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华谊兄弟(300027) - 2015年4月30日机构调研会议纪要
HBMCHBMC(SZ:300027)2022-12-08 01:58

Group 1: Company Overview and Business Segments - Huayi Brothers was founded in 1994 and has expanded its business segments to include film and television entertainment, internet entertainment, and brand/IP licensing [1] - The company's profit increased from 68 million before going public to nearly 900 million by the end of 2014, more than a tenfold increase [1] - The film and television entertainment segment includes movies, TV series, artist management, and has a library of 100 IP works [1] Group 2: Brand/IP Licensing - The brand/IP licensing segment has signed 11 projects by the end of 2014, with ongoing developments like the Haikou Feng Xiaogang Movie Town and a theme park in Suzhou [2] - The company aims to replicate Disney's profit model and has signed multiple projects across various cities in the fourth quarter of 2014 [2] Group 3: Internet Entertainment - The internet entertainment segment includes new media, fan communities, gaming, online distribution, and virtual reality investments [2] - The fan community, Xingying Alliance, has reached 130 million users on Tencent's QQ platform [2] - The gaming business began with an investment in Zhangqu Technology, which has a market value exceeding 40 billion, and the company holds 22% of its shares [2] Group 4: Film Performance and Projections - In 2014, the company's film box office revenue was 1.5 billion, with a market share of 15% and 25%-30% of domestic films [3] - The company plans to release 18 films in 2015, with notable titles including "The Romantic Disappearance of History" and "The Fate of Destiny" [3] Group 5: Real-World Entertainment Projects - By the end of 2014, the company had signed 11 real-world entertainment projects, with revenue from brand licensing fees, equity income, and management fees [4] - The management's goal is to sign 20 projects over four years [4] Group 6: Revenue Distribution - In 2014, the revenue distribution was approximately 55% from film and television entertainment, 35% from internet entertainment, and 10% from brand licensing [5] Group 7: Cinema Operations - The cinema business began in 2010 and became profitable in the first half of 2014, with 15 cinemas built, 14 of which are wholly owned [6]