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星辉娱乐(300043) - 2014年10月24日调研活动附件之演示文稿
RastarRastar(SZ:300043)2022-12-08 08:31

Group 1: Company Development Timeline - Guangdong Xinghui Car Model Co., Ltd. was established in May 2000 [4] - Listed on the Shenzhen Stock Exchange's Growth Enterprise Market in January 2010 [5] - Acquired mobile game developer Changyu Tianxia in August 2013, entering the gaming industry [5] - Acquired 51% stake in Guangzhou Guoguo in November 2013, expanding into the internet advertising platform [5] - Acquired TianTuo Information in March 2014, strengthening the online gaming sector [5] - Established investment platforms with Shenzhen Qianhai Fosun Ruize in March 2014 [5] - Increased investment in Xi'an Qujiang Chuntian Ronghe in August 2014, entering the film production industry [5] Group 2: Key Products and IP Acquisitions - Acquired game adaptation rights for Jin Yong's "The Book and the Sword," Liang Yusheng's "The Legend of the Condor Heroes," and Wen Ruian's "The General of the Famous Captains" [19] - Main products of Changyu Tianxia include mobile games such as "Drunken Jiangshan," "Famous Generals," and "Wuhun Three Kingdoms" [19] - Main products of Xinghui Tiantuo include web games like "Yitian," "Shan Hai Chuan Shuo," "Qun Xia She Diao," and "Water Margin Wind and Cloud" [19] Group 3: Marketing Strategies - Implemented a four-screen interactive marketing strategy starting with the acquisition of Guangzhou Guoguo in November 2013 [21] - Integrated computer, mobile, television, and film screens for content sharing and user engagement [22] - The "TOPSEM" online search platform is a key component of the internet advertising strategy [26] Group 4: Financial Performance and Projections - Anticipated net profit of 100 million in 2014, driven by high viewership of series like "Beiping Without War" [29] Group 5: Game Industry Strategy - First phase of building a gaming industry powerhouse involved acquiring Changyu Tianxia in August 2013 and integrating advertising platforms [30] - Second phase included acquiring TianTuo Technology in March 2014 to broaden the gaming landscape [36] - Third phase focused on establishing investment platforms to integrate development teams and operational platforms [38] - Fourth phase aimed at expanding the interactive entertainment ecosystem and global game distribution strategy [41]