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格力和小米高管嘴仗不断的“榜单”,也该祛魅了
3 6 Ke· 2025-08-26 12:05
2025年的互联网公司,都迷上了晒数据。 车企们从半年报、季报到每周晒榜单,甚至发售每隔几个小时就公布预订数,销量战报慢慢成了各家成了精心编排的奖状。 "有了周榜单,是不是还要来日榜单?这个严重误导、歪曲行业运行的事实情况,企业是如何知道其他企业每天卖了多少车呢?"中汽协副会长付炳锋在 2025中国汽车论坛上的这句吐槽,捅破了车圈的窗户纸。 同赛道类比都还好说,前段时间理想和乘龙卡车的对撞实验惹出巨大的舆论争议。理想i8是国内30万纯电SUV排头兵,乘龙卡车多年主打牢靠和耐用性, 对撞实验撞的是车脸,戳的却是品牌的脊梁骨,这无疑是一场多方"共输"的局面。 再把视角拉大,近日小米和格力也因为家电行业机构奥维云网曝光的线上空调国内销量排名,高管在微博上隔空对线,粉丝群体也在社媒上争得面红耳 赤。 格力朱磊晒出卢伟冰/王化转发图片及他查询的截图,两张图片中小米排名第二、格力排名第三,而朱磊查询版中格力排名第二、小米排名第三,双方都 称数据来自奥维云网,但具体细节却有差异。 隔了几日,他又暗指卢伟冰转发的截图来路不明:"销量是一时的,质量是一世的。数据可以转发,口碑没法P图。" 奥维云网是一家专注于家电与家居领域的零 ...
网易(9999.HK)25Q2点评:《蛋仔派对》暑期表现优异 预期Q3长青游戏修复
Ge Long Hui· 2025-08-23 02:51
Group 1 - The core viewpoint of the article highlights that NetEase's Q2 2025 financial results showed a revenue of 27.9 billion (up 9% year-on-year), which was 2% lower than Bloomberg's expectations, primarily due to gaming impacts [1] - The gaming and related value-added services revenue totaled 22.8 billion (up 14% year-on-year), also 2% below Bloomberg's expectations, mainly due to declines in titles like "Nirvana in Fire" and "Party of Eggs" [2] - The company expects Q3 2025 mobile gaming performance to improve, driven by strong summer releases and a favorable comparison to last year's high base [2] Group 2 - Online music revenue for Q2 2025 was 1.97 billion (down 4% year-on-year), below Bloomberg's expectations, mainly due to declines in the social entertainment segment [3] - The core online music business is anticipated to maintain a high growth rate of 15% in Q3 2025, supported by an improved music library and increasing monthly active users (MAU) and payment rates [3] - The company has adjusted its net profit forecasts for 2025-2027 to 36.3 billion, 39 billion, and 43.3 billion respectively, based on improved gross margin and reduced sales expense rates [3]
又一国产游戏登上Steam全球热销榜
财联社· 2025-07-22 00:30
Core Viewpoint - The article discusses the rising trend of domestic AAA games in China, highlighting the success of the game "Mingmo: Yuanshu Zhi Yu" on the Steam global sales chart and the potential for future growth in the AAA game market [1][5]. Group 1: Game Performance and Market Trends - "Mingmo: Yuanshu Zhi Yu" has reached the second position on the Steam global sales chart, only behind the independent game "PEAK" [1]. - The game shares similarities with "Black Myth: Wukong," both being action games with a "Souls-like" DNA, characterized by high difficulty and high rewards, which can stimulate player engagement [3]. - The AAA game market in China is projected to grow significantly, with estimates of reaching 13.3 billion yuan in 2025 and 16.9 billion yuan in 2026, indicating a compound annual growth rate (CAGR) of 35% [5]. Group 2: Cultural Integration and Innovation - Domestic game developers are increasingly focusing on integrating local culture into their AAA game projects, as seen in titles like "Guitang" by NetEase and others that draw from rich historical narratives [4]. - The development of "Mingmo" reflects a commitment to using traditional culture as a digital medium, with the team behind it having extensive experience in the gaming industry [3][4]. Group 3: Industry Support and Future Outlook - Recent policy measures in China emphasize the support for AAA games, aiming to cultivate projects with strong cultural attributes and growth potential [4]. - Despite concerns about the high development costs of AAA games compared to mobile games, the industry is expected to continue evolving, with companies building expertise to enhance market competitiveness [5].
2025 ChinaJoy官宣!定档8月1日
Huan Qiu Wang· 2025-06-25 02:19
Group 1 - The 22nd China International Digital Interactive Entertainment Expo (ChinaJoy) will be held from August 1 to August 4, 2025, at the Shanghai New International Expo Center [1] - A total of 743 companies have registered for the event, with 237 foreign companies from 37 countries and regions, accounting for 31.8% of the total [3] - The BTOC Interactive Entertainment Pavilion will feature over 283 companies with a total exhibition area of 110,000 square meters, focusing on consumer interactive entertainment experiences [3] Group 2 - The BTOB Business Negotiation Pavilion will have over 460 companies participating, covering an area of 25,000 square meters, with nearly 208 foreign companies, making up 45.2% of the exhibitors [3] - Notable game products from companies like NetEase, Century Huatong, and Perfect World will be showcased, including popular titles and new games available for on-site testing [3] - In 2025, ChinaJoy will explore new online and offline interactive experiences in collaboration with Alipay's Blue Flower Fire community, utilizing "Alipay Touch" technology for enhanced engagement [4]
七麦数据:腾讯(00700)独揽5月热门游戏下载榜前三 “燕云十六声”表现亮眼升至第四
智通财经网· 2025-06-20 07:25
Core Insights - The report by Qimai Data reveals the top mobile games in terms of downloads and revenue for May 2025, highlighting Tencent's dominance in both categories [1][5]. Download Rankings - The top three games in the download rankings are all developed by Tencent: "Delta Action" at rank 1, followed by "Honor of Kings" at rank 2, and "Peace Elite" at rank 3 [1][2]. - Tencent leads the download rankings with 12 games in the top 30, while NetEase has 5 games [5][9]. - New entries in the download rankings include 8 games, with 6 being newly launched in May, such as "Hot Blood Basketball" and "Victory Goddess: New Hope" [5][9]. Revenue Rankings - In the revenue rankings, "Honor of Kings" and "Peace Elite" hold the top two positions, with "Endless Winter" from Point Interactive at rank 3 [1][5]. - The revenue rankings also show Tencent's strong performance, with 13 games making it to the list [9]. Game Categories - Action games dominate the new entries in the download rankings, with 7 out of 8 new games falling into this category [5][9]. - The report indicates a growing trend in the action genre, reflecting consumer preferences in the mobile gaming market [5].
海棠之罪
Hu Xiu· 2025-06-03 13:25
本文来自微信公众号:诗翰,作者:卢诗翰的赞赏小号,原文标题:《超短裙保不住,你海棠小黄文也保不住》,题图 来自:《一树梨花压海棠》 学术角度认真说一下这两天海棠小黄文的相关讨论,许多人认为这是一个创作自由和法律边界问题,包括很多法律博 主,也认为问题关键是几十年前的法律不适用当下。 这个认知大错特错,完完全全违背了当下客观事实。 因为这从始至终就不是一个法律边界问题,而是我们要怎么定义创作自由的问题。 我不需要翻出十几二十年前的法条和案例,我只说一个2025年当下的现实情况。 2025年2月,网易旗下的热门游戏燕云十六声,他出现了什么问题呢? 他上线的角色时装,被无数女玩家指责女角色过于暴露,不尊重女性, 那么这个暴露的级别是什么标准呢? ——露大腿 你没听错,我没有在和你比喻,什么看到白胳膊就想到别的,这个就是字面上的意思。 女玩家觉得女角色露大腿是擦边是媚男是不可接受的,什么超短裙黑白丝更是严重的物化女性,要求女角色穿裤子。 所以首页为创作自由和法律边界义愤填膺的博主们,可不可以先回答一下这个问题。 大型网络游戏是经过内容审核和版号双重审核的,绝对符合当下法律标准,包括擦边的指责,其实也表明,这个内容是 ...
2025年1-3月中国游戏产业季度报告
伽马数据· 2025-05-26 06:20
Investment Rating - The report does not explicitly state an investment rating for the gaming industry Core Insights - The Chinese gaming market reached a scale of 857.04 billion yuan in Q1 2025, showing a year-on-year growth of 17.99% but a quarter-on-quarter decline of 1.21% [5] - The mobile gaming market generated 636.26 billion yuan in Q1 2025, with a year-on-year increase of 20.29% and a quarter-on-quarter decrease of 2.18% [15] - The client game market saw a revenue of 179.19 billion yuan in Q1 2025, reflecting a year-on-year growth of 6.85% and a quarter-on-quarter increase of 3.62% [8] - The web game market continues to decline, with a revenue of 11.13 billion yuan in Q1 2025, marking a quarter-on-quarter decrease of 1.54% [13] Summary by Sections Market Overview - The overall Chinese gaming market is valued at 857.04 billion yuan, with mobile and client games contributing to the growth [5] - The mobile gaming sector is the largest, with significant contributions from long-standing titles and new releases [15] Client Games - The client game market achieved a revenue of 179.19 billion yuan, driven by seasonal events and the return of popular titles [8] - New dual-end products have contributed to revenue growth, with notable performances from games like "Hearthstone" and "Delta Action" [8] Mobile Games - The mobile gaming market's revenue reached 636.26 billion yuan, with significant growth attributed to long-term operational potential of leading titles [15] - Major titles like "Honor of Kings" and "Crossfire: Gun Battle" achieved record revenues during the quarter [15] Web Games - The web game market has seen a continuous decline, with revenues dropping for four consecutive quarters [13] New Releases - The new game "Heroes No Flash" topped the new release revenue chart, with significant contributions from IP adaptations [39] - The iOS download rankings saw "Yanyun Sixteen Sounds" debuting strongly, indicating a positive reception for new titles [32] Overseas Market - The overseas revenue for self-developed games reached 48.05 billion USD, marking a year-on-year growth of 17.92% [47] - Key titles like "Last War: Survival Game" and "Whiteout Survival" have driven this growth, alongside new releases [47] User Experience Insights - User experience remains a critical factor, with 60% of users considering gaming experience when upgrading devices [67] - Performance issues such as overheating and frame drops are significant pain points for mobile gamers [69]
伽马数据:1至3月中国游戏市场规模857.04亿元 同比增长约18%
智通财经网· 2025-05-19 02:52
Core Insights - The Chinese gaming market reached a scale of 857.04 billion yuan in Q1 2025, showing a year-on-year growth of 17.99% but a quarter-on-quarter decline of 1.21% [1] - Both mobile and client games contributed to the overall year-on-year growth of the gaming market, with new products and cross-platform games providing additional revenue [1] - The overseas sales revenue of self-developed Chinese games was 4.805 billion USD, reflecting a year-on-year increase of 17.92% [27] Mobile Gaming Market - The actual sales revenue of the mobile gaming market in Q1 2025 was 636.26 billion yuan, with a year-on-year growth of 20.29% but a quarter-on-quarter decline of 2.18% [9] - Key long-standing products like "Honor of Kings" and "Crossfire: King of Guns" achieved historical revenue highs, demonstrating their long-term potential [9] - New products such as "Dungeon & Fighter: Origin" and "Endless Winter" contributed significantly to the year-on-year growth of the mobile gaming market [14] Client Gaming Market - The client gaming market reached a scale of 179.19 billion yuan in Q1 2025, with a year-on-year growth of 6.85% and a quarter-on-quarter growth of 3.62% [5] - Revenue growth in the client gaming market was driven by operational activities during holidays and the performance of new cross-platform products [5] - "Delta Force" saw a continuous increase in active users, reaching a new high this quarter [5] New Game Releases - The top new game in Q1 2025 was "Heroes Never Die," which maintained a strong presence in the iOS game sales rankings [25] - Two IP adaptation products entered the top three, with "Dragon Nest World" attracting a significant number of new and returning users [25] - The first-month revenue estimates for the top new games included "Heroes Never Die" and "Dragon Nest World," both exceeding 300 million yuan [26] Overseas Market Performance - The overseas market for self-developed Chinese games saw significant contributions from titles like "Last War: Survival Game" and "Whiteout Survival," with a total revenue of 4.805 billion USD [27] - "Frost Survival" and the new title "Inferno Nine" were highlighted for their strong performance in key overseas markets [31] - The marketing strategies for "Inferno Nine" included collaborations with local KOLs and high-quality promotional materials, enhancing its appeal in the competitive MMORPG market [31]
「游戏风云」《第五人格》《燕云十六声》新老游戏齐出力,网易Q1业绩“回春”
Hua Xia Shi Bao· 2025-05-16 13:55
Core Viewpoint - NetEase's Q1 2025 performance showed significant growth, driven by both new and existing games, with a net revenue of 28.8 billion yuan, a year-on-year increase of 7.4% [1][11] Revenue Growth - In Q1 2025, NetEase's net revenue from online games and related value-added services reached 24 billion yuan, up from 21.2 billion yuan in the previous quarter and 21.5 billion yuan in the same quarter last year [2] - Online games accounted for approximately 97.5% of the net revenue in this segment, an increase from 96.7% in the previous quarter and 95.2% year-on-year [2] Game Performance - The newly launched games, including "Marvel Showdown" and "Yanyun Sixteen Sounds," contributed to revenue growth, with "Marvel Showdown" achieving record highs on Steam after its second season update [2][3] - "Yanyun Sixteen Sounds" surpassed 30 million registered players by March 2025, filling a gap in the market for martial arts-themed games [5][10] Game Strategy - The company plans to adjust the update cycle for "Marvel Showdown" from three months to two months, aiming to enhance player engagement and stabilize game metrics [5] - The monetization strategy for "Yanyun" focuses on a tiered, low-pressure payment model, allowing players to enjoy the game without heavy financial commitment [6] Long-term Game Development - The success of "Identity V," which has been optimized over six years, demonstrates the potential for long-term game sustainability, with a significant revenue increase of 123% in January 2025 [7][8] - The company emphasizes the importance of continuous content updates and player loyalty for the longevity of its games, particularly for "Yanyun" [9][10] Market Response - Following the positive financial results, NetEase's stock price rose by 13.03% to 190 HKD on May 16, 2025, reflecting investor confidence [11]
游戏圈洗牌:腾讯网易稳坐龙头,十强门槛逼近50亿
第一财经· 2025-05-16 13:45
Core Viewpoint - The Chinese gaming industry is experiencing a "two extremes" situation, with top companies achieving record growth while mid-sized firms face declines and losses, leading to intensified competition and market concentration [2][4]. Group 1: Industry Overview - The top ten gaming companies in China are seeing significant shifts in their rankings, with the revenue threshold for entering the top ten increasing from 40 billion yuan in 2022 to 47 billion yuan in 2024 [2][9]. - Tencent and NetEase dominate the market, accounting for over 80% of the top ten's revenue, with Tencent's gaming revenue reaching 1,977 billion yuan in 2024, a 9.9% increase year-on-year [3][4]. - The overall gaming industry revenue, including domestic and overseas markets, is estimated at around 4,500 billion yuan, with the top ten companies contributing nearly 80% of this total [4][9]. Group 2: Company Performance - Tencent's gaming business has rebounded strongly, with a notable increase in revenue driven by both long-standing games and new releases, achieving a quarterly revenue peak of 595 billion yuan in Q1 2025 [5][6]. - NetEase's gaming revenue for 2024 was 836 billion yuan, with a modest growth of 2.5%, facing challenges in maintaining its dual-hit strategy due to a lack of new blockbuster games [7][8]. - Century Huatong's revenue surged by 70.3% to 226.2 billion yuan, largely due to the success of its hit game "Whiteout Survival" [3][10]. Group 3: Market Dynamics - The gaming industry is becoming increasingly concentrated, making it harder for smaller companies to compete, while opportunities still exist for mid-sized firms to create hit games [9][11]. - Companies like Bilibili and Kingsoft have made significant gains by launching successful titles, with Bilibili's gaming revenue growing by 40% to 56.1 billion yuan in 2024 [10][11]. - The decline of previously strong companies like Perfect World, which reported a net loss of 12.88 billion yuan in 2024, highlights the challenges of strategic misalignment and market competition [12][13]. Group 4: Future Outlook - The gaming industry is shifting from broad expansion to a focus on quality and innovation, with companies needing to either leverage resources to build ecosystems or specialize in niche markets to survive [13][14].