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消费专场-2025研究框架线上培训
2025-10-09 02:00
消费行业受技术和消费理念双重驱动,经历传统商业、PC 和移动互联网 时代,供应链从盲目配货转向以销定产,大幅提升效率。电商崛起冲击 传统零售,物流成本降低和购物习惯改变是关键因素。 新零售和直播电商兴起对传统电商平台形成冲击,拼多多和抖音等平台 通过模式创新和流量裂变,为消费品公司带来新的发展机遇。渠道迭代 伴随商业机会,新兴平台成为新消费品公司孵化基地。 中国消费市场呈现分级现象,不同地区收入水平、出生年代和消费习惯 差异显著。企业需根据不同人群制定 STP 策略,精准把握市场,实现有 效营销,如珀莱雅通过准确定位目标人群成功打入市场。 中国消费市场经历电商下沉和品质消费时代,三四线城市成为新的增长 点。目前品质消费人群约 3.9 亿,消费能力接近海外中等发达国家水平, 是引领消费行业的重要力量。 评估新兴行业或单品市场空间至关重要,准确预判有助于在一二级市场 做出正确投资决策。消费行业空间大,高 ROE 的食品饮料、家电等行业 更易产生牛股,拥有壁垒的行业如白酒具有长期优势。 消费专场-2025 研究框架线上培训 摘要 Q&A 消费行业的投资框架是什么? 消费行业具有显著的人文属性,区别于科技周期的硬科学 ...
重磅!2025年中国及31省市游戏行业政策汇总及解读(全) “出海增长”是主旋律
Qian Zhan Wang· 2025-09-26 06:07
Core Viewpoint - The article discusses the evolution of China's gaming industry policies, highlighting the government's support and regulatory measures aimed at fostering growth and addressing challenges within the sector [2][3][4]. Policy Evolution - The gaming industry in China has transitioned from "cultural market management" to "digital content industry cultivation" and finally to "cultural industry pillarization and digital strategy" as outlined in national economic plans from the "Eighth Five-Year Plan" to the "Fourteenth Five-Year Plan" [2][3][4]. - The "Eleventh Five-Year Plan" (2006-2010) encouraged the development of digital content industries, including gaming, and emphasized cultural innovation and quality improvement [3]. - The "Twelfth Five-Year Plan" (2011-2015) aimed to make the cultural industry a pillar of the national economy, enhancing its overall strength and competitiveness [3]. - The "Thirteenth Five-Year Plan" (2016-2020) introduced the term "gaming" and focused on accelerating the development of emerging industries such as online audio-visual, mobile multimedia, and digital publishing [3]. - The "Fourteenth Five-Year Plan" (2021-2025) emphasizes expanding the supply of quality cultural products and implementing a digital strategy for the cultural industry [4]. National Policy Summary - Since 2000, various government bodies have issued policies to support and regulate the gaming industry, covering aspects such as technological development, industry standards, and minor user regulations [7][8]. - Key policies include the "Network Game Management Measures" aimed at ensuring the healthy development of the gaming industry and the "Technical Requirements for Minor User Monitoring Systems" which impose restrictions on gaming time and spending for minors [9][10]. Provincial Policies - Coastal provinces like Guangdong, Beijing, and Zhejiang have introduced supportive policies for the gaming industry, focusing on high-quality development, technological innovation, and overseas expansion [23][24]. - Specific measures include optimizing game approval processes, encouraging the development of 3A games, and supporting collaborations with historical IPs [24][25]. Market Outlook - As of mid-2025, China's gaming industry is projected to have an overseas market size of $9.501 billion, reflecting a year-on-year growth of 11.07% [20]. - The government aims to enhance the global competitiveness of the gaming industry by promoting the entire value chain from IP creation to overseas operations [20].
深化媒体合作 实现互利共赢
Ren Min Ri Bao· 2025-09-24 01:01
Group 1 - The "Belt and Road" initiative is seen as a pathway for global southern countries to enhance unity and development, providing a solid foundation for cooperation and sustainable growth [4][6] - The initiative not only focuses on infrastructure development but also emphasizes human-centered globalization, redistribution, and sustainable development [4] - The transformation of the Piraeus Port in Greece into a leading Mediterranean container port exemplifies successful cooperation between China and European countries [6] Group 2 - Media collaboration is crucial for enhancing cultural exchanges and understanding among countries involved in the "Belt and Road" initiative [7][8] - Regular media cooperation forums are essential for fostering dialogue among editors, journalists, and media managers, which can lead to significant collaborative opportunities [7] - The establishment of a "Belt and Road" scholarship program for young journalists is proposed to support training and information exchange in various fields [9] Group 3 - Short videos are highlighted as an effective medium for cultural exchange, breaking language barriers and providing engaging content about China [10][11] - The use of short videos allows for storytelling that resonates with audiences, making them active participants in the narrative [10] - The role of digital media in fostering cross-cultural communication is emphasized, showcasing its importance in contemporary interactions [12]
“黑神话BLACKMYTH”零售店能否成为游戏IP挖掘新范本?
Zheng Quan Ri Bao Wang· 2025-09-23 13:57
Group 1 - The game "Black Myth: Wukong" has sparked a consumer frenzy with its official merchandise, achieving significant sales in a short period, such as over 2000 units of the "Yang Jian" collectible figure priced at 498 yuan within three days [1] - The official retail brand "Black Myth BLACKMYTH" is set to open its first offline store in Hangzhou on September 25, covering approximately 1000 square meters and offering around 120 SKUs across six categories [1] - The rise of the "Guzi economy" has led to substantial online sales for game merchandise, with some companies achieving over 100 million yuan in sales during major shopping events like "Double 11" [2] Group 2 - The traditional monetization model for game IPs often relies on low-risk licensing agreements, which limits control over product quality and design [3] - The opening of the "Black Myth BLACKMYTH" store represents a shift in the gaming industry towards deeper exploration of IP, moving from "traffic operation" to "brand operation" [3] - Offline retail stores serve as promotional platforms for games, enhancing player engagement and attracting new users, while also extending the lifecycle of the IP beyond the typical lifespan of games [4]
缺乏现象级新作接棒 8月国内游戏市场收入同比下降13%
Xin Hua Cai Jing· 2025-09-22 14:09
Core Insights - The Chinese gaming market revenue in August 2025 reached 29.263 billion yuan, showing a year-on-year decline of 13.01% and a month-on-month increase of 0.61% [1][2][4] - The overseas sales revenue of domestically developed games was 1.68 billion USD, reflecting a month-on-month decrease of 0.79% and a year-on-year decrease of 10.66% [1] - The decline in both domestic and overseas markets is attributed to a lack of new blockbuster games following the success of "Black Myth: Wukong" and a decrease in revenue share from IP adaptations, prompting the need for diverse IP operation strategies [1][4] Domestic Market Performance - The domestic client game market revenue in August was 6.563 billion yuan, with a month-on-month decrease of 1.11% but a year-on-year increase of 17.59% [7] - The mobile game market generated 21.541 billion yuan, showing a month-on-month increase of 0.85% but a year-on-year decline of 4.25% [7] - The market is experiencing a product cycle transition, with insufficient new releases to support revenue growth, highlighting the need for competitive new products [4][7] IP and Product Trends - In August, the share of revenue from IP adaptation products in the top 50 mobile games decreased year-on-year, while the share of non-IP products increased by 8.1 percentage points to 51.1% [8] - Successful non-IP products like "Egg Party" and "Supernatural Action Group" contributed significantly to the growth of non-IP revenue [8] - The frequency of IP collaborations increased by 65.4% in the first half of 2025 compared to the previous year, indicating a shift towards more diverse IP utilization strategies [10]
麦当劳早盘上涨1%,黑神话悟空与麦当劳联动今日开启
Xin Lang Cai Jing· 2025-09-19 14:28
Group 1 - McDonald's (MCD) stock rose by 1% during early trading on Friday [1] - The game "Black Myth: Wukong" announced a collaboration event with McDonald's, allowing players to reserve tasting sessions starting from 2 PM on September 19 through the McDonald's app, WeChat mini-program, or Alipay mini-program [1]
《王者荣耀》《黑神话:悟空》游戏音乐内容展演亮相大阪世博会中国馆
人民网-国际频道 原创稿· 2025-09-02 09:12
Group 1 - The event showcased Chinese digital IP music works, particularly from "Honor of Kings" and "Black Myth: Wukong," combining immersive stage effects with traditional instrument performances to provide a cultural experience that blends Eastern aesthetics with modern technology [1][2] - The China Pavilion at the Osaka Expo, one of the largest foreign self-built pavilions, features a design that symbolizes harmony between humans and nature, promoting cross-cultural communication [2] - The event was organized by Poly Culture Group, aligning with the "cultural going out" initiative, using digital IPs to express contemporary interpretations of Chinese culture through music and technology [2] Group 2 - The performances included music from "Black Myth: Wukong," which captivated the audience with traditional storytelling techniques and showcased the game's development journey through music and visuals [4] - Songs from "Honor of Kings" were also performed, featuring pieces like "Tengwang Ge Xu" and "Qian Deng Zhi Yue," which engaged the audience with interactive elements using traditional instruments [9][11] - Officials from various international pavilions attended the event, experiencing the charm of Chinese traditional music firsthand [12]
从悟空到钟馗,黑神话宇宙走了一步什么样的冒险大棋?
Hu Xiu· 2025-08-28 00:06
Core Viewpoint - The company Game Science is taking a bold step by introducing the lesser-known character Zhong Kui to the global gaming stage, following the success of Wukong, raising questions about its ambitions and courage in unfamiliar markets [1] Group 1 - Game Science is venturing into new territory by not following the established path of Wukong, instead opting to showcase Zhong Kui, which may confuse overseas players [1] - The decision to feature Zhong Kui reflects Game Science's ambition to innovate and explore new narratives within the gaming industry [1] - There is uncertainty regarding the potential success of this strategy in foreign markets, as it diverges from the more familiar character of Wukong [1]
新华鲜报丨“数”读魅力!我国数字出版产业规模超1.7万亿元
Xin Hua She· 2025-08-28 00:00
Core Insights - The digital publishing industry in China is projected to continue its growth, with total revenue expected to exceed 1.7 trillion yuan in 2024, marking an increase of 8.07% from the previous year [1] Group 1: Industry Growth - The digital publishing industry has shown consistent revenue growth, illustrating a vibrant development landscape [5] - The report indicates that the revenue from publishing integration development is expected to reach 9.724 billion yuan in 2024, reflecting a 19.1% increase compared to 2021 [7] Group 2: Technological Integration - The integration of technology in publishing is not merely about transferring print content online but involves a comprehensive ecological reconstruction [8] - The application of AI models in the publishing sector is anticipated to accelerate, with a focus on developing intelligent systems for various publishing scenarios [8] Group 3: Market Segmentation - The revenue from online literature is projected to reach 49.55 billion yuan in 2024, with a year-on-year growth of 29.37%, and the user base is expected to grow to 638 million, a 16% increase [9] - New publishing forms, such as online literature, games, and animations, are increasingly contributing to the promotion of core socialist values and traditional Chinese culture [9] Group 4: International Expansion - The report highlights that 30 million new overseas registered users for online literature are expected in 2024, with active users around 200 million [10] - Chinese gaming companies have seen a 13.39% revenue growth in overseas markets, with actual sales exceeding 18.5 billion USD [10] - Notable works like "Douluo Dalu" and "Tiandao Tushuguan" have been included in cultural institutions across Europe, indicating the international reach of Chinese digital content [10] Group 5: Cultural Innovation - The digital publishing industry is characterized by a blend of integration, quality content, and international outreach, driving the dissemination of Chinese culture globally [12]
“数”读魅力!我国数字出版产业规模超1.7万亿元
Xin Hua She· 2025-08-27 15:12
Core Insights - The digital publishing industry in China is projected to continue its growth, with total revenue expected to exceed 1.7 trillion yuan in 2024, marking an increase of 8.07% from the previous year [1] Group 1: Industry Growth - The digital publishing industry has shown consistent revenue growth, illustrating a vibrant development landscape [2] - The report indicates that the revenue from publishing integration development is expected to reach 9.724 billion yuan in 2024, reflecting a 19.1% increase compared to 2021 [4] Group 2: Technological Integration - The integration of technology in publishing is not merely a transition of print content online but represents a comprehensive ecological reconstruction [5] - The application of AI models in the publishing sector is anticipated to accelerate, focusing on vertical publishing fields and intelligent systems [5] Group 3: Market Expansion - The revenue from online literature is projected to reach 49.55 billion yuan in 2024, with a year-on-year growth of 29.37%, and the user base is expected to grow to 638 million, a 16% increase [6] - The overseas user base for online literature has seen an addition of 30 million new registered users, with active users around 200 million [7] - Chinese gaming companies have achieved a 13.39% revenue growth in overseas markets, with actual sales exceeding 18.5 billion dollars [7] Group 4: Cultural Impact - New publishing formats such as online literature, games, and animations are increasingly contributing to the promotion of core socialist values and traditional Chinese culture [6] - The success of popular games like "Black Myth: Wukong" has sparked global interest in Chinese culture, positioning gaming as a significant avenue for cultural export [8] Group 5: Future Outlook - The digital publishing industry is set to navigate towards broader horizons, leveraging integration, quality content, and international expansion as key strategies [9]