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王思聪突发!名下资产被法拍
Zheng Quan Shi Bao· 2025-12-25 05:49
王思聪名下资产被法拍。 股权结构信息显示,经过2022年战略融资后,麦戟文化形成了多元化股权格局,其中冯远持股52.2%为控股股东,朱耀武持股18%,游幂(上海)文化创 意中心持股11.7%;北京普思投资原本持股10%,此次被拍卖的8%股权为其持有的部分股份。 | 股东信息 ◎ ■ 品股权结构 | | | | | | | 7天眼查 | | --- | --- | --- | --- | --- | --- | --- | --- | | | VIP VIP | | | | | | | | | 股东信息5 历史股东信息1 股权变更历程52 | | | | 股东类型, | 2持股比例 ▼ | 한 음出 | | 序号 | | 股东名称 | 持股比例÷ 认缴出资额(万元) ۾ | 认缴出资日期÷ | 间接待股比例 | 首次持股日期♀ 关联产品/机构 | | | | 冶河 12 29 1 금 受益所有人 实际控制人 控股股东 | | 52.2% O 580 | 2038-12-31 | 13.4978% ◇ | 2017-08-22 | | | | 2 朱 朱耀武 猛 34 | | 18% O 200 | 2038-1 ...
王思聪突发!名下资产被法拍
证券时报· 2025-12-25 04:27
王思聪名下资产被法拍。 天眼查天眼风险信息显示,近日,大连市中级人民法院发布拍卖公告,拍卖标的为北京普思投资有限公司(简称"普思投资")名下上海麦戟 文化传播有限公司(简称"麦戟文化")8%的股权。公告显示,该部分股权价值评估值为-166.62万元,以评估费等必要费用作为该标的起拍 价,起拍价为10.75万元,保证金1万元,增价幅度0.1万元。 责编:李丹 校对: 陶谦 版权声明 工商信息显示,普思投资成立于2009年12月,法定代表人为王思聪,注册资本2000万元人民币,经营范围包括项目投资、投资管理、投资 咨询等,由王思聪全资持股。 | 工商信息 ● | | | | | | 2天眼查 | | --- | --- | --- | --- | --- | --- | --- | | VIP 历史工商信息 工商信息 | | | 2 工商官网快照▶ 때 음유 | | | | | 企业名称 | 北京普思投资有限公司 | | | | | | | 法定代表人 | H 王思聪 猛关联企业 20 | 登记状态 2 存续 | | 天眼评分 2 | 77 2 | | | | | 成立日期 2009-12-04 | | | | ...
王思聪名下资产被法拍
Di Yi Cai Jing Zi Xun· 2025-12-25 02:13
据智通财经,信息显示,近日,大连市中级人民法院发布拍卖公告,拍卖标的为北京普思投资有限公司 名下麦戟文化传播有限公司8%股权。公告显示,该部分股权价值评估值为-166.62万元,以评估费等必 要费用作为该标的起拍价,起拍价为10.75万元,保证金1万元,增价幅度0.1万元。 工商信息显示,北京普思投资有限公司成立于2009年12月,法定代表人为王思聪,注册资本2000万人民 币,经营范围包括项目投资、投资管理、投资咨询等,由王思聪全资持股。 此次被拍卖的麦戟文化,是普思投资在2019年A+轮入局的项目,当时公司主打"沉浸式真人互动游戏 剧",曾凭借《隐形守护者》等爆款收获一波流量,被视作"线下剧本杀+线上互动剧"赛道明星。然而, 2024年该公司被曝出大规模裁员、关店,最终被法院列入被执行人名单。 股权结构信息显示,经过2022年战略融资后,麦戟文化形成了多元化股权格局,其中冯远持股52.2%为 控股股东,朱耀武持股18%,游幂(上海)文化创意中心持股11.7%,北京普思投资原本持股10%,此 次被拍卖的8%股权为其持有的部分股份。 ...
王思聪名下资产被法拍
第一财经· 2025-12-25 01:58
据界面新闻,信息显示,近日,大连市中级人民法院发布拍卖公告,拍卖标的为北京普思投资有限公 司名下麦戟文化传播有限公司8%股权。公告显示,该部分股权价值评估值为-166.62万元,以评估 费等必要费用作为该标的起拍价,起拍价为10.75万元,保证金1万元,增价幅度0.1万元。 工商信息显示,北京普思投资有限公司成立于2009年12月,法定代表人为王思聪,注册资本2000 万人民币,经营范围包括项目投资、投资管理、投资咨询等,由王思聪全资持股。 此次被拍卖的麦戟文化,是普思投资在2019年A+轮入局的项目,当时公司主打"沉浸式真人互动游 戏剧",曾凭借《隐形守护者》等爆款收获一波流量,被视作"线下剧本杀+线上互动剧"赛道明星。 然而,2024年 该公司被 曝出大规模裁员、关店,最终被法院列入被执行人名单 。 股权结构信息显示,经过2022年战略融资后,麦戟文化形成了多元化股权格局,其中冯远持股 52.2%为控股股东,朱耀武持股18%,游幂(上海)文化创意中心持股11.7%,北京普思投资原本 持股10%,此次被拍卖的8%股权为其持有的部分股份。 ...
中国音数协理事长孙寿山:让游戏成为新时代的礼乐诗书
Xin Lang Cai Jing· 2025-12-19 14:22
来源:环球网 12月19日,2025年中国游戏产业年会在上海举行。中国音像与数字出版协会理事长孙寿山在会上表示, 《周易》有云:"观乎人文,以化成天下"——文化的价值本就在于通过人文实践滋养社会、赋能发展, 这与游戏产业的发展逻辑高度契合,也与古人提倡的"礼乐诗书"功能一脉相承。要让游戏成为新时代 的"礼乐诗书",让其承载文明、传承文化、赋能创新。 游戏应成为新时代之"乐",担任涵养国民审美与润泽个体心灵的"净化剂"。"乐"之要义,远非止于音 声,其本质在"和同"。《明日方舟》"音律联觉"音乐会,融汇交响、民族、摇滚和说唱等多种形式演绎 游戏原创音乐,在呈现层次丰富的听觉盛宴的同时,也拓展了听众的艺术审美边界;《原神》将京剧选 段《神女劈观》旧曲新谱,不仅触动了国内玩家,更在海外掀起传唱热潮,推动东方美学在全球范围激 起共鸣。越来越多游戏作品在视听语言上不断突破,将中国传统美学与现代数字技术深度融合,让玩家 在互动中提升审美素养,陶冶高尚情操。更重要的是,游戏所激发的这种源于专注、创造与情感联结的 愉悦,已超越单纯的感官娱乐,升华为一种调和情绪、疏导心灵的内在力量,这也正是"乐者,乐也"的 现代诠释。 游戏应 ...
国产互动影视游戏《盛世天下》全球销量破百万套
Zheng Quan Ri Bao· 2025-09-22 16:13
Core Insights - The interactive film game "Shengshi Tianxia" has surpassed one million total sales across all platforms, including overseas markets, since its launch [1] - The mobile version of "Shengshi Tianxia" has consistently ranked first on the Apple iOS entertainment paid chart since its release on September 9 [1] - The game's total sales revenue has exceeded 39 million yuan, based on an official price of 39 yuan per unit [1] - The game has generated significant online discussion, with over 260 million views on the topic on Xiaohongshu [1] - The upcoming release of the second chapter, "Nü Dì Pian," is expected to further boost sales [1] Industry Analysis - The success of "Shengshi Tianxia" highlights the advantages of Chinese culture in the global gaming market, showcasing the rich historical and cultural resources available for game development [2] - The core competitiveness of interactive film games lies in their narrative and game design, with companies possessing strong storytelling capabilities and quality IP reserves likely to succeed [2] - The interactive film game sector is breaking traditional revenue boundaries between gaming and film content, creating diversified profit channels [2] - The production costs for interactive film games have risen significantly, ranging from 5 million to 10 million yuan, with a low success rate for breakout titles [3] - Despite the challenges, there remains a strong demand for quality content, with certain user groups showing a willingness to pay [3]
话题播放量超7亿,“宫斗短剧”的尽头是游戏?
3 6 Ke· 2025-09-18 10:41
Core Insights - The interactive game "盛世天下" (Shengshi Tianxia) has achieved significant popularity since its release on September 9, 2023, quickly reaching the top of the iOS paid app charts and generating substantial online engagement [1][3][5] - The game is based on the story of Wu Zetian and has been adapted from the Orange Light game of the same name, showcasing a strong narrative appeal and interactive elements that resonate with audiences [1][15] Group 1: Game Performance and Popularity - "盛世天下" achieved a peak online player count of 17,000 shortly after its launch, indicating strong initial interest [1] - The game has generated significant social media buzz, with trending topics and memes emerging, contributing to its visibility and engagement across platforms like Xiaohongshu and Douyin [3][4] - The game has an estimated sales projection of around 150,000 copies, which may not align with the marketing investment but sets the stage for future discussions on interactive narrative games [4] Group 2: Marketing and Community Engagement - The game's success is partly attributed to prominent game streamers who promoted it through live broadcasts, leading to high viewer engagement and content sharing [5][10] - The interactive elements, such as the "flower" and "egg" ranking systems, encourage player participation and spending, enhancing the game's social dynamics [7][18] - The game has fostered a community of fans who create derivative content, further amplifying its reach and engagement [10][12] Group 3: Industry Trends and Future Directions - The rise of interactive narrative games like "盛世天下" reflects a growing trend towards blending short-form drama with gaming, appealing to audiences accustomed to fragmented content consumption [15][19] - The potential for new monetization strategies in interactive short dramas, such as in-game purchases and character rankings, indicates a shift in how content can be commercialized [18][19] - The integration of AI-generated content in scriptwriting and game design may enhance the efficiency and creativity of future interactive narratives [19]