Workflow
超自然行动组
icon
Search documents
传媒互联网行业周报(2025.12.22-2025.12.28):关注游戏、影视等内容更新和定档预期交易-20251228
Hua Yuan Zheng Quan· 2025-12-28 09:51
Investment Rating - The report maintains a "Positive" investment rating for the media and internet industry [3] Core Views - As the winter vacation and Spring Festival approach, high DAU products like "Delta Action" and "Supernatural Action Group" are expected to achieve new highs in DAU and revenue, with market consensus strengthening [3] - Emphasis on cross-year allocation opportunities and companies with significant growth potential, such as Tencent Holdings, Giant Network, and Century Huatong, is recommended [3] - New product launches and updates in gaming and film content are highlighted as key trading opportunities [3][4] Summary by Sections Gaming Sector - Major products like "Honor of Kings," "Delta Action," and "Supernatural Action Group" are expected to strengthen their market position through frequent content updates [5] - Companies exploring AI integration in gaming are noted for their potential to drive value reassessment [5] - Recommendations include Tencent Holdings, NetEase, and several others for their innovative approaches [5] Film and Television Sector - The film "Fast Life 3" is scheduled for release during the 2026 Spring Festival, with recommendations to monitor related production and distribution companies [4] - The implementation of new policies by the National Radio and Television Administration is expected to enhance content creation and development in the long-form drama sector [4] Internet Sector - ByteDance's launch of the general Agent model Seed1.8 is noted for its multi-modal capabilities, impacting traditional business models [6] - Continued focus on AI technology development and its application in various sectors, including education and e-commerce, is advised [6] New Business Models - The rise of "group broadcasting" is seen as a shift towards systematic growth, with recommendations for companies directly involved in this model [7] - Companies benefiting from the growth of group broadcasting, such as Kuaishou and Bilibili, are highlighted [7] Market Performance - The A-share market saw a slight decline in the media sector, ranking 26th among all industries during the specified period [12] - Notable stock performance includes Baida Qiancheng (+20.08%) and Rebate Technology (+14.34%) [15][19] Industry News - "Chinese Tales 2" will exclusively launch on Bilibili starting January 1, 2026 [9] - The 2025 mini-game market is projected to reach 61 billion yuan, growing by 22% [9][24]
传媒行业投资策略:AI与IP相融共生,共驱内容繁荣-开源证券
Sou Hu Cai Jing· 2025-12-26 20:10
报告围绕 "AI 与 IP 相融共生" 核心逻辑,明确 2026 年传媒行业两大主线,核心内容如下: 行业整体景气度高企,盈利与估值有望共振。2025 年传媒行业累计上涨 24%,两轮行情分别由 AI 大模型突破与应用落地 + 业绩释放驱动。基本面表现亮 眼,2025 年前三季度行业营收同比增长 6%,归母净利润同比增长 38%,Q3 单季度净利润增速达 61%,盈利能力显著提升。细分板块中,游戏行业供需两 旺,营收与净利润同比分别增长 24% 和 89%;影视行业受益于优质 IP 内容,净利润同比增长 110%;营销行业随消费复苏与 AI 赋能,Q3 净利润同比增长 14%;出版行业凭借高股息与政策红利,保持稳健盈利。AI 技术迭代与 IP 价值深化将持续打开行业长期成长空间。 AI 成为核心增长引擎,多领域应用落地提速。海内外大厂加速大模型迭代,OpenAI、谷歌、DeepSeek 等模型在多模态、推理效率、成本控制上持续突破, 为应用生态奠定基础。AI + 游戏领域,版号宽松带动新游供给,AI 重构开发流程实现降本增效,同时创新交互体验,巨人网络、恺英网络等厂商受益于新 游周期与出海拓展。AI + 影视 ...
「小」年大增长,2025游戏行业的变与不变
3 6 Ke· 2025-12-23 23:25
相比2024有黑猴横空出世,市场发展迎来历史性的变革,2025此前更多被视作平缓发展的小年。 一方面新品端,虽然下半年有了《超自然行动组》和《我的花园世界》这样的黑马,但很难稳定保持TOP 10的水准,整体能够冒头的很少。而去年FPS市 场新品一个接一个如雨后春笋般往外冒,战术博弈、战术经济、英雄射击,从国内打到国际市场,腾讯网易寸步不让。SLG赛道,《三国谋定天下》带来 的降肝减负冲击,包括《无尽冬日》从小游戏到手游的搅局,激发《三国志战略版》和《率土之滨》重新龙争虎斗。 另一方面如果按季度来看,上半年都是同比下滑,而直到下半年特别是Q4同比大增才拉高了全年增长,要知道去年下半年有《三角洲行动》这样的扛鼎 之作。 此外整体战略上,2025年也是延续了去年变革的跨端发行、小游戏保持增长之路。 12月19日发布的《2025年中国游戏产业报告》却给了出人意料的数据:2025年,国内游戏市场实际销售收入3507.89亿元,同比增长7.68%;用户规模6.83 亿,同比增长1.35%。同为历史新高点。 大DAU产品长期的跨赛道鲸吞趋势 如果说收入增长可以归结于某些产品的发力,2025年收入和用户实现双重增速超过202 ...
国泰海通:AI应用加速发展叠加文化娱乐板块周期向上 关注游戏、影视等板块表现
Zhi Tong Cai Jing· 2025-12-23 22:33
国泰海通发布研报称,传媒行业正处于AI应用加速发展和文娱产业周期向上的关键节点,2025年指数 表现较好,2026年在产品和政策的共振下有望延续强势。从AI应用方面看,2025年8月《国务院关于深 入实施"人工智能+"行动的意见》颁布,标志着AI已上升至国家战略层面,"人工智能+"有望延续"互联 网+"的热潮,造就新生态、新场景、新商业。再从文娱产业来看,以"哪吒"、"黑神话:悟空"等为代表 的本土IP不仅在国内深受消费者喜爱,更是在全球范围内掀起热潮。 国泰海通主要观点如下: 风险提示:市场竞争风险,行业及监管政策风险,技术发展不及预期,产品表现不及预期。 AI应用高速发展与文娱产业周期向上的黄金时期。 从AI应用方面看,2025年8月《国务院关于深入实施"人工智能+"行动的意见》颁布,标志着AI已上升 至国家战略层面,"人工智能+"有望延续"互联网+"的热潮,造就新生态、新场景、新商业。再从文娱产 业来看,以"哪吒"、"黑神话:悟空"等为代表的本土IP不仅在国内深受消费者喜爱,更是在全球范围内 掀起热潮。而例如游戏、影视等互联网时期诞生的娱乐内容形式亦展现出极强的生命力,《超自然行动 组》、《无尽冬日》、 ...
传媒行业快评报告:2025年游戏市场收入与用户规模达新高点,移动端市场仍占主导地位
Wanlian Securities· 2025-12-22 07:12
证券研究报告|传媒 [Table_Title] 2025 年游戏市场收入与用户规模达新高 点,移动端市场仍占主导地位 [Table_ReportType] ——传媒行业快评报告[Table_ReportDate] [行业Table_Summary] 事件: 2025 年 12 月 19 日,2025 年度中国游戏产业年会举办,会上对外发 布《2025 年中国游戏产业报告》。 投资要点: 国内游戏市场 2025 年市场收入与用户规模达新高点。2025 年,国 内游戏市场实际销售收入 3507.89 亿元,同比增长 7.68%,用户规模 6.83 亿,同比增长 1.35%,两者保持连续增长态势,同为历史新高 点。主要原因在于:一是移动游戏品质提升,新品市场表现出色;二 是多款头部长青游戏创新玩法、优化运营;三是小程序游戏增长强 劲;四是产品多端互通,玩家数量得以扩张。 从细分市场来看: (1)移动端市场仍占主导地位,长青产品及新产品共同发力带动规 模实现新突破。2025 年,国内移动游戏市场实销收入 2570.76 亿元, 同比增长 7.92%,规模又有新突破,占总体市场规模 72.39%。主要 由于《王者荣耀》 ...
中信建投游戏行业2026投资展望:供需两旺驱动游戏高景气 利润率上行通道开启
智通财经网· 2025-12-17 00:03
Core Viewpoint - The gaming industry is expected to experience robust growth driven by strong supply and demand dynamics, with profitability likely to continue rising in 2025 due to an increase in game approvals and innovative new titles from major companies like Tencent and NetEase [1][3]. Supply Side - The number of game approvals has significantly increased, with a 24% year-on-year growth in the total number of licenses issued from January to October this year, reaching 1,441, including 1,354 domestic licenses, which is a 26% increase [3][6]. - The approval process for game licenses has become more efficient, with the fastest approvals now taking less than three months, allowing companies to better plan their game launches [3][6]. - Policy support for the gaming industry has been strengthening, with national and local governments implementing measures to promote cultural exports and simplify approval processes [7][8]. Demand Side - The gaming sector is adept at capturing user time across various formats, from quick mobile games to immersive PC and console experiences, catering to diverse entertainment needs [9][10]. - The share of time allocated to gaming is expected to increase, with a projected rise in gaming hours in the first half of the year, driven by both established and new titles performing well [11][14]. Industry Trends - The gaming industry is witnessing a trend of increasing profitability, with revenue growth rates for major gaming companies reaching new highs, and net profit growth significantly outpacing revenue growth [18][20]. - Companies are focusing on high-quality projects and have established clearer competitive advantages, leading to higher project success rates [20]. - The integration of AI in game development and operations is enhancing efficiency, with AI being used for generating art assets and optimizing various processes [32]. Marketing and Distribution - Traditional user acquisition methods are declining, with a shift towards content-driven marketing strategies through social media and community platforms, which are proving to be more effective [23][25]. - The legal landscape is evolving, allowing developers to bypass traditional distribution channels, which could significantly enhance profit margins by reducing revenue sharing with platforms [30][31].
传媒互联网行业2025年三季报总结:基本面向好,游戏行业景气度持续
East Money Securities· 2025-12-12 08:48
Investment Rating - The report maintains a "Strong Buy" rating for the gaming sector, indicating a positive outlook for companies with rich product reserves and strong self-developed capabilities [2][76]. Core Insights - The gaming industry continues to show high prosperity, driven by a new product cycle in 2025, with significant contributions from key companies such as Century Huatong, Giant Network, and Gigabit [2][16]. - The overall media industry has seen a revenue increase of 5.58% year-on-year, with net profit growth of 37.07%, indicating improved profitability across sectors [20][26]. - The report highlights the impact of favorable policies and AI technology on the film and television sector, suggesting a potential recovery in the industry [76]. Summary by Sections 1. Media and Internet Overview - The media industry index has increased by 28.47% year-to-date, outperforming major indices like the Shanghai Composite [15][16]. - The gaming sector has seen a year-to-date increase of 59.84%, significantly contributing to the media industry's growth [16]. 2. Industry Performance - In Q3 2025, the media industry achieved a revenue of 1,326.51 billion, a year-on-year increase of 8.98%, with a net profit of 103.16 billion, up 57.23% [26]. - The gaming sector's revenue for Q3 2025 reached 303.62 billion, with a net profit of 57.77 billion, reflecting a year-on-year growth of 28.61% and 111.65% respectively [37]. 3. Sector Analysis 3.1 Gaming - The gaming industry is driven by blockbuster products, with a revenue increase of 24.4% year-on-year for the first three quarters of 2025 [33]. - The report emphasizes the sustainability of profit growth due to the long lifecycle of new game products [39]. 3.2 Television Broadcasting - The television broadcasting sector reported a revenue of 328.9 billion, a year-on-year increase of 5.3%, with a significant reduction in losses [44][46]. 3.3 Film Industry - The film industry saw a revenue of 283.01 billion in the first three quarters of 2025, with a net profit increase of 108.52% [50]. 3.4 Advertising - The advertising sector achieved a revenue of 1,292.33 billion, with a year-on-year growth of 5.97% [61]. 3.5 Digital Media - The digital media sector faced challenges, with a revenue decline of 0.26% year-on-year, primarily due to pressures in content e-commerce [66]. 3.6 Publishing - The publishing sector reported a revenue of 939.11 billion, down 7.37% year-on-year, but net profit increased by 15.48% due to favorable tax policies [69]. 4. Investment Recommendations - The report recommends focusing on gaming companies with strong product pipelines and self-development capabilities, such as 37 Interactive Entertainment and Giant Network [76]. - It also suggests looking at film and television companies benefiting from policy improvements and AI advancements, including China Film and Mango Super Media [76].
游戏行业深度汇报:游戏现在买什么?
2025-12-11 02:16
Summary of Key Points from the Conference Call Industry Overview - The gaming sector's valuation has reached a lower limit of 15 times, with expectations of maintaining high prosperity and performance growth certainty through 2026, making it an attractive investment opportunity [1][3][25] - The A-share market recommends a "3+2" combination: Giant Network, Kaiying Network, and Century Huatong as stable fundamentals; Gibit and 37 Interactive are positioned lower but showing recent improvements [1][4] Company-Specific Insights Tencent - Expected to launch multiple mid-sized new games in 2026, with a diverse range of genres [7] - Notable titles include "Under One Person," "Rock Kingdom World," and "Monster Hunter Traveler" [7] NetEase - Anticipates additional revenue of 2-3 billion from international IP adaptations and domestic MMO games [2][24] - Key upcoming titles include "Forgotten Sea" and "Infinite," with the former developed by the team behind "Identity V" [7][24] Giant Network - "Famous General Kill" is expected to contribute 200-300 million in profit, with "Supernatural Action Group" potentially increasing annual revenue to 7-8 billion if successful during the Spring Festival [10][12] Kaiying Network - The "Legend Box" platform is driving growth, with DAU expected to reach 650,000 to 700,000 by the end of 2026, and annual advertising revenue projected at around 2.4 billion [10][13] Bilibili - Strong growth in advertising business, with expectations to outperform the overall internet advertising growth rate [21] - Anticipated game revenue growth in the low double digits, with "Three Kingdoms Hundred Generals Card" projected to generate 1-1.5 billion [21] Gibit - Recent performance impacted by a decline in revenue from "Sword of the World," but new game "Nine Mu of the Wild" expected to contribute 1-1.5 billion [19][20] Heart Company - Facing stock price pressure but has potential due to rapid progress in programmatic advertising, with profits expected to reach 150-200 million in 2026 [22] Market Trends and Predictions - The gaming sector is expected to maintain strong growth certainty compared to other sectors, with a focus on identifying high-certainty investment targets [25] - The first quarter of 2026 is anticipated to be stable, with significant product launches concentrated in the summer [11][25] Additional Insights - The competitive landscape is expected to increase in 2026, but companies will focus on their strengths without excessive suppression of smaller firms [11] - The overall sentiment is optimistic for the gaming industry, with a recommendation for investors to strategically select stocks based on performance certainty and market conditions [25]
国泰海通|传媒:11月合计178款游戏获得版号,阿里千问有望加速构建AI应用生态
Group 1: Gaming Industry Insights - In November 2025, a total of 178 domestic games received approval from the National Press and Publication Administration, marking a new high for the number of approvals in a single batch [1] - Six imported games also received approval in November, with notable domestic titles like Giant Network's "Supernatural Action Group" and G-bits' "Staff Sword Legend" showing strong performance, potentially enhancing the profitability of related listed companies [1] - The gaming industry is expected to maintain a favorable outlook, with recommendations to focus on companies with key product launches or reserves, as well as high-quality overseas game content companies [1] Group 2: AI Application Development - The Qianwen App, launched by Alibaba Group, surpassed 10 million downloads within a week of its public beta, indicating strong user interest and potential for building a comprehensive AI application ecosystem [2] - The app allows users to generate complete and well-formatted research reports and presentations with a single command, showcasing its advanced capabilities [2] - The company plans to integrate various life scenarios such as maps, food delivery, ticket booking, and shopping into the Qianwen App, aiming to create a smart task execution hub [2]
游戏行业三季报:昔日A股“买量王”冰川网络投放力度“腰斩” 净利润激增207.49%同比扭亏为盈
Xin Lang Zheng Quan· 2025-11-13 06:45
Core Insights - The Chinese gaming market's actual sales revenue for Q3 2025 reached 880.26 billion yuan, marking a quarter-on-quarter growth of 6.96% but a year-on-year decline of 4.08% [1] - The revenue from self-developed games in overseas markets was 49.94 billion USD, with a quarter-on-quarter increase of 6.34% and a year-on-year decrease of 3.39% [1] Market Performance - The client game market in China generated 202.9 billion yuan in Q3 2025, with a quarter-on-quarter growth of 16.05% and a year-on-year growth of 19.88% [1] - The mobile game market's revenue was 643.89 billion yuan, showing a quarter-on-quarter increase of 4.39% but a year-on-year decline of 1.93% [1] - The web game market saw a revenue of 10.75 billion yuan, with a quarter-on-quarter decrease of 1.41% [1] Company Performance - In the first three quarters of 2025, 23 A-share gaming companies reported a total revenue of 772.45 billion yuan, a year-on-year increase of 23.30%, and a net profit of 141.67 billion yuan, up 73.95% [2][3] - Century Huatong achieved significant growth with a revenue of 272.23 billion yuan and a net profit of 43.57 billion yuan, marking a year-on-year increase of 141.65% [3] - 13 out of 23 gaming companies reported revenue growth, while 17 companies were profitable, indicating a positive trend in the industry [3] Notable Companies - Perfect World and Giant Network improved their rankings to 3rd and 7th respectively, while Jiubite also saw a ranking increase [6] - Jiubite's revenue for the first three quarters was 44.86 billion yuan, with a year-on-year growth of 59.17% and a net profit of 12.14 billion yuan, up 84.66% [7] - Ice Age Network turned a profit with a revenue of 18.76 billion yuan, despite a year-on-year decline of 5.39%, and a net profit of 5.02 billion yuan, a significant increase from a loss in the previous year [8]