[交通运输、仓储和邮政业,住宿和餐饮业,租赁和商务服务业,文化、体育和娱乐业,教育] [2017-09-17]
2017 年上半年社会服务行业营收及业绩保持快速增长,58 家行业重点上市公司(除去异常和部分非主业公司)实现营业收入 752.85 亿元,同比增长 19.92%;实现归母净利润 59.22 亿元,同比增长 15.09%。去年同期营业收入和归母净利润增长率分别为 37.77%、19.92%。今年业绩增速略有下滑但仍保持高位。
[文化、体育和娱乐业] [2017-09-10]
市场综述:上周上证综指、深证成指、创业板指涨跌幅分别为 1.07%、2.08%和 2.89%,传媒行业指数涨跌幅为 1.79%。细分到传媒各子行业来看,各个子行业表现较大差异,其中人工智能指数涨幅最大,跨境电商指数涨幅最小。周涨跌幅个股中,涨幅 Top3 分别为丝路视觉(300556.SZ)上涨 20.07%,迅游科技(300467.SZ) 上涨 14.17%,美盛文化(002699.SZ)上涨 14.13%;跌幅 Top3 分别为天舟文化(300148.SZ)为-5.14%,新文化(300336.SZ)为-4.16%,皖新传媒(601801.SH)为-3.26%。
[文化、体育和娱乐业] [2017-09-10]
付费的产生来自对“互联网是免费的” 这一认知习惯的改变。在多数人对互联网早期的认知中,互联网即是免费的。但随着需求端消费升级、第三方移动支付的迅速发展、正版化趋势的显现以及 90 后付费意识的增强,人们改变了对“互联网是免费的”认知,付费逐渐被披上“标配”色彩。 付费主要是针对内容的付费,内容付费大致可分为知识付费及娱乐付费,其中,知识付费是利用互联网的发展对整个出版行业的重构,娱乐付费则受益于直播技术正加速升级。
[文化、体育和娱乐业] [2017-09-10]
手游发行商格局:新渠道、新格局。2013 年至今,排名前十的游戏公司和发行商都发生了很大变化。2015 年是新旧格局重要分水岭:CR2(腾讯+网易)第一次超过 50%,收入排名前 10的游戏有 7-8 款为腾讯和网易自研和代理的作品,硬核联盟强势杀入手游渠道,第三方应用商店增长放缓。
[文化、体育和娱乐业] [2017-09-10]
2017Q2 行情回顾:估值、仓位持续走低,业绩增速略有下滑。今年年初至 2017 年 9 月 1 日,传媒板块整体下跌13.2%,跑输上证综指、深证成指和创业板指。估值方面,截至 2017 年 9 月 1 日,传媒板块整体估值(动态市盈率)为 36.8X,高于沪深 300(13.8X)和中小板指(33.0X),低于创业板综指(51.9X)。2017Q2 收入 2243.12 亿,同比增长 19.40%,归母净利润 273.60 亿,同比增长 19.68%。收入、利润增速略有下滑,但依旧维持较高水平。
[文化、体育和娱乐业] [2017-09-10]
8 月传媒板块上涨 3.10%,其中涨幅较为明显的个股包括创业黑马、中国出版、华扬联众,排除新股情况下涨幅较大的为视觉中国、美盛文化等。前期滞涨且估值合理、业绩快速增长的个股本月表现较为突出,另一方面优质次新股表现活跃。当前存量竞争市场,风格切换、热点不足时,次新股由于其筹码结构较好、盘子小等特点,市场关注度明显提升。
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2017-09-10]
本周传媒次新股多数上涨,仅一家下跌。行业次新股涨幅前五的是创业黑马(61.08%)、丝路视觉(20.07%)、华扬联众(16.91%)、实丰文化(15.28%)、华凯创意(13.15%)。行业次新股下跌的是中国科传(-2.82%), 3只涨幅较小,分别是广西广电(1.39%)、电魂网络(1.80%)、贵广网络(1.89%)。
[文化、体育和娱乐业] [2017-09-01]
中报数据印证手游高景气,继续关注业绩高增的龙头公司。目前中报披露已接近完毕,从业绩表现来看,游戏板块仍是传媒行业中最为亮眼的子版块。具体来看,已披露中报的26 家游戏公司全部实现中期盈利,其中20 家盈利同比增长,12 家同比增速超过50%。我们认为,手游高景气仍将延续,龙头公司更为受益。
[文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2017-08-30]
Esports is also called electronics sports competitive video gaming or pro-gaming or professional video gaming. It is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. Esports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube, and sponsors and advertisers use this platform to promote themselves in front of a mass audience.
Players participating in eSports tournaments contest for prize money. Sometimes, the game publishing companies and eSports leagues hire professional gamers and provide them with salaries to promote the league. Esports tournaments are organized both, online and offline.
For the purpose of arriving at market size, the study considers those eSports tournaments:Where prize money is above $5,000.The report only considers those countries where the total number of eSports tournaments organized crossed 10. Further, game publishers are considered as major vendors in the report.
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2017-08-30]
The report considers the present scenario of the global board games market and its strategic assessment for the period 2017–2022. It includes a detailed study of various market growth drivers, trends, and restraints and profiles the leading four vendors in the market. To calculate the market size, the report considers the revenue generated from retail sales of board games across the geographies.