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中国游戏十年
3 6 Ke· 2026-01-05 08:43
"In my enterprises, you need a calendar, not a stop-watch. They're geared to a ten-year cycle." ——Laurance Rockefeller. 在我的事业中,你需要的是日历,而不是一块秒表。它是以十年为周期运转的。——劳伦斯·洛克菲勒(美国企业家、慈善家,洛克菲勒家族成员) 十年前,中国游戏行业争论的焦点仍是,重度手游究竟能不能走通?此后十年,重度手游带领中国游戏产业开疆拓土,一度推动中国成为全球规模最大的 单一游戏市场。期间,也涌现了腾讯、网易、米哈游、世纪华通等优秀厂商,成为全球排名Top 10的游戏研发商。 十年后,随着硬件、用户、玩法红利逐渐消失,中国乃至全球游戏行业,正在步入一种更加结构性的困局:过去,我们相信一款爆款可以重塑游戏市场格 局,甚至引发行业级"军备竞赛",比如MOBA、吃鸡、搜打撤。而现在,我们发现,游戏行业已经悄悄进入另一种秩序:大DAU赛道被大厂垄断;买量 被字节算死,厂商沦为打工人;讨论的重心从做手游转向跨端,要么搞单机,要么搞小游戏。 同时,中国游戏玩家也变得越来越难伺候。十年前,他 ...
3200亿丁磊,年末再“失”一员老将
创业家· 2026-01-03 10:12
以下文章来源于雷达Finance ,作者X编辑 当下,或许正是腾讯人才踏入网易的最好时机。 作者 :彭程 编辑 :孟帅 来源 :雷达财经 和丁磊共事23年的网易元老级人物、集团执行副总裁丁迎峰,将于2025年最后一天正式"退 休"。 卸任之后,丁迎峰将以公司顾问的身份,继续为网易业务的发展提供指导。 回顾丁迎峰的职业生涯,堪称中国游戏行业的一个缩影。从1998年进入游戏行业,到2002年 加入网易,再到升任集团副总裁、执行副总裁,他见证并参与了网易从行业新锐成长为游戏巨 头的峥嵘历程。 雷达Finance . 遨游广袤的财富世界。 在网易内部,丁迎峰的地位仅次于CEO丁磊,是名副其实的核心管理者之一。在丁迎峰的主导 下,网易互动娱乐事业群陆续孵化出《梦幻西游》《阴阳师》《第五人格》等多款现象级产 品,奠定了网易在游戏行业的头部地位。 就在丁迎峰官宣退休一个多月前,网易披露了2025年 前三季度财 报。财报显示,今年前三季 度 , 网 易 实 现 营 收 850.79 亿 元 , 同 比 增 长 8.32% , 归 母 净 利 润 275.18 亿 元 , 同 比 增 长 31.47%。 然而,在这份看似繁荣的 ...
网易副总裁丁迎峰退休:在职23年,一手打造《梦幻西游》
Feng Huang Wang· 2025-12-27 03:17
凤凰网科技讯12月27日,网易公司(NASDAQ:NTES/HKEX:9999)今日正式发布公告,披露了一项核心管 理层的人事变动。在为公司服务长达23年之后,丁迎峰决定退休,并将卸任网易执行副总裁及互娱事业 群负责人职务,该项决议将于2025年12月31日正式生效。作为网易游戏业务的关键人物,丁迎峰的卸任 标志着网易互娱事业群将迎来新的管理阶段。 根据公告披露的后续安排,丁迎峰在卸任实职后并不会立即切断与公司的业务联系,他将在2026年转任 网易公司顾问一职,继续利用其经验为公司提供支持。针对此次变动,网易CEO丁磊肯定了丁迎峰的职 业生涯贡献,特别强调了其在打造网易旗舰游戏产品以及构建公司研发与运营能力方面所发挥的核心作 用。 丁迎峰(别名丁丁)是网易游戏业务的核心奠基者之一,拥有超过25年游戏开发与设计经验。他于1998年 进入游戏行业,早年任职于金智塔并担任经典游戏《古龙群侠传》制作人,2002年受邀加入网易后开启 了长达23年的任职生涯。 入职初期,他参与《大话西游Online II》的早期数值架构工作,随后全程主导《梦幻西游》的研发与运 营,从数值策划逐步晋升为产品经理、第二产品部总监、梦幻西游工 ...
2025年中国动漫游戏改编行业市场研究报告
硕远咨询· 2025-12-09 14:04
Investment Rating - The report does not explicitly state an investment rating for the industry Core Insights - The anime and game adaptation industry is a vital and dynamic segment of the cultural creative industry, driven by the rise of digital entertainment and the two-dimensional culture [4][5] - The industry encompasses a full value chain, including copyright acquisition, content development, technical implementation, marketing, and user operation [4][5] - The market size of the anime game adaptation industry in China has surpassed 100 billion RMB, with a compound annual growth rate (CAGR) of over 15% [16][17] - The industry is expected to continue its rapid growth, potentially exceeding 200 billion RMB in the next five years, fueled by technological advancements and a large user base [21] Industry Overview - The anime game adaptation industry involves transforming anime works into games and vice versa, requiring deep understanding and innovative design to retain the original spirit while enhancing user experience [4][5] - Key business models include IP licensing for game development, game IP licensing for animation production, and the development of derivative products [6][7] - The industry chain includes content creation, copyright operation, technical development, distribution channels, and marketing strategies [8][9] Market Demand Analysis - The target user demographic primarily consists of individuals aged 15 to 35, with a slight male predominance, although female engagement is increasing [24][27] - Users exhibit diverse interests, including two-dimensional culture, competitive gaming, and immersive storytelling, with a strong inclination towards high-quality content and innovative gameplay [28][30] - The demand for anime adaptation games focuses on faithful story representation and character development, while game adaptation anime seeks to deepen narrative and character backgrounds [33][36] Competitive Landscape - Major players like Tencent, NetEase, and Bilibili dominate the market, leveraging extensive IP resources and advanced technology to maintain a competitive edge [46][47] - The industry is characterized by frequent collaborations and alliances among anime production companies, game developers, and technology service providers [48] - Successful adaptation cases, such as "Honor of Kings" and "Douluo Dalu," highlight the importance of high-quality content and user community engagement [51][52] Technological Development Trends - The application of VR and AR technologies enhances user immersion and interactivity in anime game adaptations [58] - AI plays a crucial role in content creation, user behavior analysis, and personalized recommendations, significantly improving production quality and efficiency [59] Future Development Outlook and Strategic Recommendations - The market is projected to grow steadily, with a focus on content diversification and user segmentation to meet varied consumer demands [61] - Companies should prioritize original content development and IP protection to enhance brand competitiveness and user loyalty [67] - Strengthening cross-industry collaborations and expanding into international markets are essential for sustained growth and cultural exchange [70]
宏观+行业 - 从国企改革视角看传媒央国企投资机会
2025-11-05 01:29
Summary of Conference Call Notes Industry Overview - The focus is on the media sector, particularly state-owned enterprises (SOEs) in China, and the investment opportunities arising from macroeconomic reforms and industry dynamics [1][2][3] Key Points and Arguments 1. **Macroeconomic Reforms**: The acceleration of factor market reforms aims to optimize asset-liability structures and revitalize inefficient assets through mergers and acquisitions [1][3] 2. **State-Owned Assets**: The initiative to revitalize existing state-owned assets is intended to enhance resource allocation efficiency and improve the effectiveness of state assets [1][3] 3. **Media SOEs Attention**: Since September 2025, media SOEs have gained increased attention due to investment opportunities in the gaming sector following a valuation recovery [1][5] 4. **Gaming Industry Valuation**: The gaming sector has experienced significant valuation fluctuations, recovering to pre-2018 levels, indicating a renewed market assessment of the industry's prospects [1][6] 5. **Potential for Valuation Growth**: The gaming sector could exceed a 30x PE valuation due to innovations in user interaction, new audience engagement, and emotionally resonant content [1][7] 6. **Media Sector Growth**: The media industry is expected to enter a new growth phase in 2025, driven by regulatory changes, blockbuster content, AI technology, and improved market risk appetite [1][8] Additional Important Insights 1. **Institutional Holdings**: Institutional ownership in the media sector is currently low, with expectations of recovery to standard levels, which could drive valuation recovery [2][8] 2. **Position of SOEs**: SOEs hold a significant position in the media sector, accounting for 46% of the market, benefiting from relaxed regulations and strong content performance [9][10] 3. **Investment Logic**: The investment rationale for SOEs includes the transition from strict to routine regulation, the emergence of successful media products, and the positive impact of AI technology [9][11] 4. **Selected Investment Targets**: Key investment targets include Xinhua Net, China Vision Media, and others, which are backed by strong controlling shareholders and have the capability to mobilize external resources [10] Conclusion - The media sector, particularly state-owned enterprises, presents a compelling investment landscape influenced by macroeconomic reforms, industry dynamics, and technological advancements, with a focus on strategic asset management and innovative content creation [1][2][3][9][11]
网易游戏广州高管人事大地震,杭州少壮派要上位?
Xin Lang Cai Jing· 2025-10-28 11:58
Core Insights - A significant leadership shakeup is occurring at NetEase Games, with multiple high-ranking executives departing, indicating unprecedented organizational changes within the company [1][2][4][6] Group 1: Executive Departures - Li Kaiming, head of NetEase Interactive Entertainment's 10th division, announced his departure for personal career development, marking him as the third senior executive to leave this year [1][2] - Other notable departures include Lin Yunfeng, president of the Dreamland division, and Xuanzi, producer of "World Beyond," suggesting a trend of restructuring similar to last year's disbandment of the Tianxia division [2][4] - The departures reflect a broader trend of leadership changes, particularly among executives overseeing key business areas such as competitive gaming, anime, and strategy games [2][6] Group 2: Organizational Changes - The leadership changes are centered in the Guangzhou headquarters, which has historically been the cradle of NetEase's gaming empire, indicating a potential shift in focus towards the Hangzhou region [4][7][16] - The company is reportedly consolidating its operations in Hangzhou, where the LeiHuo division has seen significant success, contributing approximately 50% to NetEase's total gaming revenue [13][15] - The restructuring aims to inject new energy into the organization by replacing long-standing executives with younger leaders who can better connect with the new generation of players [17][22] Group 3: Performance and Challenges - The Guangzhou divisions have faced significant setbacks, including the failure of the martial arts open-world game "The Legend of the Condor Heroes," which suffered a nearly 80% user attrition rate post-launch [9][10] - The 10th division also faced challenges, with the cancellation of the single-player project "Ten Thousand People Long Song: Three Kingdoms" after four years of development due to poor market feedback [11] - In contrast, the Hangzhou operations have thrived, with successful titles like "Nirvana in Fire Mobile" and "Eternal Return" establishing a strong market presence and contributing to the company's growth [12][13] Group 4: Strategic Shifts - The leadership changes reflect a strategic pivot from product-driven approaches to data-driven methodologies, emphasizing user profiling, monetization models, and predictive analytics in game development [21][22] - The company is focusing on a dual strategy of "data + rhythm" to enhance resource efficiency and mitigate the impact of individual project failures on overall business performance [22] - This shift is expected to lead to a more structured approach to game development, ensuring that new projects are backed by comprehensive market analysis and clear commercialization paths [21][22]
李在明的游戏国策:从成瘾物质到核心产业
3 6 Ke· 2025-10-27 01:44
Core Viewpoint - The South Korean gaming industry is experiencing a renaissance following President Lee Jae-myung's remarks that redefine gaming as a cultural industry rather than an addictive substance, criticizing past government policies that categorized gaming alongside drugs and alcohol [1][2]. Group 1: Historical Context - The South Korean gaming industry faced significant challenges starting in 2011 due to the implementation of the "Cinderella Law," which restricted gaming access for minors, leading to a decline in industry growth and innovation [3][4]. - The gap between the Chinese and South Korean gaming industries began to widen after 2011, with China's market growing significantly faster, particularly in mobile gaming, while South Korea struggled under regulatory burdens [4][5]. Group 2: Regulatory Changes - In 2021, the "Cinderella Law" was abolished, replaced by a "parental choice system," allowing families to manage minors' gaming time, reflecting a shift in regulatory approach [10]. - Concurrently, China's gaming regulations became stricter, limiting minors' gaming time significantly, which led to a downturn in the Chinese gaming market [12][13]. Group 3: Current Industry Dynamics - Despite regulatory changes, South Korea's gaming industry has not seen a resurgence comparable to China's recovery, with growth rates lagging behind [17][20]. - The South Korean government has introduced various support policies for the gaming industry, including talent development and financial incentives, but these have not yet translated into significant market growth [16][19]. Group 4: Future Outlook - The South Korean government aims to elevate the gaming industry to a national strategic level, emphasizing its cultural value and potential for economic contribution, particularly in exports [20][21]. - The competitive landscape suggests that while South Korea is attempting to leverage policy advantages, the inherent entrepreneurial spirit and innovation in China's gaming sector remain formidable challenges [19][22].
从“造星工厂”到“人才跳板”?网易游戏核心赛道年内连失三将
Mei Ri Jing Ji Xin Wen· 2025-10-23 14:21
Core Insights - Key personnel departures at NetEase Games indicate significant organizational adjustments within the company, with three core executives leaving in 2023, including game producer Li Kaiming, who left for personal career development reasons [1][2][10] - The departures reflect a broader shift in NetEase's strategy from a product-driven approach to a more centralized, data-driven model, aiming for standardized and scalable game development [10] Group 1: Executive Departures - Li Kaiming, producer of the successful game "Rate of the Land," is the third high-level executive to leave NetEase this year, following the exits of Shao Yun and Jin Tao, who managed key business segments in competitive, anime, and strategy games [1][2] - Jin Tao's departure to pursue a sequel to "Onmyoji" highlights the pressure on the Zen division, which has faced challenges in expanding new business lines and maintaining performance [6][8] Group 2: Company Strategy and Performance - NetEase's strategy is evolving towards a more centralized management model, with increased emphasis on resource allocation and project viability, as stated by CEO Ding Lei [5][10] - The company reported a net revenue of 22.8 billion yuan in Q2 2024, reflecting a 13% year-on-year growth but a 5% quarter-on-quarter decline, indicating a potential slowdown in growth momentum [10] - The shift in strategy aims to balance budget control with innovation, impacting the long-term development of core intellectual properties [10][11]
主题乐园的走向,从「观光者」到「参与者」
Hua Er Jie Jian Wen· 2025-10-06 14:09
Core Insights - The event "Chimelong Happy Halloween" showcases new trends and possibilities in the cultural tourism industry, emphasizing emotional connections and immersive experiences [2][5]. Group 1: Event Highlights - The opening ceremony featured Hong Kong actor Li Yiu Cheung, creating a warm and nostalgic atmosphere that resonated with attendees from both Guangdong and Hong Kong [2]. - This year's Halloween event included a bold initiative of packaging five popular anime game IPs, transforming the traditional Halloween experience into a themed immersive experience [3]. Group 2: Immersive Experience - The park's design included distinct themed areas tailored to each IP, enhancing the depth and richness of the visitor experience [3]. - The presence of professional NPCs (non-player characters) added an interactive element, allowing visitors to engage actively rather than being passive observers [4]. Group 3: Market Insights - The event exemplifies a precise understanding of market trends and deep insights into the preferences of younger consumer groups, successfully merging cultural IP with physical entertainment [5]. - The success of such themed events relies on emotional resonance, cultural depth, and interactive experiences, rather than mere visual spectacle [5]. Group 4: Cultural Integration - Hong Kong's rich cultural heritage, including iconic TV adaptations and music, presents opportunities for creating immersive experiences that attract global tourists [6]. - The Chimelong model represents a victory in "IP curation," transforming intangible cultural content into tangible, consumable experiences through cross-sector collaboration [6][7]. Group 5: Future Directions - To strengthen its position as an international cultural and tourism exchange center, Hong Kong must systematically develop its unique cultural IPs into experiential offerings [7].
阴阳师负责人金韬离职创业,老策划郑涛回归接管
3 6 Ke· 2025-08-21 07:29
Core Insights - The head of the Onmyoji division at NetEase, Jin Tao, has left to start a new venture with former NetEase Art Design Center president "Master" (Yi Xiuqin) [1] - Their new company, Guangzhou Jiezhi Information, has been registered, with Jin Tao holding a 90% stake and Master holding 10% [1] - Jin Tao has reportedly secured funding from a well-known investment institution for his entrepreneurial project, which may resemble the previously unapproved project "Code: Cloud Map" [1] - The new person in charge of Onmyoji is Zheng Tao, an old planner who recently returned to NetEase after a stint at Tencent [1] Company Developments - Jin Tao's departure marks a significant change in leadership for the Onmyoji project, which has been a key title for NetEase [1] - Zheng Tao's return to NetEase and his previous experience at Tencent may bring fresh perspectives to the Onmyoji project [1] Industry Implications - The formation of a new company by former NetEase executives could indicate a trend of talent migration within the gaming industry, potentially impacting competition [1] - The involvement of a prominent investment institution in Jin Tao's new venture suggests confidence in the potential of the gaming market, particularly in projects related to established IPs like Onmyoji [1]