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新研究揭示创造性活动延缓大脑衰老的生物学机制
Xin Hua She· 2025-10-06 05:57
新华社北京10月6日电 一项针对多国舞者、音乐家、艺术家和电子游戏玩家的新研究发现,从事创造 性活动能显著增强大脑中最易衰老区域的功能连接,从而延缓大脑衰老。相关论文近日刊发在英国《自 然-通讯》杂志上。 研究还显示,从事创造性活动对大脑额顶区影响最明显。额顶区在认知、运动、语言等功能中起着关键 作用,该区域也是最容易受到年龄相关衰退机制影响的区域之一。就有经验的创造性活动参与者而言, 其额顶区涉及运动控制、协调和节奏等方面的大脑功能连接性显著增强。 研究人员还评估了新学一门创造性技能对大脑衰老的影响。他们让24名参与者从零基础开始学习玩一款 强调战略规划的电子游戏,而对照组的参与者学习玩另一款无需太多创造性思维的电子游戏。研究显 示,前一组参与者在增强大脑中与注意力相关区域的功能连接方面表现更为突出。 研究人员表示,这项结果表明创造性活动和大脑健康之间存在关联,这可能是因为创造性活动涉及更多 大脑区域,相关假设还需进一步研究验证。(完) 研究团队利用"大脑时钟"评估了232名不同年龄和经验水平的探戈舞者、音乐家、视觉艺术家和电子游 戏玩家大脑年龄与实际年龄的差距,发现这4种创造性活动都能延缓大脑衰老。参与者 ...
十五五系列报告:畅想十五五,生活文娱软消费全球崭露头角
Yin He Zheng Quan· 2025-09-28 13:10
Investment Rating - The report suggests a positive investment outlook for the consumer sector, particularly in food and beverage, social services, agriculture, apparel, light industry, and home appliances [6]. Core Insights - The "15th Five-Year Plan" is expected to shift focus from production to a balanced emphasis on production and consumption, enhancing the international competitiveness of China's soft consumption sectors, particularly in lifestyle and entertainment [5][9]. - The report highlights the rapid internationalization of China's hard consumption sectors, such as home appliances and automotive, while soft consumption sectors like internet services and cultural products are beginning to gain global traction [5][9]. - The report emphasizes the potential for Chinese brands in the ready-to-drink beverage market to emerge as global leaders, similar to Starbucks, due to the rapid growth and expansion of the industry [29][32]. Summary by Sections Encouraging Consumption Industry to Go Global - The report discusses the need for innovation-driven development to enhance China's position in the global value chain, focusing on high-end manufacturing and cultural exports [9][11]. - It outlines the importance of building a comprehensive technological innovation system to support the transition to high-value production [11][12]. Globalization of Chinese Dining and Ready-to-Drink Beverages - The report notes that the ready-to-drink beverage market has reached a size of $779.1 billion in 2023, with a projected CAGR of 7.2% from 2023 to 2028 [29][30]. - It highlights the potential for Chinese brands to establish a significant presence in the global market, particularly in Southeast Asia, where cultural similarities and low brand saturation provide ample opportunities [40]. Global Retail and Chinese Models - The report indicates that Chinese retail models, such as Miniso, are successfully internationalizing, demonstrating the adaptability and competitiveness of Chinese brands in the global market [5][9]. Cultural Content Going Global - The report emphasizes the increasing international competitiveness of Chinese cultural products, particularly in the fields of gaming and internet content, with notable successes in global markets [5][9][22]. - It discusses the supportive policies from the Chinese government aimed at promoting cultural exports and enhancing the global presence of Chinese brands [22][23]. Consumer Sector Valuation and Allocation - The report provides insights into the market performance and institutional allocation within the consumer sector, indicating a favorable outlook for various segments [6][8].
从全球到中国,娱乐及媒体行业展望(2025-2029)
Sou Hu Cai Jing· 2025-09-10 09:27
01概述 1.1 全球摘要和宏观趋势 根据我们对54个国家/地区的12个娱乐及媒体细分市场信息的追踪调研,以及对消费者/终端用户与广告商的历史和5年预测的消费数据与分析,预计2029 年的全球娱乐及媒体行业的总收入约为3.51万亿美元,2029年的中国娱乐及媒体行业的总收入约为5,610亿美元,占全球16%。 | | 900 TS L K / Catt / 1 /1 // 2 // 1 / | | | --- | --- | --- | | . | B2B | OTT视频 | | | 电影 | 户外媒体 | | . | 互联网广告 | . 传统电视 | | | 混合实境 | 电子游戏及电子竞技 | | . | 音乐、广播及播客 | . 人工智能 | | | 书籍,报纸及杂志 | 互联网数据使用 | | . | 中国内地 | 德国 | | --- | --- | --- | | . | 香港 | 法国 | | . | 美国 | 印度 | | . | 日本 | 巴西 | | . | 英国 | 等等 …… . | | 全球 | 中国 | | --- | --- | | 2024-2029 | 2024-2029 | ...
腾讯控股(00700)上涨2.22%,报599.0元/股
Jin Rong Jie· 2025-08-14 01:49
Group 1 - The core viewpoint of the article highlights Tencent Holdings' strong financial performance, with a significant increase in net profit and earnings per share for the fiscal year 2025 [2] - Tencent's stock price increased by 2.22% to 599.0 CNY per share, with a trading volume of 2.865 billion CNY as of August 14 [1] - The company reported total revenue of 364.526 billion CNY and a net profit of 103.449 billion CNY for the fiscal year 2025 [2] Group 2 - Tencent's business operations include communication and social services, video game publishing, digital content distribution, cloud computing, advertising, and fintech services [1] - The company has connected over 1 billion users globally since its listing on the Hong Kong Stock Exchange in 2004 [1]
赛博沙盒:如何与AI共创未来丨1.4万字圆桌实录
腾讯研究院· 2025-08-05 09:03
Group 1 - The core theme of the discussion revolves around the relationship between AI and gaming, exploring how games can serve as a sandbox for AI development and creativity [3][5][8] - AI's current limitations in creativity are highlighted, with a consensus that existing models struggle to generate truly novel knowledge due to their reliance on pre-existing data [6][7][10] - The concept of games as an "algorithmic womb" is introduced, suggesting that gaming environments have historically contributed to AI advancements and will continue to do so in the future [10][11][12] Group 2 - The discussion emphasizes the potential of low-code platforms to democratize game creation, allowing more individuals to become game developers [17][31] - AI's role in enhancing game development processes, such as improving NPC interactions and game mechanics, is explored [18][19][20] - The integration of AI into gaming is seen as a way to create more immersive and intelligent gaming experiences, with examples of future applications in RPGs and strategy games [21][22][23] Group 3 - The potential for games to serve as experimental environments for social science research is discussed, with examples of how gaming can simulate real-world scenarios for testing hypotheses [32][34] - The conversation touches on the use of gaming technology in training for real-world applications, such as autonomous driving and other professional fields [36][37] - The impact of gaming on technological advancements, particularly in hardware development like GPUs, is noted as a significant factor in the evolution of both industries [38][39] Group 4 - The unique characteristics of gaming as a medium are contrasted with traditional media like film, emphasizing interactivity and user engagement [41][42][43] - The current state of game research in China is described as nascent, with a need for greater integration between different academic perspectives on gaming [47][48]
聚新质动能 引全球共振 | CDEC高峰论坛圆满召开
Xin Lang Ke Ji· 2025-08-01 06:29
Core Insights - The 2025 China International Digital Entertainment Industry Conference (CDEC) focuses on key technological breakthroughs and global strategies in the digital entertainment industry, emphasizing the theme "Gathering New Quality Momentum, Resonating Globally" [1][5][55] Group 1: Industry Development - The gaming industry is recognized as a significant force in promoting cultural prosperity and technological self-reliance, with Shanghai aiming to become a "City of Game Innovation" and a "Global Esports Capital" through practical measures [3][5] - Key areas of focus for the digital entertainment industry include talent cultivation supported by national policies, comprehensive application of AI technology, and the emergence of hit mini-games to stimulate new growth [5][8] Group 2: Market Trends - The first half of 2025 shows continued growth in the gaming industry, with government support, technological innovation, and an expanding market contributing to record revenue [7][8] - The "Game+" model is highlighted as a cross-industry empowerment strategy that enhances user consumption potential [8] Group 3: Technological Integration - The integration of gaming with technology is emphasized as a crucial cultural ecosystem, with gaming serving as a significant application for technological innovation and a vehicle for Chinese culture to go global [10][12] - Various companies, including Tencent and Qualcomm, discuss the role of mobile technology and AI in enhancing user experiences and driving innovation in the digital entertainment sector [15][19] Group 4: Globalization Strategies - The industry is encouraged to adopt a global layout and promote cultural exports, with a focus on high-quality innovation and protecting intellectual property [5][10] - Companies are urged to explore localized strategies for entering mainstream markets, particularly in PC and console gaming, while also addressing the challenges of high-budget game development [26][28] Group 5: Future Directions - The conference concludes with a call for collaboration among industry players to foster high-quality development and innovation in the digital entertainment sector, aiming for a more vibrant and globally coordinated future [55]
统计数据显示美国年轻人在游戏领域消费支出大幅下降
Sou Hu Cai Jing· 2025-07-20 04:41
Group 1 - The core viewpoint is that spending on video games by young Americans aged 18 to 24 has significantly decreased, with a nearly 25% year-over-year decline, which is more pronounced than declines in other sectors like technology and apparel [1][3]. - From January to April this year, spending in all categories for this age group fell by 13%, with video games experiencing the steepest drop [3]. - Economic pressures, including the resumption of student loan repayments and rising credit card default rates, are identified as primary reasons for this decline [3][6]. Group 2 - Circana has revised its 2025 revenue forecast for the U.S. gaming industry down to $56.5 billion, a 4.7% decrease from 2024, marking the lowest level since 2019 [6]. - The previous forecast had anticipated a 4.3% growth, largely based on the assumption of the release of "GTA 6" later this year [6]. - The gaming industry is also facing a historic wave of layoffs, with over 2,800 developers losing their jobs in 2025 alone, following 14,600 layoffs last year [6].
日媒:中国电子游戏热令日本配音工作室生意兴隆
Huan Qiu Wang· 2025-06-30 23:23
Core Insights - The demand for Japanese voice acting has surged due to the increasing popularity of Chinese video games, leading to a thriving business for Japanese voice studios [1] - Chinese game developers, often in their twenties and thirties, are driving this demand as they seek to localize their games for the Japanese market, frequently requesting their favorite voice actors from childhood [1] Group 1: Industry Growth - The voice acting projects for Chinese video games at TwoFive have increased fivefold over the past five years [1] - TwoFive's voice acting business revenue grew nearly 67% year-on-year to 240 million yen in the six months ending March this year, with Chinese video game projects accounting for 40% to 50% of their work [1] - Japanese users have a high game payment rate, making the Japanese market significant for Chinese companies [1] Group 2: Market Strategy - The Tohoku Shinsha film company has established a dedicated team for video game and anime voice production, with about 40% of its sales coming from video game-related projects [1] - Tohoku Shinsha is increasingly focusing on the Chinese market, believing that the potential demand overseas is greater than that in the domestic game market [1] - Many Chinese game developers now prefer to collaborate with voice studios for a one-stop service, rather than directly contacting voice talent agencies, due to issues with contract management [1]
游戏驿站(GME.US)涉足比特币领域却遭股价下挫 Q1营收不及预期拖累表现
智通财经网· 2025-06-10 23:08
Core Insights - GameStop reported a 17% year-over-year decline in revenue for the first quarter, falling from $881.8 million to $732.4 million, missing Wall Street expectations of $750 million [1] - The company continues to face challenges as consumer preferences shift from physical games to digital downloads, streaming, and online shopping [1] - Despite the revenue decline, GameStop achieved a net profit of $44.8 million for the quarter, marking its fourth consecutive profitable quarter, with adjusted earnings per share of $0.17, exceeding analyst expectations of $0.08 [1] Revenue and Sales Performance - GameStop's revenue for the first quarter was $732.4 million, down from $881.8 million in the same period last year [1] - The hardware and accessories segment saw a significant revenue drop of approximately 32% [1] - The company plans to close a "significant" number of stores this year following the closure of nearly 600 U.S. locations in 2024 [1] Strategic Moves - In early May, GameStop sold its Canadian subsidiary, Electronics Boutique Canada, and anticipates completing the sale of its French operations within the fiscal year 2025 [2] - The company reported an operating loss of $10.8 million for the quarter, which included a $35.5 million impairment charge related to international restructuring [3] - GameStop has begun purchasing Bitcoin as part of its updated investment policy, acquiring 4,710 Bitcoins between May 3 and June 10 [3] Stock Performance - As of the latest close, GameStop's stock has declined by 3.8% year-to-date, while the S&P 500 index has increased by 2.7% during the same period [4]
8个Alpha世代家庭消费特征:品牌如何赢得下一代
3 6 Ke· 2025-06-06 10:43
Core Insights - The report by Horizon Media highlights the evolving family dynamics between Alpha and Millennial generations, emphasizing the creation of a "New Media Multiverse" where both generations interact through various digital platforms and devices [1][2] - Alpha generation is projected to be the largest generation, with an estimated population exceeding 2 billion and a consumer spending potential of nearly $5.5 trillion by 2029 [2] Group 1: Family Dynamics and Consumer Behavior - Millennial parents are actively integrating digital content into parenting, with 90% acknowledging its inevitability and 71% believing it equips children to handle modern society [3] - Children from the Alpha generation are becoming key decision-makers in family purchases, influencing 11 out of 14 categories surveyed, with 70% of Millennial parents noting their children are more brand-aware than they were at the same age [5][6] - The shared interests between family members are crucial, with 82% of Millennial parents stating they share more interests with their children than their own parents did [16] Group 2: Marketing Strategies - Brands need to rethink their perceptions of Millennial parents, recognizing that they are not merely restricting device usage but are leveraging digital tools for education [4] - To connect with Alpha consumers, brands should focus on multi-functional products that entertain, educate, and enrich family life, as parents seek activities that fulfill multiple needs [10] - Brands should view shared viewing moments as valuable opportunities, especially in traditional entertainment formats that resonate with both generations [13] Group 3: Content Consumption and Engagement - The Alpha generation prefers to use multiple devices simultaneously, indicating a trend towards multi-tasking and interconnected media consumption [19][20] - The influence of content over popularity is significant, with Alphas valuing creators based on shared interests rather than mere fame [25][26] - Gaming is not just entertainment for Alphas; it serves as a social platform, with 85% of Millennial parents recognizing its role in fostering creativity and problem-solving skills [27][28] Group 4: Future Implications - The emergence of the Alpha generation signifies a shift in marketing dynamics, as they prioritize engaging, useful, and participatory brands over traditional brand perceptions [29][30] - Companies must prepare for the Alpha generation's substantial consumer potential, adapting their strategies to meet the expectations of this new demographic [31]