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世纪华通预计利润暴增约四倍
Di Yi Cai Jing Zi Xun· 2026-01-30 02:20
2026.01.30 1月29日,A股游戏龙头世纪华通(002602.SZ)发布业绩预告,提及2025年公司收入、利润、现金流均 实现同比大幅增长。 本文字数:1044,阅读时长大约2分钟 作者 |第一财经 刘晓洁 | 项目 | 本报告期 | 上年同期 | | --- | --- | --- | | 归属于上市公司股东的 净利润 | 盈利:555,000万元-698,000万元 | 盈利: 121,319.82万元 | | | 比上年同期增长:357,47%-475.34% | | | 扣除非经常性损益后的 净利润 | 盈利:580,000万元-633,000万元 | 盈利:164,320.27万元 | | | 比上年同期增长:252.97%-285.22% | | | 基本每股收益 | 盈利:0.77元/股-0.97元/股 | 盈利:0.17元/股 | 2025年世纪华通营收约380亿元,同比增长约68%;归母净利润预估区间为55.5亿至69.8亿元,同比增长 预估区间为357%至475%,这意味着2025年其净利润增幅最高将超4倍。公告显示,世纪华通已实现收 入连续12个季度环比增长。 过去两年是世纪华通 ...
世纪华通预计利润暴增约四倍
第一财经· 2026-01-30 02:15
2026.01. 30 本文字数:1044,阅读时长大约2分钟 作者 | 第一财经 刘晓洁 1月29日,A股游戏龙头世纪华通(002602.SZ)发布业绩预告,提及2025年公司收入、利润、现金流均实现同比大幅增长。 | 项目 | 本报告期 | 上年同期 | | --- | --- | --- | | 归属于上市公司股东的 净利润 | 盈利:555,000万元-698,000万元 | 盈利:121,319.82万元 | | | 比上年同期增长:357.47%-475.34% | | | 扣除非经常性损益后的 净利润 | 盈利:580,000万元-633,000万元 | 盈利:164,320.27万元 | | | 比上年同期增长:252.97%-285.22% | | | 基本每股收益 | 盈利:0.77元/股-0.97元/股 | 盈利:0.17元/股 | 2025年世纪华通营收约380亿元,同比增长约68%;归母净利润预估区间为55.5亿至69.8亿元,同比增长预估区间为357%至475%,这意味着2025年其 净利润增幅最高将超4倍。公告显示,世纪华通已实现收入连续12个季度环比增长。 过 去 两 年 是 ...
利润暴增约四倍!世纪华通预告去年营收380亿
Di Yi Cai Jing· 2026-01-29 12:55
2026年世纪华通股价涨幅已超10%。 就在月初,市场分析机构Sensor Tower发布了2025年中国手游发行商全球收入榜及出海手游收入榜。在手游发行商全球收入榜单中,世纪华通旗下的点点互 动超过了网易、米哈游等一众知名头部厂商,位列第二,仅次于腾讯。 Sensor Tower提到,点点互动在2025年实现多品类爆发式增长,全球收入增长87%。其中策略手游《Whiteout Survival》2025年收入同比上涨45%至21亿美元 (约为人民币146亿元),连续24个月成为出海手游收入冠军。截至2025年12月,这款游戏全球累计吸金已达40亿美元(约为人民币278亿元)。 1月29日,世纪华通涨约1%,报18.86元/股,总市值1390亿元,目前位列A股游戏厂商市值第一。2025年世纪华通的股价一路从5元/股涨至17元/股,累计涨 幅约240%。2026开年至今,世纪华通股价涨幅超过10%。 | 项目 | 本报告期 | 上年同期 | | --- | --- | --- | | 归属于上市公司股东的 净利润 | 盈利:555,000万元-698,000万元 | 盈利:121,319.82万元 | | | ...
Sensor Tower:点点互动《Whiteout Survival》稳坐2025年12月出海手游收入榜冠军宝座
智通财经网· 2026-01-07 11:17
Core Insights - Sensor Tower data indicates that the mobile game "Whiteout Survival" by DianDian Interactive has successfully launched a Christmas-themed event, significantly boosting global player spending and securing its position as the top-grossing mobile game for overseas markets, with projected total revenue exceeding $4 billion by December 2025 [1] Group 1: Game Performance and Revenue - "Gossip Harbor" by Lemon Microfun saw a 7% increase in revenue this month, reaching a historical high and ranking second in overseas mobile game revenue [1] - "Call of Duty Mobile" experienced a 36% month-over-month revenue increase due to extensive updates, including a sixth anniversary celebration and new game modes, ranking fifth in revenue [2] - "Genshin Impact" achieved a 47% increase in overseas revenue with the launch of the new version "Moon's Three," climbing five spots to ninth in revenue rankings [2] - "Where Winds Meet," an international version of NetEase's martial arts open-world game, debuted in the overseas market, ranking 27th in overseas mobile game revenue in its first month [3] - "Love and Deep Space" by Die Paper Network saw a 38% increase in overseas revenue, ranking tenth in revenue and fifth in growth, with total overseas revenue surpassing $400 million [4] - "Zero Zone" by miHoYo experienced a 56% increase in overseas revenue, achieving its highest daily revenue since launch and topping various market charts [4] - "Nobunaga's Ambition: True War" launched in Japan, resulting in a 207% increase in overseas revenue, ranking eighth in growth [4] Group 2: Download Rankings - "Block Blast!" by Hungry Studio topped the overseas mobile game download chart with an 11% increase in downloads [6] - "Vita Mahjong" by Vita Studio ranked second in downloads, with over 170 million downloads since its launch in December 2023 [6] - "Mobile Legends: Bang Bang" by Mouton Technology saw an 8% increase in downloads, securing the third position in the download rankings [7]
吉比特接待222家机构调研,包括淡水泉私募、广发证券、渤海证券、国海证券等
Jin Rong Jie· 2026-01-05 08:43
Core Viewpoint - The company has engaged in extensive research and development activities, showcasing strong performance in game releases and strategic planning for future growth, particularly in international markets and through the integration of AI technology in operations. Group 1: Game Performance and Releases - The company received 222 institutional research visits from October 29 to December 31, 2025, highlighting interest in its game portfolio [1] - "杖剑传说" (Staff Sword Legend) achieved an average ranking of 43 and a peak of 23 on the App Store in mainland China during Q4 2025, with successful overseas launches in regions like Macau and Japan [1][3] - "问道手游" (Wandao Mobile Game) maintained an average ranking of 66 and peaked at 43, while "一念逍遥" (One Thought of Freedom) and "问剑长生" (Sword of Life) introduced new features and events to enhance player engagement [4][5] Group 2: New Game Launches and Strategies - The new game "九牧之野" (Jiumu Zhiye) saw over one million pre-launch reservations, achieving the top position in the App Store free games category and 22nd in the revenue rankings [2][6] - The company plans to focus on community engagement and dynamic marketing strategies based on user lifetime value (LTV) and return on investment (ROI) for its game releases [7] Group 3: AI Integration in Game Development - AI technology is deeply integrated into both game development and operations, enhancing efficiency in art resource production and code writing through platforms like AIWebHub [9] - AI applications extend to user acquisition, personalized in-game offers, and monitoring of game environments to improve overall user experience and operational efficiency [9] Group 4: Shareholder Returns and Financial Planning - The company has established a shareholder return plan for 2025-2027, committing to three profit distributions annually, with cash dividends expected to be at least 50% of the net profit [10] - In the first nine months of 2025, the company distributed 904 million yuan in cash dividends, representing 74.47% of the net profit for that period [10]
吉比特20251202
2025-12-03 02:12
Summary of G-bits Conference Call Company Overview - **Company**: G-bits - **Industry**: Mobile and PC Gaming Key Points and Arguments Financial Performance - **Mobile Game Performance**: - "Ask the Dao Mobile Game" experienced a slight year-on-year decline but remained stable quarter-on-quarter. No significant growth was observed in November 2024 due to lack of special services [2][6] - "Friends Digging Treasure" had an average monthly revenue of less than 100 million RMB in Q3 and Q4, showing no significant changes [2][6] - "Ask the Dao PC Game" saw a moderate year-on-year decline from October to November, potentially due to version updates and post-pandemic user shifts [2][6] New Game Releases - **"Sword Legend"**: - Domestic version saw a slight decline in Q3 but did not meet expected stability; overseas versions in Hong Kong, Macau, and Japan showed similar trends [2][6] - Expected revenue for Q4 2025 is between 150 to 200 million RMB, with total revenue projected around 300 million RMB including overseas markets [2][9] - **New Game User Retention**: - A new game showed a slight decline in user retention, prompting design and gameplay adjustments, with a new version planned for January 2026 [2][8] - Compared to "One Thought of Immortality," the new game performed poorly, with September and October activities failing to significantly boost revenue [2][8] Revenue Structure and Marketing Strategy - **Revenue Changes**: - Significant changes in revenue structure were noted for "Friends Digging Treasure" since its launch, with high revenue sharing percentages from platforms like Tencent and Apple [3][4] - G-bits focuses on iOS for new game promotions, utilizing KOLs and KOCs for community marketing, with controlled costs and no reliance on high-profile celebrity endorsements [3][13][14] User Engagement and Retention - **User Feedback**: - "Longing for the Wild" received positive feedback from core users, but broader user performance remains uncertain [3][17] - The company aims to balance long-term operations and profitability while assessing the impact of new games on existing IPs [3][7] Operational Adjustments - **Team Structure**: - The company has seen a reduction in employee numbers from approximately 1,400 to around 1,100 due to project terminations, retaining core talent for new projects [22][23] - The issuance team remains stable, with a focus on competitive internal structures to enhance project outcomes [15][27] Future Outlook - **Financial Projections**: - New products are expected to have limited short-term profit contributions due to initial investment phases, with a gradual increase in revenue anticipated [12][19] - The company plans to conduct regular evaluations of project performance, leading to frequent but minor adjustments in strategy [24] Market Positioning - **Competitive Landscape**: - The Japanese market shows good potential for user lifecycle payments, but initial payments are low, with no immediate improvements [10] - The company is cautious about expanding into other regions until existing markets are stabilized [10] Conclusion - G-bits is navigating a challenging gaming landscape with mixed performance across its titles, focusing on strategic adjustments in marketing, user engagement, and operational efficiency to enhance profitability and market presence [2][3][4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20][21][22][23][24][25][26][27][28][29][30][31]
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]
游戏行业三季报:三七互娱营收下降6.59% 不到世纪华通营收的一半 继《寻道大千》后为何再难见爆款?
Xin Lang Zheng Quan· 2025-11-13 06:38
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 4.994 billion USD, with a quarter-on-quarter increase of 6.34% and a year-on-year decrease of 3.39% [1] - A total of 23 A-share gaming companies reported a combined revenue of 772.45 billion yuan for the first three quarters of 2025, reflecting a year-on-year growth of 23.30% [2][3] Market Performance - The client game market in China generated 202.9 billion yuan in Q3 2025, with a quarter-on-quarter increase of 16.05% and a year-on-year increase of 19.88% [1] - The mobile game market's revenue was 643.89 billion yuan, showing a quarter-on-quarter growth 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 - Century Huatong reported a revenue of 27.223 billion yuan for the first three quarters, a year-on-year increase of 75.31%, and a net profit of 4.357 billion yuan, up 141.65% [2][3] - Perfect World achieved a revenue of 5.417 billion yuan, a year-on-year increase of 33.00%, and a net profit of 0.666 billion yuan, up 271.17% [2] - G-bits reported a revenue of 4.486 billion yuan, a year-on-year increase of 59.17%, and a net profit of 1.214 billion yuan, up 84.66% [2][7] New Product Impact - G-bits launched successful new games, contributing to a revenue of 19.68 billion yuan in Q3, a year-on-year increase of 129.19% [7] - Ice Age Network turned a profit with a revenue of 1.876 billion yuan, despite a year-on-year decline of 5.39% [8] - Century Games' titles, including "Kingshot," significantly boosted revenue, with the game surpassing 100 million USD in monthly revenue [5][4]
游戏行业三季报:6家游戏公司营收、净利润双降 神州泰岳营收排名跌出top3 姚记科技跌至第10守门
Xin Lang Zheng Quan· 2025-11-13 06:37
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 4.994 billion USD, with a quarter-on-quarter increase of 6.34% and a year-on-year decrease of 3.39% [1] - A total of 23 A-share gaming companies reported a combined revenue of 772.45 billion yuan for the first three quarters of 2025, reflecting a year-on-year growth of 23.30% [2] Market Performance - The client game market in China generated 202.9 billion yuan in Q3 2025, with a quarter-on-quarter increase of 16.05% and a year-on-year increase of 19.88% [1] - The mobile game market's revenue was 643.89 billion yuan, showing a quarter-on-quarter growth 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 - Century Huatong reported a revenue of 272.23 billion yuan for the first three quarters, surpassing last year's total, with a net profit of 43.57 billion yuan, up 141.65% [3] - 13 out of 23 gaming companies achieved revenue growth, while 17 companies reported profitability [3] - Perfect World and Giant Network improved their rankings to 3rd and 7th respectively, while Jiubite also moved up two places [6] Notable Companies - Century Games, a subsidiary of Century Huatong, significantly contributed to revenue growth, with its games topping the overseas revenue charts [4] - 37 Interactive Entertainment maintained its position as the second-largest A-share gaming company, with a revenue of 124.61 billion yuan, despite a year-on-year decline of 6.59% [5] - Jiubite's revenue for the first three quarters was 44.86 billion yuan, reflecting a year-on-year increase of 59.17% [7] Strategic Adjustments - Ice Glacier Network shifted its focus from quantity to quality in marketing, resulting in a significant reduction in sales expenses by 52.31% [8] - The company reported a net profit of 5.02 billion yuan for the first three quarters, compared to a loss in the previous year, indicating a successful turnaround [8]
吉比特(603444)2025年三季报点评:业绩在预告上沿 期待《杖剑》《道友》《九牧》等产品增量
Xin Lang Cai Jing· 2025-11-03 08:33
Core Insights - The company's products such as "Zhang Jian Chuan Shuo" and "Dao You Lai Wa Bao" have shown strong performance and sustainability, expected to continue contributing to revenue in 2026 [1] - The company maintains an "Overweight" rating due to the promising performance of new products and an upward revision of EPS forecasts for 2025-2027 [2] Financial Performance - For the first three quarters of 2025, the company's net profit attributable to shareholders reached 1.214 billion yuan, a year-on-year increase of 84.66%, with a single-quarter net profit of 569 million yuan, up 307.7% [2] - Total revenue for the first three quarters was 4.486 billion yuan, reflecting a year-on-year growth of 59.17%, with a single-quarter revenue of 1.968 billion yuan, up 129.19% [2] - The company announced a cash dividend of 6 yuan per share, with total dividends amounting to 904 million yuan for the first three quarters of 2025 [2] Product Performance - "Zhang Jian Chuan Shuo" generated a total revenue of 1.166 billion yuan in the mainland for the first three quarters, maintaining a position in the top 40 of the iOS game sales chart [3] - "Dao You Lai Wa Bao," launched in May, has generated 316 million yuan in revenue by the end of September, contributing positively to the company's performance [3] - The company's overseas revenue for the first nine months reached 588 million yuan, a year-on-year increase of 59.46%, with "Zhang Jian Chuan Shuo (Overseas Version)" contributing 478 million yuan since its launch [3] Future Outlook - Upcoming product launches such as "Wen Jian Chang Sheng" and the overseas release of "Zhang Jian Chuan Shuo" are anticipated to further drive growth [3] - The company is preparing to launch the SLG mobile game "Jiu Mu Zhi Ye," which is expected to contribute to 2026 performance, with offline trials already commenced [3]