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杀疯了,220款游戏在海外暑期档疯狂吸金
3 6 Ke· 2025-09-04 11:18
今年的海外市场打得实在火热! 游戏新知发现,仅一个暑期档,居然有25款手游吸金上亿美元。要是再把范围拉大点,收入超过1000万美元的产品就有220款(文末附表格)! 头部产品的续航力自然不用说,《Roblox》最让人意外,一个暑假的时间DAU竟然有破2亿的趋势,同时在线还打破了Steam纪录,有4740万!中小体量 的游戏也在闷声发财,诸如打螺丝小游戏《Screwdom》、纸牌接龙《Disney Solitaire》,还有益世界的经营+SLG《Lands of Jail》,不知不觉就赚了几千 万美元。 | 排名 | 手游及发行商 | RXY | 变化 | 排名 | 手游及发行商 | 12 V | 变化 | 排名 | 手游及发行商 | 收入 | 变化 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | Last War:Survival | | | | opHeroes | | | | 力国网站 | | | | | Florere Game | 4亿+ | 1 2% | 35 | 江娱互动 | 7000w ...
战略转型两周年虎牙二季度营收增长,持续投入海外业务和AI
Nan Fang Du Shi Bao· 2025-08-13 10:22
8月12日,虎牙公司(NYSE:HUYA)公布了其2025年第二季度财报。财报显示,该季度虎牙总收入达 15.7亿元,同比增长2%。分板块看,第二季度直播收入为人民币11.53亿元,游戏相关服务、广告和其 他收入为人民币4.139亿元(约合5780万美元),同比增长34.1%。在非美国通用会计准则(Non- GAAP)下,该季度公司实现运营利润盈亏平衡,归属于虎牙公司的净利润为4750万元。 利润方面,受益于赛事等内容成本的优化,财报显示虎牙第二季度毛利率环比增至13.5%,并实现了 Non-GAAP运营利润盈亏平衡。同期,Non-GAAP净利润达4750万元,为连续6个季度盈利。 虎牙公司联席CEO兼高级副总裁黄俊洪在财报电话会议上表示,自启动战略转型以来,至今恰满两年, 虎牙不断探索并深化与腾讯以及整个游戏行业的战略协同。未来虎牙将继续深耕游戏产业,加强与各个 厂商的合作,不断拓展业务边界,并创新服务场景。同时,虎牙将持续投入海外业务和AI布局,为长 期可持续发展奠定坚实基础。 二季度营收15.67亿,同比增长2% 第二季度,虎牙净收入总额为人民币15.67亿元(约合2.188亿美元),同比增长2%。在财 ...
GPT-5模型发布,25H1国内游戏收入创新高
HUAXI Securities· 2025-08-10 15:24
Investment Rating - Industry rating: Recommended [4] Core Insights & Investment Recommendations - The release of GPT-5 marks a significant advancement in commercialization and engineering of AI models, showcasing improvements in performance, stability, pricing, and usability. The model has set new records in various benchmark tests and features a unified system architecture with a 400K context capability, reducing "hallucination" issues. The competitive pricing strategy indicates OpenAI's proactive approach in commercialization [2][24] - The domestic gaming market achieved a record high revenue of 168 billion yuan in the first half of 2025, representing a year-on-year growth of 14.08%. The user base reached approximately 679 million, with a 0.72% increase. The industry is benefiting from a stable policy environment, significant R&D investments from leading firms, and the growth of emerging formats like mini-program games [3][25] - The report maintains a cautiously optimistic view on trade negotiations and highlights AI as a key investment direction amid global macroeconomic fluctuations. It emphasizes the long-term value of leading Chinese technology firms with foundational technology capabilities and industry leadership [26] Summary by Sections Market Overview - In the 31st week of 2025, the Shanghai Composite Index rose by 2.11%, the CSI 300 Index increased by 1.23%, and the ChiNext Index grew by 0.49%. The Hang Seng Index saw a 2.37% rise, while the Hang Seng Internet Index increased by 1.43%. The SW Media Index rose by 2.3%, outperforming the ChiNext Index by 1.82% [1][10] Gaming Industry - The domestic gaming market's actual sales revenue reached 168 billion yuan in H1 2025, with a year-on-year growth of 14.08%. The revenue from self-developed games was 140.45 billion yuan, up 19.29%, while overseas revenue was 9.501 billion USD, growing by 11.07%. Mobile games accounted for 74.59% of the total revenue, with a growth of 16.55% [3][25] Film Industry - The top three films by box office revenue were "Nanjing Photo Studio" (48.661 million yuan), "Wang Wang Mountain Little Monster" (23.959 million yuan), and "Dongji Island" (8.844 million yuan) [28][29] Television Series - The top three series by broadcasting index were "Mortal Cultivation" (85.7), "Sword Rose" (81.5), and "Jin Yue Ru Ge" (79.3) [34] Variety Shows and Animation - The leading variety show was "Earth Super Fresh" with a broadcasting index of 79.6, followed by "Talk Show and His Friends Season 2" and "Comedy King Stand-up Season 2" [36] - The top three animated shows were "Cang Yuan Tu" (401.8), "Happy Hammer" (274.9), and "Cloud Deep Not Knowing Dream" (252.2) [38]
《英雄联盟手游》3周年庆典,王俊凯黄子弘凡出战明星表演赛
Nan Fang Du Shi Bao· 2025-07-22 15:16
Group 1 - The 3rd anniversary celebration of "League of Legends Mobile" and the finals of the Super League's first stage were successfully held in Chongqing, with teams JT, EW, and TT.Chenxi winning their respective championships [1][3] - The event featured three competitive tracks: Solo, Women's, and Professional, showcasing a diverse range of talent and competition [3] - The anniversary celebration emphasized the unique positioning of "League of Legends Mobile" in the esports market, highlighting its innovative and diversified approach to events and viewer experience [5] Group 2 - The celebration included a star-studded performance, with brand ambassador Huang Zihongfan singing and a collaborative performance of the theme song "Heroes Like You," enhancing the event's atmosphere [6][8] - Jay Chou was announced as the brand ambassador once again, with a new skin series inspired by his work "Lanting Xu" set to launch [10] - A long-term strategic partnership with the NBA was revealed, introducing a new character "Basketball Youngster Pengpeng," with more collaborative content expected in October [12] - The CEO of Tencent Sports announced future collaborations with the "2025 League of Legends World Championship," including a global invitation tournament in Vietnam [14]
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]
电子竞技 | 举办多项顶级电竞赛事扩大影响力 “电竞+”模式破圈推动产业多元发展 去漫展做赛事 聚“人气”添“财气”
Guang Zhou Ri Bao· 2025-05-25 19:02
Group 1 - The core strategy for the development of Guangdong's esports industry is to establish Guangzhou and Shenzhen as the "esports dual cores," focusing on hosting top-tier esports events and promoting a diverse development model through "esports+" initiatives [1] - In 2024, multiple esports events held in Guangzhou demonstrated strong professionalism and extensive coverage, with significant participation and viewership, including over 5,500 participants in the WEC2024 national finals and more than 10 million live viewers [2] - The "esports+" model in Guangzhou is expanding the boundaries of the esports industry by integrating with other sectors such as tourism and cultural exhibitions, enhancing consumer engagement and driving new consumption patterns [3] Group 2 - New policies aimed at promoting the esports industry in Guangzhou provide clear direction for development, particularly addressing the talent shortage issue, which is crucial for high-quality growth [4] - The new measures encompass various aspects of the esports ecosystem, including event organization, venue construction, and club operations, positively impacting companies across the esports industry chain [4]
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]
虎牙战略转型持续深化一季度总收入15.1亿元 企稳攀升
Guang Zhou Ri Bao· 2025-05-15 19:08
Core Insights - The company reported a total revenue of 1.51 billion yuan in Q1 2025, showing year-on-year stability and a quarter-on-quarter increase, driven by a 52.1% growth in game-related services, advertising, and other revenues [4][1] - The management expressed confidence in future performance, anticipating revenue growth for the year and improvements in Non-GAAP operating profit [2] Revenue and Business Performance - Game-related services, advertising, and other revenues reached 370 million yuan, marking a 52.1% year-on-year increase [4] - The total revenue from games distributed through the company's channels more than doubled compared to the same period last year, with significant growth observed during the Spring Festival [1][4] - The mobile monthly active users (MAU) reached 83.4 million, with 4.4 million paying users [4] Strategic Initiatives - The company is enhancing its live content ecosystem and exploring AI integration with esports events, laying a solid foundation for future growth [2] - The company is actively expanding its overseas business, exploring various commercial models including game distribution and advertising services [3][5] Content and Event Management - The company maintained its leading position in the copyright esports event sector, broadcasting approximately 75 esports events in Q1 [6] - The "Legend Cup S3" esports event was launched, featuring a new competition format and deep collaboration with the Asian Championship League [6] Social Responsibility and Community Engagement - The company conducted over 950 positive energy live broadcasts, totaling more than 7,000 hours, involving over 1,000 streamers [5]
五一假期广州接待游客、文旅消费分别增7.8%、14.2%
Nan Fang Du Shi Bao· 2025-05-06 01:07
2025年"五一"假期,广州市打造精品演出、文博展览、非遗体验、潮玩乐游、乡野拾趣五大主题逾千场 活动,全面激活"跟着赛事去旅行"城市文旅品牌。借助广交会与小长假双线"引流",文商旅体深度融合 成效凸显,景区景点、文博场馆、剧场剧院等持续爆满。来自广州市文化广电旅游局的数据显示,全市 共接待游客近1190万人次,实现文旅消费超121亿元,同比分别增长7.8%、14.2%,多项数据指标位居 国内热门旅游城市前列。 "五一"假期,广州纳入统计的14个重点景区接待游客187.8万人次,同比增长34% 今年,广州迎来"全运年",广州市各大景区全面焕新升级,打造了独特的文旅新体验。 长隆旅游度假区水上乐园三大世界级设备全国首秀,夜间园区上演"水上超级电音派对",为市民游客带 来全新的速度与激情。广州塔尽显"城市会客厅"魅力,举办多场非遗活动,成为游客聚集地。 增城森林光影音乐公园作为"环南昆山—罗浮山县镇村高质量发展引领区"的重点农文旅项目,首次推 出"森呼吸·露营生活艺术节",打造"帐篷露营+音乐演出+非遗+户外体验"的创新模式,吸引了众多游客 参与,为粤港澳大湾区文旅融合注入全新活力。正佳极地海洋世界限时上演美人鱼 ...
腾讯2024年报,基本的常识就足够选到优秀的企业
雪球· 2025-03-25 08:50
Core Viewpoint - Tencent's 2024 financial report shows a revenue of RMB 660.2 billion, an 8% year-on-year increase, and a non-IFRS net profit of RMB 222.7 billion, up 41% year-on-year [1] Group 1: Financial Performance - In Q4 2024, Tencent's revenue reached RMB 172.4 billion, a 11% increase year-on-year, with a non-IFRS net profit of RMB 55.3 billion, up 30% year-on-year [1] - The company's gross profit for Q4 was RMB 90.7 billion, reflecting a 17% year-on-year growth [1] - The operating profit for Q4 was RMB 51.5 billion, a 24% increase compared to the same period last year [1] Group 2: Business Segments - The gaming business generated RMB 580 billion in international market revenue, a 9% increase, driven by strong performances from titles like PUBG MOBILE and Supercell games [14] - Domestic gaming revenue grew by 10% to RMB 1,397 billion, supported by popular titles such as Valorant and Naruto [14] - Marketing services revenue increased by 20% to RMB 1,214 billion, attributed to strong demand for advertising on platforms like WeChat and video accounts [43] Group 3: User Metrics - WeChat and WeChat users reached 1.385 billion, a 3% year-on-year increase [12] - QQ users decreased by 5% to 524 million, while the number of paid value-added service members grew by 7% to 262 million [12] Group 4: Cash and Investments - As of the end of 2024, Tencent's cash net worth was RMB 76.8 billion, with total cash and cash equivalents at RMB 132.5 billion [54] - The fair value of listed investments was RMB 569.8 billion, while the book value of non-listed investments was RMB 335.6 billion [55] Group 5: AI and Future Outlook - Tencent is focusing on AI by restructuring its AI team and increasing capital expenditure on AI-related projects [57] - The management believes that investments in AI will enhance advertising efficiency and extend the lifecycle of games, creating long-term value [57] - Tencent's competitive advantage lies in its massive user base and flow of traffic, which supports its growth in various business segments [64]