[中报]三七互娱(002555):2026年半年度报告摘要(英文版)

时间:2026年09月15日 19:36:34 中财网

原标题:三七互娱:2026年半年度报告摘要(英文版)

37InteractiveEntertainment
NetworkTechnologyGroupCo.,Ltd.
2026InterimReport(Summary)
August2026
PartIImportantNotes,TableofContentsandDefinitions
TheBoardofDirectors(orthe“Board”)aswellasthedirectorsandseniormanagementof37Interactive Entertainment Network Technology Group Co., Ltd. (hereinafter referred to as the“Company”)herebyguaranteethetruthfulness,accuracyandcompletenessofthecontentsofthisReport,andshallbejointlyandseverallyliableforanymisrepresentations,misleadingstatementsormaterialomissionstherein.
Zeng Kaitian, the Company’s legal representative, and Ye Wei, the Company’s person-in-charge of accounting & head of the accounting department (accounting supervisor), herebyguaranteethatthefinancialstatementscarriedinthisReportaretruthful,accurateandcomplete.AlltheCompany’sdirectorshaveattendedtheBoardmeetingforthereviewofthisReport.TheBoardhasapprovedaninterimdividendplanasfollows:basedonthetotalissuedsharecapital(exclusiveofsharesintheCompany’saccountforrepurchasedshares)onthedateofrecord,a cash dividend of RMB1.00 (tax inclusive) per 10 shares is planned to be distributed to all theshareholdersoftheCompany,withnobonusissuefromeitherprofitorcapitalreserves.TableofContents
PartIImportantNotes,TableofContentsandDefinitions..................................................................................................2
PartIICorporateInformationandKeyFinancialInformation..............................................................................................4
PartIIIManagementDiscussionandAnalysis......................................................................................................................7
PartIVGovernance,EnvironmentalandSocialInformation..............................................................................................26
PartVShareChangesandShareholderInformation..........................................................................................................31
PartVIFinancialStatements...............................................................................................................................................37
PartIICorporateInformationandKeyFinancialInformation
ICorporateInformation

Stockname37InteractiveEntertainmentStockcode002555
PlaceoflistingShenzhenStockExchange  
CompanynameinChinese三七互娱网络科技集团股份有限公司  
Abbr.(ifany)三七互娱  
CompanynameinEnglish(if any)37INTERACTIVEENTERTAINMENTNETWORKTECHNOLOGYGROUPCO.,LTD.  
LegalrepresentativeZengKaitian  
IIContactInformation

 BoardSecretarySecuritiesAffairsRepresentative
NameWangSijieWangSijie
OfficeaddressRoom7001,7/F,TowerB1,Wanjiang FortunePlaza,88RuixiangRoad,Wuhu City,AnhuiProvinceRoom7001,7/F,TowerB1,Wanjiang FortunePlaza,88RuixiangRoad,Wuhu City,AnhuiProvince
Tel.0553-76537370553-7653737
Fax0553-76537370553-7653737
Emailaddressir@37.comir@37.com
IIIKeyFinancialInformation
Indicatebytickmarkwhetherthereisanyretrospectivelyrestateddatuminthetablebelow.□Yes?No

 H12026H12025Change(%)
Operatingrevenue(RMB)7,274,643,508.728,486,116,689.62-14.28%
Netprofitattributabletothe ListedCompany’s shareholders(RMB)1,766,269,020.711,400,246,950.0326.14%
Netprofitattributabletothe ListedCompany’s shareholdersafterdeducting non-recurringprofitsand losses(RMB)1,016,313,090.371,387,236,352.38-26.74%
Netcashflowsfrom operatingactivities(RMB)1,088,989,342.511,753,342,666.68-37.89%
Basicearningspershare (RMB/share)0.800.6425.00%
Dilutedearningspershare (RMB/share)0.800.6425.00%
Weightedaveragereturnon12.35%10.46%1.89%
equity(%)   
 June30,2026December31,2025Change(%)
Totalassets(RMB)22,974,092,497.7922,315,257,868.142.95%
Equityattributabletothe ListedCompany’s shareholders(RMB)14,089,689,011.2513,534,207,976.094.10%
IV Accounting Data Differences under China’s Accounting Standards for Business Enterprises(CAS)andInternationalFinancialReportingStandards(IFRS)andForeignAccountingStandards1.NetProfitandEquityunderCASandIFRS
□Applicable?Notapplicable
NodifferencefortheReportingPeriod.
2.NetProfitandEquityunderCASandForeignAccountingStandards
□Applicable?Notapplicable
NodifferencefortheReportingPeriod.
VNon-recurringProfitsandLosses
?Applicable□Notapplicable
Unit:RMB

ItemsAmountNote
Gainorlossondisposalofnon-currentassets(inclusiveofimpairment allowancewrite-offs)-2,317,905.75 
Governmentgrantsrecognizedinprofitorloss(exclusiveofthosethat arecloselyrelatedtotheCompany'snormalbusinessoperationsand giveninaccordancewithdefinedcriteriaandincompliancewith governmentpolicies,andhaveacontinuingimpactontheCompany's profitorloss)5,395,925.38Mainlydueto governmentgrantsother thantherebatesofvalue- addedtax
Gainorlossonfair-valuechangesinfinancialassetsandliabilitiesheld byanon-financialenterprise,aswellasondisposaloffinancialassets andliabilities(exclusiveoftheeffectiveportionofhedgesthatisrelated totheCompany'snormalbusinessoperations)985,992,418.90 
Reversedportionsofimpairmentallowancesforreceivableswhichare testedindividuallyforimpairment2,326,754.21 
Non-operatingincomeandexpensesotherthantheabove-1,995,887.30 
Less:Incometaxeffects239,283,904.29 
Non-controllinginterestseffects(netoftax)161,470.81 
Total749,955,930.34 
Particularsaboutothergainsandlossesthatmeetthedefinitionofnon-recurringprofitsandlosses:□Applicable?Notapplicable
NosuchcasesfortheReportingPeriod.
Explanation of why the Company reclassifies as recurrent a non-recurring profits and losses item listed in the Explanatory
AnnouncementNo.1onInformationDisclosureforCompaniesOfferingTheirSecuritiestothePublic—Non-recurringProfitsand
□Applicable?Notapplicable
NosuchcasesfortheReportingPeriod.
PartIIIManagementDiscussionandAnalysis
IPrincipalOperationsoftheCompanyintheReportingPeriod
(I)Industryreview
1.Steadygrowthinthescaleanduserbaseofthegameindustry
AccordingtotheChina’sGameIndustryReportfromJanuarytoJune2026releasedbytheGamePublishingCommitteeofChina Audio-video and Digital Publishing Association (CADPA), during the first half of 2026, the actual sales revenue of the
domesticgamingmarketreachedRMB188.45billion,representingayear-over-year(YoY)increaseof12.17%;andthenumberof
gameusersinChinastoodat684million,aYoYincreaseof0.82%.Thegameindustryachievednotableexpansionwithsound
developmentmomentum.Usershaveputforwardmorediversifieddemandsforcontent,gameplayexperienceandemotional
value,drivingthecontinuousevolutionofgamestowardsegmentationanddifferentiation.FromJanuarytoJune2026,theself-developedgamesinChinageneratedUSD12.372billioninoverseasmarketrevenue,a
YoY increase of 30.22%. The United States, Japan, and South Korea remained the primary target markets for Chinese mobile
gamesabroad,withrespectivesharesof32.31%,14.05%and7.48%(53.84%intotal).Amongthetop100self-developedmobile
gameswiththehighestoverseasrevenue,strategygames heldthelargestsharewithaslightYoYincrease.Mergegamesranked
second with a notable YoY growth, emerging as one of the promising sub?segments. Role?playing games and shooting games
cameinthirdandfourthrespectively,maintainingsteadyperformance.ForJanuary?June2026,theactualsalesrevenueofself?developedgamesinChina’sdomesticmarketreachedRMB163.356
billion,representingaYoYincreaseof16.31%,showingsoundgrowthmomentum.Ofthisamount,theactualsalesrevenueof
themobilegamemarketstoodatRMB135.21billion,aYoYriseof7.9%.Amongthetop100mobilegamesrankedbyrevenue,role?playinggamesandstrategygamesstilltooktheleadingpositions,followedbyboard?and?cardgamesandgachagames.
In addition, mini?games and lightweight games have maintained high user engagement. In the first half of this year, the
revenue of domestic applet games amounted to RMB31.657 billion, a considerable YoY growth of 36.01%, serving as an
importantdriverforindustry?widegrowth.
In2026,drivenbypolicysupport,asoundecosystem,andtechnologicalinnovations,theChinesegameindustryshowssteady
growth.Theindustryfocusesonthedevelopmentandinnovationofhigh-qualitygames,comprehensivelyenhancinggamequality
whileacceleratingglobalexpansion.Theindustryscalecontinuestogrow,economicpotentialcontinuestobereleased,andstrong
momentumforhigh-qualitydevelopmenthasbeeninjected.
2.Policiessteeringtheindustrytowardhigh?qualityandsounddevelopmentIn March 2026, the Outline of the 15th Five-Year Plan for Economic and Social Development of the People's Republic of
Chinawasreleased.Itexplicitlyemphasizestheneedto“guideandregulatethehealthydevelopmentofonlineliterature,online
games,andonlineaudiovisualcontent”andto“encourageculturalenterprisestoexpandinternationally,promotetheoverseas
dissemination of high-quality online literature, games, films, animation, and premium exhibitions, and strengthen the
constructionofinternationalcommunicationkeybasesandnationalculturalexportbases”,furthersupportingthehealthyand
high-quality development of the industry. In April 2026, the State Council issued the Opinions on Expanding Capacity and
Improving Quality of the Service Sector. It aims to expand capacity and improve quality of the service sector and foster
high?qualityandefficientdevelopmentofservices.Ithighlightsprioritiesincluding“strengtheningthesupportingroleofscience
and technology services, accelerating innovative development of software and information services, developing innovative
models for culture?, tourism? and sports?related services, and steadily advancing opening?up and cooperation in the service sector”. Actively responding to the policy directives and complying with regulatory requirements, the Company keeps strengtheningitscapacitytodeliverqualitygames.Itexploreswaystointegrategameplayexperiencewithculturalattributesand deployinnovative technologies.Throughinternal?external resourcecollaboration inthecultural?entertainmentandtechnology sectors, the Company advances in?depth integration of games and culture, contributing to the global dissemination of fine traditionalChineseculture. In February 2026, the Cyberspace Administration of China (CAC) and seven other government departments issued the CircularonIssuingtheMeasuresforIdentifyingOnlinePlatformServiceProviderswithaMassiveMinorUserBaseandSignificant Influence onMinors.The documentaimstoscientificallydefinethescopeofonline platformserviceproviderswithamassive minor user base and significant influence on minors, further strengthen constraints and administration over enterprises, and enhance targeted protection for minors. The Company attaches high importance to minor protection. Its official proprietary platforms have fully prohibited users under the age of 18 from registering for game accounts. Additionally, the Company continues to refine and upgrade its minor?protection system. It has rolled out an upgraded version of the “Game Real?name Registration and Minor Anti?Addiction System”, revamped the existing “Parental Supervision Platform”, optimized customer?servicehandlingprocedures,andassistedguardiansininquiryandverification,soastofosterthehealthygrowthof minors. InApril2026,theStateAdministrationforMarketRegulation(SAMR)issuedtheCircularonDeepeningtheGovernanceof theInternetAdvertisingEcosystemandtheKeyTasksforRectifyingtheOrderoftheInternetAdvertisingMarket.Thedocuments aim to support overall online?ecosystem governance and foster high?quality development of the internet?advertising industry. TheCompanyhasbuiltafull?processcompliance?managementsystemcoveringgenerative?AI?poweredadvertisements,pop?up advertisementsandomni?channeladplacements.ForAI?generatedadvertisements,ithasestablishedmechanismsforcontent review,labelmanagementandfileretentiontodefineclearboundariesforintelligently?createdadcontent.Ithasstandardized controlrulesforpop?upadvertisements,optimizeduserinteractionforclosingfunctions,implementedtime?phasedcontrolsand differentiated blockingfor minors.Multi?level contentapproval procedures areenforced forad placements, anduser?targeted advertising is standardized. Both domestic and overseas advertisements operate in compliance with local regulatory requirements.Dynamiccontroloveradvertising?relatedrisksisachievedthroughregularcomplianceinspections. (II)TheCompany’sprincipaloperationsandproducts TheCompanyspecializesinthedevelopmentandpublishingofgamesforglobalplayers,withthegamedevelopmentbrand “ThreeSevenGames”,aswellasgamepublishingbrands“37Mobile”,“37GAMES”and“37Online”.FortheReportingPeriod,the Company recorded operating revenue of RMB7,275 million, a YoY decrease of 14.28%; and a net profit attributable to its shareholdersofRMB1,766million,aYoYincreaseof26.14%.DuringtheReportingPeriod,theCompany’stitlesincludingNobody'sAdventureChop-Chop(寻道大千),Puzzles&Survival,
Survivefor33Days(生存33天),LastAsylum:Plague,Ragnarok:TheNewWorld(RO仙境传说:世界之旅),LootbornWarriors
(英雄没有闪), My Memory Shop (时光杂货店), Puzzles & Chaos, Bonk Bonk Tribe (时光大爆炸) and SoulLand: Clash of
Spirimasters(斗罗大陆:魂师对决)maintainedsoundoperatingperformance.TheCompany’speakglobalmonthlyactiveusers
exceeded160million.
Intermsofoverseasbusiness,theCompanycontinuedtobuildstrengthincorecategoriessuchasSLG,MMORPG,business
simulation games, and casual games. It sought growth opportunities in overseas markets, and refined its long-term operation
strategy.Thishasled tothe sounddevelopment ofitsoverseasbusiness.During theReportingPeriod, theCompanyachieved
overseasoperatingrevenueofRMB3,021million,aYoYgrowthof10.90%,accountingfor41.53%ofitstotaloperatingrevenue.
1.Solidperformanceofnewgamesandbuildingaglobalmarket?orientedproductmatrixThe Company’s self?developed survival?themed RPG Survive for 33 Days (生存 33天) carried out a collaboration with
GrandBuy Gold. It combined in?game online gameplay with offline promotions to create an integrated operation scenario.
Meanwhile,theCompanypartneredwithJackieChanforaseriesofcommunicationcampaigns.Popularmass?marketelements
wereincorporatedintoproductpromotion,whichenhancedbrandawarenessandwonpositivereviewsfromplayers. Drivenby
dualmarketbreakthroughsfrombrandcollaborationandcelebrityendorsement,thetitle’sinfluencekeptexpanding.Itranked
No.?1onboththeWeChatMini?GamesandDouyinMini?GamesbestsellerchartsthroughoutJanuary,andremainedamongthe
topfiveonthebestsellerchartsofbothplatformsinthefirstquarter,demonstratingrobustmarketperformanceandhighuser
engagement.
The Company’s self?developed MMORPG Ragnarok: The New World (RO仙境传说:世界之旅)delivered solid market
performancefollowingitsofficiallaunchinChina’sHongKong,MacaoandTaiwanregions.Uponrelease,itpeakedatNo.1on
both the free chart and bestseller chart of major local app stores. The results demonstrated the Company’s comprehensive
capabilitiesinlocalizedpublishing,useroperationandmonetizationconversionforclassic IPtitles,andreflectedthesustained
userinfluenceandregionalmonetizationpotentialoftheIP.ThegameofficiallylaunchedinSoutheastAsiainJuly2026.Asoneof
the markets where the IP boasts the strongest influence, Southeast Asia is expected to continuously unlock the IP value and
furtherconsolidatetheCompany’sbusinesslayoutintheMMORPGsegment.The Company’s medieval-themed strategy game Last Asylum: Plague achieved coverage across 137countries and regions
worldwide after its launch in 2026, supported by a mature publishing system, continuous content operation and strong
monetizationperformance.ItmaintainedsolidperformanceinkeymarketsincludingtheUnitedStates,Europe,RussiaandSouth
Korea,andranked16thonSensorTower’sJunerankingofrevenue-generatingChinesemobilegamesoverseas.ThetitleintroduceslightweightgameplaysuchasbusinesssimulationintoitscoreSLGframeworkasanentrypointforthe
early-stageexperience,effectivelyenhancingnew users' senseofimmersionandplayability.Combined withthematureglobal
userbaseformedievalandsurvival-themedcontentanditsdifferentiatedartpresentation,ithasdemonstratedstrongpotential
inuseracquisitionefficiency,userretention,monetizationcapabilities,etc.Sincelaunch,thetitlerolledoutdiverseoperational
activitiesincludingseasonalgameplayandtargetedfestiveevents.Itstotalregisteredusersexceeded15million,anditranked
Top 9onSensorTower’sOverseas Revenue Growth Rankingfor Chinese MobileGames in July.In addition, thegame officially
kicked off market expansion in China’s Hong Kong, Macao and Taiwan regions. The Company enlisted Ethan Juan as its brand
ambassadorforpromotion,andthegameisexpectedtobecomeanotherlong-runningtitleintheCompany’sSLGsegment.
During the Reporting Period, the Company’s new survival-themed SLG title Z Route: Redemption launched in overseas
marketsandgaineduserrecognitionacrossmultipleoverseasmarkets.Itverifiedthereplicabilityoftheproductmodelof“hyper-
casual gameplay for front-end user acquisition + mid-core SLG gameplay for back-end user retention” in diverse markets,
emergingasanotherkeytitleintheCompany’sSLGsegment.
In addition,multiple titles ofthe Company including Dreamweaving Garden (织梦森林), CritterRumble (爪爪大乱斗),
HuangWuZhiXia(荒无之下),BattleThroughtheHeavens:MoQiShaoNianQiong(斗破:莫欺少年穷),TheSoulLand:Chuan
Cheng(斗罗大陆:传承),BattleThroughtheHeavens:DouDiZhiLu(斗破苍穹:斗帝之路)andMyHeroicHusband(赘婿)
were successively launched, further enriching the Company’s diversified genre portfolio. These titles are expected to
continuouslyunlockvalueinrespectivesub-segmentsandbringincrementalgrowthtotheCompany’sgamingbusiness.
Pipelinetitles:
Guided by its strategic positioning of "boutiqueization, diversification and globalization" and centering on industry
development trends and its core competitive advantages, on the one hand, the Company continued to deepen its strategic
presence in the mini-game and lightweight game segments, continuously enriching game genres and innovating gameplay to
consolidate its core competitive advantages; on the other hand, it focused on the development and global publishing of SLG,
MMORPG, and business simulation games, among others, continuously increasing investment in innovation in core gameplay,
long-termoperation,thedevelopmentoflocalizationcapabilities,etc.SetoutbelowaresomeoftheCompany’skeyupcomingpipelinetitles:
Intended
Sourceofgame Nameofgame Gamegenre,themeandartstyle
publishingarea
Self-developed CodeMLRPG(代号MLRPG) WesternfantasyRPG GlobalSelf-developed XiaoTouKuiDaMaoXian(小头盔大冒险) ChibifantasyRPG GlobalSelf-developed HuangMoShaZhou(荒漠沙舟) AmericancartoonsurvivalSLG GlobalSelf-developed CodeMRRPG(代号MRRPG) ChibisurvivalRPG Global
Self-developed CodeYCSLG(代号YCSLG) SurvivalSLG Global
Self-developed CodeKGSLG(代号KGSLG) MedievalSLG Global
Self-developed CodeHope(代号Hope) SurvivalMerge Overseas
Self-developed CodeFMR(代号FMR) RealisticfootballgachaSLG GlobalSelf-developed CodeFXCZB(代号FXCZB) OrientalXuanhuanRPG GlobalSelf-developed CodeYPBY(代号YPBY) Ancient-stylebusinesssimulation GlobalAgency TheSoulLand:Zero(斗罗大陆:零) OrientalXuanhuangachaRPG DomesticAgency MengHuiZhenHuanZhuan(梦回甄嬛传) Chibi ancient-stylecasual DomesticAgency CodeFX2(代号FX2) OrientalXuanhuanidleRPG Domestic
Agency TheSoulLand:QiCheng(斗罗大陆:启程) OrientalXuanhuanidleRPG GlobalAgency CodeLD(代号LD) SurvivalSLG Global
Agency CodeKCZM(代号KCZM) ThreeKingdomsSLG Domestic
Agency CodeK5(代号K5) SurvivalSLG Overseas
Agency CodeDream(代号Dream) Casualpuzzlematch-3 Overseas
Agency CodeRiseMatch-3( Rise ) Casualpuzzlematch-3 Overseas
代号 三消
Agency CodeRVMatch-3(代号房车三消) Casualpuzzlematch-3 OverseasAgency CodeNovaMerge(代号Nova二合) Casualpuzzlemerge OverseasAgency CodeMatchCatch(代号MatchCatch) Casualpuzzlemerge Overseas2.Steadylong-termoperationandenhancedlong-termvalueviadiversifiedcollaborationsIn terms of the operation of mature titles, the Company prolonged product life cycles by continuously introducing new
gameplayfeaturesandcross-bordercollaborations.Nobody'sAdventureChop-Chop(寻道大千), theCompany’sChinese-style
casualcultivationgame,hasmaintaineditsvitalitythroughcontentiterationandcross-bordercollaborations.Thetitlehasrolled
outinitiativesincludingaculturalandtourismcollaborationwithQuanzhouCity,acharityartexhibitionandanofflinecheck-in
campaign.Leveragingmovietie-ins,long-cycleseasonaleventsandanniversary-themedcontent,itcontinuouslyincreaseduser
activityandengagement,furtherenrichinglong-termplayerexperienceandstabilizinguserexpectations.TheCompany’sbreakoutglobaltitlePuzzles&Survival,whichintegratesMatch-3andSLGgameplay,hasbenefitedfromits
maturepublishingsystem,continuouscontentoperationandstrongusermonetizationcapability.Thetitleisavailableacross171
regionsworldwideandhasmaintainedrelativelystablegrossbillingcontributionsyearsafterlaunch,consistentlyrankingamong
thetopChinesemobilegamesbyoverseasrevenue.FromlaunchthroughtheendoftheReportingPeriod,thetitleamassedover
75 million cumulative global users, with total gross billing exceeding RMB16.8 billion. Leveraging the overseas market’s high
receptivenesstoclassicIP,fantasythemesandracinggameplay,theCompanyrolledoutdiversein-gamecampaignsduringthe
ReportingPeriod, includingTransformerstie-incontent,dragon-themedupdatesandracing-themedversions.Whilepreserving
the core gameplay experience, the Company continuously enriched the depth of game content and visual presentation to
enhanceplayers’senseofnoveltyandengagement.
TheCompany’sidleARPGtitleLootbornWarriors(英雄没有闪)hasincreaseduserretentionandengagementcontinuously
through classexpansion, systemupdatesandseasonal operation.Thisyear, itrolledoutnewcontentincludingthebrand-new
class"ShadowRanger",SpringFestivalevents,thefirst-anniversarycelebrationandthemountsystem,andlaunchedSeasonS2
"FourHorsemenoftheApocalypse",drivinggrowthinnewuserandoverallmetricsandfurtherconsolidatingitscoreuserbase.
TheCompany’smodern-themedbusinesssimulationmobiletitleMyMemoryShop(时光杂货店)haskeptinnovatingandmakingbreakthroughsinresponsetomarketshifts.Ithasbuiltamorecomprehensiveuseroperationframeworkviaintegrated
marketing,publicwelfarecollaborationsandcitytouractivities.Centeredon"digitalforgood",thetitlecontinuouslyexploresthe
integrationofgameplaywithpovertyalleviationforagricultureandculturalinheritance.DuringtheReportingPeriod,thegame
rolled out an agricultural support program featuring "grow tea trees online, obtain premium tea offline", helping expand
communication and consumption scenarios for ancient tree black tea from Fengqing County, Yunnan Province. Meanwhile, it
launchedacultural-themedversionthemedon“TheThirteen?HongsofGuangzhou”aswellasanAIpublicwelfarepromotional
videoofthesametheme.ItshowcasescommercialcultureandtheLingnanMaritimeSilkRoadspiritinadigitalmanner,further
elevatingthetitle’sculturalinfluenceandbrandvalue.
The Company’s time progression business simulation game Bonk Bonk Tribe (时光大爆炸) leveraged its differentiated
theme and lightweight simulationexperience torapidly attractusers, topping thefree chartsupon its launch.Onthe WeChat
Mini-Games platform, it ranked within the top three for popularity and top four for bestsellers, earning the “2025Innovative
BreakthroughMini-Game”awardandfrequentlyappearingonsubcategorycharts.Overtime,ithasbecomeakeyadditiontothe
Company’sportfolioofemergingproducts.
DuringtheReportingPeriod,theCompany’sself-developedgachamobiletitleSoulLand:ClashofSpirimasters(斗罗大陆:
魂师对决)continuouslydelivered freshgameplayexperiencesforplayersthroughanniversarycampaigns,regularlaunchesof
newcharactersandcontent,aswellascontentexpansionsfeaturingnewdevelopmentsintheDivineRealm.Itmaintainedthe
activityofcore users viacompetition systemssuchas the Spirimasters Championship League.In itsfifth year post-launch,the
title still delivered relatively steady gross billing performance, which demonstrates the Company’s capability in the long-term
operationofIP-basedmobilegames.
TheCompany’sfantasy-themedMatch-3strategymobiletitlePuzzles&Chaoshasmaintainedsolidgrowthmomentumin
the global market with its integrated Match-3 and SLG gameplay and differentiated positioning centered on Western fantasy
themes. It has been launched in more than 80countries and regions worldwide, rankingamong the top 20 on strategygame
grossingchartsacrossmultiplemarkets.ThetitleconsistentlyleadsthelistofnewlylaunchedoverseasWesternfantasySLGtitles
andstayswithinthetop50intheannualrankingofstrategymobilegamesgoingglobal.Sincelaunch,itsoverseasrevenuehas
keptrising,andthevolumeofnewusershashitrecordhighsonmultipleoccasions.The Company remains committed to inheriting and promoting China's outstanding traditional culture, actively exploring
ways to integrate games with cultural development. Throughout product development and operations, it keeps incorporating
Chinese cultural elements into gameplay and narrative systems. It promotes Chinese culture into overseas markets in a more
interactive and communicative manner, aimed at demonstrating the unique connotations and contemporary value of Chinese
culture.
Inthefirsthalfof2026,threeoftheCompany’stitles,namelyNobody'sAdventureChop-Chop(寻道大千),BonkBonkTribe
(时光大爆炸)andTradingLegend(叫我大掌柜),collaboratedwithQuanzhoucultural?tourismauthoritiesonthe"Hair?Flower
New Year, Lucky Quanzhou Tour" campaign. Centered on the Spring?Festival?themed blessing concept, the integration of
intangible?cultural?heritage and world?heritage elements such as Xunpu hair?flower headdresses and Nanyin music was
embedded into in?game content. An immersive offline check?in event “Lucky Quanzhou Tour Office” was set up, connecting
iconic Quanzhou scenic spots including Kaiyuan Temple, Xunpu Village and West Street. Through online digital presentation
coupled with offline scenario?based collaborations, the initiative further expands the integration boundary of “Game +
Cultural?Tourism”,helpingQuanzhouCity’sworld?heritagecultureandurbancultural?tourismbrandreachabroaderyoung?user
audience.
3.Leveragingcutting-edgetechnologicaladvantagesandbusinessapplications(1) BuildingasustainableAIcapabilitysystemandcontinuouslyunlockingcorebusinessvalueThe Company places a high emphasis on the deployment and application of big data and AI technologies. After years of
technologicalaccumulationandbusinesspractices,theCompanyhasestablishedanAIarchitecturecenteredontheAIcapability
foundation, which covers theintelligentproduct layerand businessapplicationlayer, forming anend-to-end AIempowerment
systemforgameR&Dandoperation.
Intermsofbusinessapplication,theCompanyadvancesAIintegrationintogameR&Dandoperationprocedurestobuildan
AI?empowerment system covering the full chain of game R&D and operation. Leveraging AI technologies, the Company has
realizedintelligentproductionanddeploymentofdiversecontentformsincludingAI?text,AI?multimodalandAI?comprehensive
application categories. Over 80% of the Company’s 2D art assets are AI?aided generated, with more than 500,000 assets
producedinasinglequarter.TheproportionofAI?3D?aidedassetgenerationexceeds30%;morethan70%ofadcreativevideos
deeply involve AI generation, and AI?driven automated ad placement accounts for over 50%. AI?powered localized translation
coversalloftheCompany’soverseastitlesacross18languages,withapeakaccuracyrateof95%.Intelligentcustomerservicehas
beendeployedacrossalltitles,boastingan80%resolutionaccuracyrate.Intermsofcapabilitydevelopment,theCompanytakes“XiaoQi”,itsself?developedgame?verticallargemodel,asitscore
base. It also integrates mainstream external models and tool ecosystems, and has built an enterprise?grade intelligent
knowledge?base platform "Zhi Qi" (知七), a multi?agent development platform "Zhiqi" (智七) as well as the “Xiao Qi Agent
Platform”.As ofthe end ofthe ReportingPeriod, the“Xiao QiAgent Platform”hasaccumulated more than70AIcapabilities,
integratedover240modelsandAItools,andhousedmorethan600self?developedagents.Itcoversbusinessdomainsincluding
market analysis, game project initiation, art design, development assistance, ad placement, operation analysis, intelligent
customerserviceandgeneral?purposeofficework,enablingAItoserveassystematicproductivityspanningthefullworkflowof
R&D,operationandmanagement.
In terms oforganizational support, theCompanyleveragesmechanismsincluding theAIEfficiencyCommittee, the AILab
andtheSuperProfessionalTeam(SPT)tocoordinatetheimplementationofstrategies,platformdevelopmentandcutting?edge
exploration,sothatAIcanbetterservebusinessdevelopment.DuringtheReportingPeriod,thecallvolumeandactivitylevelof
the Company’s“XiaoQiAgentPlatform”increasedmarkedly.AIapplications havepenetratedemployees’ dailyworkscenarios
and continuously reshaped core?business workflows for games, effectively lifting organizational efficiency, operational
intelligence and overall work quality and efficiency. This allows teams to focus more on creativity, innovation and emotional
expression.
(2)Exploring“AI+Game”integrationandextendingdiversifiedvalueTheCompanycontinuestoexploretheapplicationoftechnologiesinR&Defficiencyimprovement,contentgenerationand
personalized user experiences under the “AI + Game” framework. On one hand, the Company leverages AI technologies to
supportpreliminarydesigntasksincludingcharacter,scene,propandmotion?effectcreationaswellasstyletesting,improving
efficiency for game project initiation and version updates. On the other hand, through the internally incubated AI?powered
mini?game Ming Yue Gong Xin (明月宫心), the Company explores how generative AI reconstructs game?content production
workflows. Its sequel Ming Yue Gong Xin II (明月宫心贰) validates the feasibility of AI?driven non?linear content and
“personalized?for?each?user”gamingexperiences.Meanwhile,theCompanyhasrolledoutacorporate?culturestrategyoriented
toward AI?driven innovation.Through internal initiatives such as the Micro?Innovation Contest, ithas built an enterprise?wide
incubationplatformforgaming-relatedinnovation.TheCompanyencouragesemployeestotapintotheapplicationpotentialof
AIincontent generationandpersonalizedinteraction, unlockingcreativityin areas includinggameplaymechanics, AI?powered
interactiveexperiencesandindependentprototypes.ItplacesgreatimportanceoncultivatingAItalent.Innovativeactivitiessuch
as the “21-Day AI Learning Challenge”, “Open Classes on AI”, and “AI Expert Program” certification have been carried out to
comprehensivelyenhanceemployees’AIskills.Inparallel,theCompanyhascontinuouslyexpandeditsAI-relatedjobfunctionsto
buildarobusttalentpipelinethatsupportsitsAIstrategy.
Building on its solid core game?business foundation, the Company continues to explore broader application values of AI
beyond games, extendingits AIcapabilities fromcontentproduction andenterprise?levelservices to social?value creation.For
instance,theCompanyhaslaunched“LingChaCha”,anintegratedserviceplatformforenterprise?orientedcopyrightprotection
and brand?content insights. It delivers functions including brand reputation monitoring, communication analysis and
infringement?riskidentification,providingdigital?asset?protectionservicesforenterprisesincultural?entertainment,e?commerce,
technology and other sectors. During the Reporting Period, the Company also rolled out “Ling Xu Xu”, an AI?powered
video?creationplatformcoveringkeylinkssuchastextauthoring,contentdeconstruction,assetmanagement,videogeneration
and video editing and final rendering. It can effectively improve the production efficiency of video content and standardized
delivery capabilities. In the healthcare sector, the Company has collaborated with Zhujiang Hospital of Southern Medical
UniversitytoexploregamifiedapplicationsforAlzheimer'scognitivetraining.BycombiningAIwithinteractivegamedesign,the
collaboration seeks to develop supportive training solutions for individuals with cognitive impairments, demonstrating a
multifacetedapproachtoleveragingAIandgamesforsocialimpact.
(3)Technologyecosystemandinvestmentstrategyfocusedonlong-termcompetitivenessThe Company adheres to an investment strategy guided by "core business synergy + strategic positioning in frontier
technologies".Ononehand,itsinvestmentstargetinnovativeentitiesthatcanformeffectivesynergieswithitsgameR&Dand
operationandsupportthedevelopmentofitscorebusiness;ontheotherhand,itfocusesonfrontiertechnologiesalignedwith
thenational15thFive?YearPlanaswellasfeaturinghighpotentialgrowthratesandbroadgrowthspace,andsteadilyadvances
technology capability building and forward-looking strategic positioning. In recent years, focusing on the upstream and
downstreamsegmentsofitscoreindustrialchainsofculturalandentertainmenttechnology,human-computerinteraction,and
artificial intelligence, the Company has invested, directly or indirectly, in a number of innovative enterprises. The portfolio
includesZhipuAI,MoonshotAI,BaichuanAI,AIsphere,Luxvisions,TsingMicro,LuminX,HYQ,Huixi,BrainCo,iStar,andRayNeo.
The Company explores the adaptive application of technologies from invested enterprises in the game R&D and operation
pipeline,andcontinuouslyempowersbusinessinnovationandtechnologicalcapacityexpansionthroughstrategicinvestments.
(III)TheCompany’sprincipaloperationsandbusinessmodels
The Company is principally engaged in the development, publishing, and operation of online games (mostly mobile and
browsergames).ThebusinessmodelsoftheCompany’sonlinegamesmainlyincludeindependentoperationandthird-partyjoint
operation.
Undertheindependentoperationmodel,theCompanyobtainsthelicensesofgamesthroughindependentR&Dorbeinganoperatorofothergames,andpublishesandoperatestheseproductsthroughitsownorthird-partychannels.TheCompanyisfully
responsible for the operation, promotion and maintenance of the games; providing unified management services for online
promotion,onlinecustomerserviceandtop-uppayment;andupdatinggamesalongwithgamedevelopersbasedonthereal-time
feedbackofusersandgames.
Underthethird-partyjointoperationmodel,theCompanycooperateswithoneormoregameoperatorsorgameapplication
platformstojointlyoperategames.Andtheaforesaidpartiesareresponsibleforthemanagementoftheirownchannels,including
operation, promotion,therechargeandchargesystem,whiletheCompanyprovidestechnicalsupportservices alongwithgame
developers.
(IV)TheCompany’spresenceonthemarketandprimarygrowthdrivers
Focusing on cultural and creative businesses based on the development, publishing, and operation of online games, the
Company is a comprehensive entertainment provider in China’s A-stock market. It is a Key Cultural Export Company of China,
Demonstration Base for China’s Cultural Industry, Civilized Institution in Guangdong Province, Top 30 Cultural Enterprise of
Guangzhou, and Guangzhou City Partner, among others. In 2025, the Company has risen to No. 17 on a list of China’s top 100
internet companies. It has been steadily advancing with the development strategy of “boutiqueization, diversification and
globalization”, and promoting high-quality and sustainable development. With “bringing joy to the world” as its mission, the
Companyisdedicatedtobecominganexcellentandsustainableentertainmentprovider.IICoreCompetitivenessAnalysis
TheCompany’scorecompetitivenessremainedlargelythesameduringtheReportingPeriod.1.Astableteamandanefficientmanagementmechanism,bolsteringtheCompany’soperationalresilienceTheCompanyhasbeendeeplyengagedintheculturalandcreativeindustryformanyyears.Itscoremanagementteamisdeeplyinvolvedinthefrontlineofbusiness,workinghardtogetherwithalltheemployees.Guidedbytheenduringmarathon
spiritacrosstheentireorganization,theCompanymaintainsthestableoperationofitsexistingbusinessmodel.Centeringonkey
productsandcorebusinesses,itadvancesoperationalinitiativestoimproveoperationalefficiencyandmarketresponsiveness.
Againstthebackdropofanevolvingindustrylandscape,theCompanyleveragesitscorecompetitivestrengthsandkeepsaclose
eyeon emergingmarketopportunities.It pursues strategicbusinesslayoutupon prudentevaluation. Empoweredbyarobust
team and ascientific managementmechanism, the Company seizes market opportunities and has achieved sustained growth
amid multipleindustrytransitions.In the courseof development, theCompanyhas established asound and efficientinternal
managementmechanismandconsistentlyprioritizedtalentcultivationandteambuilding.Byvirtueofawell-roundedpromotion
mechanism, remuneration management system and performance incentive framework, the Company stimulates employees’
enthusiasmandcreativity,furtherstrengthensoperationalresilience,andadvancesallbusinesslinesinasteadymanner.
2.IntegrationofR&Dandoperationforcoordinateddevelopment,fosteringadiversifiedproductportfolioThe Company has continuously advanced its strategy of "integration of R&D and operation", deepened its diversified
product portfolio, and established a multidimensional product portfolio. First, the Company continuously expands its self-
developmentcapabilitiesandstrengthensitsfootholdincoregenretracks.LeveragingitsprovenIP?adaptationmethodologyand
systematically integrating the three elements for non?IP themes — “theme packaging, prototype gameplay and long?period
commercial models”, it advances the development of key products from a global perspective. This has cultivated a product
portfoliowithself-developedofferingsasacorecomponent.Second,throughinvestmentempowermentandbusinesssupport,
theCompanyhasmaintainedlong-termpartnershipswithnumerousdevelopersforyears,andcontinuouslybuiltupaportfolio
ofhigh-quality,deeplycustomizedproducts.Third,bycooperatingwithdeveloperswithlong-termandstablepartnerships,the
Company further supplements and optimizes its product portfolio. Under the above-mentioned models, the stability and
diversity of the Company’s product portfolio have been steadily enhanced, forming a diversified and well-rounded product
portfolioanddrivingthesustainablegrowthoftheCompany’sbusiness.Underthe“integrationofR&Dandoperation”model,theCompanystrengthenscollaborationbetweenR&Dandoperation
arms. Leveraging feedback on market and user demands from the operation side, it supports the R&D team in optimizing
product design. Meanwhile, close cooperation between the R&D and operationteams enables timely adjustments tocontent
updatesandoperationalstrategiesforlaunchedproducts,enhancingsustainedoperationcapacityandenablingmoreeffective
long-termoperations.
3.Publishingcapabilitieshavebeencontinuouslyiteratedtofacilitatelong-termoperationfromaglobalperspective
Inresponsetotheever-evolvingglobalgamingmarket,theCompanyadherestoastrategyof“tailoredgames”foroverseas
userswithdiverseculturalbackgrounds,gamingpreferencesandpaymenthabits.Tailoredpromotionandoperationstrategies
areadoptedfordifferentcountries,regionsandgametypes.TheCompanyfocusesonpublishingdifferentgenresofgamesin
different regions, and localizes game content and promotional materials to reflect the cultural characteristics of each region.
Overtheyears,theCompany'spublishingteamhaslaunchedandoperatednumerousgamesacrossdiversegenresandthemes
inglobalmarkets.Inthisprocess,theCompanyexploresinnovativemarketingapproachesandpromotionpathwaysinresponse
to market changes. It adopts a variety of creative marketing strategies, such as renowned IP collaboration, celebrity
endorsementandsituationalpresentation,buildsalong-termecosystemcenteredonusersocialinteraction,andcontinuously
iteratesitspublishingcapability.
4.Technology-driveninnovationandbreakthroughstoembraceindustrytransformationPrioritizinginnovation,theCompanyfostersanopenandinclusiveenvironmentforinnovativeexchanges.Itkeepsaclose
watchontheapplicationofemergingtechnologiesingameR&Dandoperation.Basedonactualbusinessneeds,theCompany
applies big data, artificial intelligenceand other technologies tomultiple links including projectinitiation, content production,
publishing and operation, as well as data asset management. Over the years, by continuously iterating and optimizing smart
products across the entire R&D and operation chain, the Company has upgraded its game industrial pipeline and improved
overall R&D and operational efficiency. In addition, the Company closely monitors development trends in the upstream and
downstreamsegmentsofitscoreindustrialchainsofculturalandentertainmenttechnology,human-computerinteraction,and
artificial intelligence. It explores opportunities for technological transformation and business synergy through strategic
investment, supports thecontinuousexpansion ofapplicationscenarios fornew technologies,promotesresourcesharingand
complementaryadvantages,andgraduallybuildsawin-winecosystem.IIIAnalysisofPrincipalOperations
Overview
Seecontentsundertheheading“IPrincipalOperationsoftheCompanyintheReportingPeriod”.Year-over-yearchangesinkeyfinancialdata:
Unit:RMB

 H12026H12025Change(%)Mainreasonforchange
Operating revenue7,274,643,508.728,486,116,689.62-14.28%Thegamesinoperationwereatdifferent stagesoftheirlifecycles.Grossbillingfor long?termoperatedtitlesincluding Nobody'sAdventureChop-Chop(寻道大 千)naturallydeclined.Meanwhile, multiplegameslaunchedinQ42025and thecurrentperiod,suchasSurvivefor 33Days(生存33天),Ragnarok:The NewWorld(RO仙境传说:世界之旅) andLastAsylum:Plague,werestillinthe introductionphase,withtheirgross billingcontributionsyettostabilize.
Costofsales1,638,778,174.351,976,706,274.51-17.10%Lowerrevenuefromagencygames duringtheReportingPeriod,whichled toacorrespondingdecreaseinthecost ofroyalties
Distributionand sellingexpenses3,764,438,195.994,410,194,833.32-14.64%GamesincludingLootbornWarriors(英 雄没有闪),BonkBonkTribe(时光大爆 炸)andMyMemoryShop(时光杂货店), whichenteredthelong?term?operation ormaturityphaseinthecurrentperiod, adoptedrevisedmarketingstrategies withreducedtrafficspending.
Generaland administrative expenses283,967,346.39296,824,781.90-4.33% 
Financialexpenses-30,697,350.20-86,935,899.7864.69%AYoYdecreaseininterestincomeanda YoYincreaseinexchangelossesduring theReportingPeriod
Incometax expenses483,800,898.81208,478,502.79132.06%DuringtheReportingPeriod,taxable temporarydifferencessuchasthose arisingfromgainsonequityinvestments increased,leadingtoariseinthe correspondingaccrueddeferredincome taxliabilities.
Researchand development investments391,018,887.50337,441,172.3915.88%DuringtheReportingPeriod,thenumber ofR&Dpersonnelrose,resultingina correspondingincreaseinrelated remunerationexpenses.
Netcashflows fromoperating activities1,088,989,342.511,753,342,666.68-37.89%Decreasedcashreceivedfromthesales ofgoodsorrenderingservicesduringthe ReportingPeriodcomparedwiththe sameperiodlastyear
Netcashflows usedin/from investingactivities1,034,176,149.00-102,066,991.251,113.23%Increasednetcashflowsfromthe purchaseandrecoveryofwealth managementproductsandterm depositsduringtheReportingPeriod comparedwiththesameperiodlastyear
Netcashflows usedin/from financingactivities-1,436,233,044.76-1,100,000,218.92-30.57%Increasednetcashflowsusedinnew issuanceandrepaymentofbillfinancing duringtheReportingPeriod
Netincreasein cashandcash equivalents661,102,182.66554,657,996.3119.19%Increasednetcashflowsfrominvesting activitiesduringtheReportingPeriod comparedwiththesameperiodlastyear
SignificantchangestotheprofitstructureorsourcesoftheCompanyintheReportingPeriod:NosuchchangesintheReportingPeriod.(未完)
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