Xin Hua She· 2025-05-22 13:47
Group 1 - The article highlights a transformation in traditional commercial spaces, with a focus on the rise of new consumption patterns driven by technology and culture, leading to the revitalization of old business models [1][2] - The "Guzi economy," which refers to the market for anime and gaming-related products, has significantly changed the customer demographics in traditional shopping centers, with 80% of visitors now being post-95s, and some stores achieving monthly revenues exceeding 1 million yuan, doubling from before the transformation [2] - The integration of cultural and technological elements in various sectors, such as bookstores and rural tourism, is creating new consumer experiences and driving growth in service consumption [3][4] Group 2 - The emergence of "digital nomad" communities in rural areas is fostering creativity and stimulating consumption potential, as urban youth engage in entrepreneurial activities that enhance local tourism and hospitality [3][4] - The overall retail sales in China reached 37,174 billion yuan in April, reflecting a year-on-year growth of 5.1% and a month-on-month increase of 0.24%, indicating a vibrant and potential-rich consumption market [4]
报告:一季度我国消费市场呈现三大趋势
Xin Hua Cai Jing· 2025-05-14 14:58
Group 1 - The report highlights three major trends in China's consumer market for Q1 2025: policies and technological innovations boosting domestic demand, online content stimulating consumer discussions, and an upgrade in quality and services becoming a market development trend [1][2][3] - The top 10 consumer categories with the highest sales growth index in Q1 2025 include computer digital products, home appliances, healthcare, home decoration, office equipment, toys and models, fresh food, maternal and infant products, pet supplies, and outdoor sports [2] - The fastest-growing topics in consumer discussions for Q1 2025 include video games, travel, art collection, audio-visual books, financial services, local living, healthcare, cultural entertainment, computer digital products, and toys and models [2] Group 2 - The highest consumer satisfaction rate in Q1 2025 was for art collection, with a positive evaluation ratio of 97.8%, while video games and toys and models had lower positive evaluation ratios of 86.4% and 89.1%, respectively [3] - The report indicates that the growth index for computer digital consumption was 4.33, driven by promotional activities and policies that lowered consumption thresholds [2] - The report emphasizes the role of the Worth Buying Consumer Industry Research Institute in promoting standardization in the consumption field and sharing research outcomes with various stakeholders [3]
International Game Technology PLC(IGT) - 2025 Q1 - Earnings Call Transcript
2025-05-13 13:00
International Game (IGT) Q1 2025 Earnings Call May 13, 2025 08:00 AM ET Speaker0 Thank you for standing by, and welcome to the International Game Technology First Quarter twenty twenty five Earnings Conference Call. All lines have been placed on mute to prevent any background noise. After the speakers' remarks, there will be a question and answer session. Thank you. I'd now like to turn the call over to James Hurley, Senior Vice President of Investor Relations. You may begin. Speaker1 Thank you, and thank y ...
2024年中国文旅IP商业化报告
Sou Hu Cai Jing· 2025-05-05 13:10
今天分享的是:2024年中国文旅IP商业化报告 报告共计:46页 《2024年中国文旅IP商业化研究报告》围绕中国文旅IP商业化展开多方面研究,涵盖概念、现状、消费者洞察、趋势及专家观点等内容。 1. 文旅IP商业化概览:文旅IP指在文旅目的地诞生,与当地文化深度绑定的知识产权或创意成果,具有高辨识度、延展性和广泛受众。其可分为事件、建筑 等八大类,开发流程包括解码文化基因、洞察市场需求等五步。发展历程历经概念引入、探索融合、数字化转型,目前处于高速发展期。商业化模式通过实 物周边、虚拟产品、服务体验活动和公共文化空间实现,受政策、经济、社会和科技等因素驱动。 2. 市场现状:2024年中国文旅IP商业化市场规模超4300亿元,预计2027年达近7000亿元。产业链上游为IP设计孵化,中游是IP运营变现,下游是消费者。实 物周边品类和功能不断拓展,跨界联名受追捧;虚拟作品中数字藏品成为高效变现途径,影视文娱也助力商业化;服务及体验方面,新兴科技赋能文旅演艺 降本增收,展览线上线下商业化共同发展。故宫宫廷文化和浙江文投是成功案例,社交媒体上文旅IP热度攀升,UGC内容带动作用明显。 3. 消费者洞察:消费者主要 ...
“吃谷游”走热 二次元成文旅产业新引擎
Zhong Guo Xin Wen Wang· 2025-05-03 05:35
Core Insights - The rise of "eating谷" (referring to purchasing peripheral products related to anime and games) is becoming a new driving force in the cultural tourism industry, particularly among younger tourists [2][4] - The integration of二次元 culture with local tourism resources is enhancing visitor experiences and attracting a significant number of young tourists to various cities [2][4] Industry Trends - The "eating谷" trend is transforming二次元-related industries into new tourist destinations and themes, with cities like Nanchang, Shanghai, and Wuhan becoming popular spots for young visitors [2] - The demographic shift towards "post-90s" and "post-00s" generations is leading to a more youthful and personalized tourism market [2] Market Potential - According to iMedia Consulting, the market size of China's泛二次元 and peripheral market is expected to reach 597.7 billion RMB by 2024, with the谷子 economy projected to exceed 300 billion RMB by 2029 [4] - Companies are encouraged to organize events like anime carnivals to enhance city cultural competitiveness and attract more visitors [4] Collaborative Efforts - Companies like谷子科技集团 are working with local governments in Nanchang to create new cultural tourism experiences that combine technology with traditional economic elements [4] - The二次元 culture is increasingly influencing urban youth expression, leading to the emergence of niche subcultures and related industry chains [4]