On 26 April, a financial year 2020 was published in the context of science and technology. The annual report shows an operating income of 1,789 million yuan by 2020 in the interest of science and technology, an increase of 10.65 per cent. At the same time, overseas performance grew significantly, at $1,006 billion, up from 52.28 per cent, representing 56.24 per cent of total camp receipts, which for the first time exceeded domestic market shares.
Access to science and technology performance has been steadily increasing in 2020, showing good corporate business dynamics. Prior to the introduction of the annual report, a number of research institutions in the industry “recognise the company’s future product lines and overseas income” and provide a “strong recommendation” or “purchase” rating for hospitable science and technology and further validate the industry’s judgement on good performance in hospitable science and technology. The analysis of science and technology for the year 2020 deserves special attention in the following three main points, which are also, to a certain extent, indicative of good development prospects for the future of science and technology.
Looking first: the multiplicity of product systems and the sharing of new and old experiences
After many years of smelting, especially since the restructuring of the business architecture in 2017, hospitable science and technology have evolved into a multi-faceted product system, with company hand-pentry and page-trading products covering a full range of mainstream games such as cardboards, heavy ARPG, leisure, competition, shooting, sports, titling, etc., and with representational refining in several areas, becoming a more extensive researcher, distributor of products in the industry.
The 2020 report shows that, during the reporting period, there were more than 24 active games in science and technology. Among the old products, the classic games of the King 98 End-of-War OL, the miracle MU: awakening, the door of demonization: a war era, etc. show a long life cycle and continue to contribute. This has been a good performance since the launch of the OL, a domestic card-based, end-of-pipe product; the miracles MU: awakening is more a tactic of science- and technology-friendly products; and the global accumulated flow of water has broken down by 4 billion yuan renminbi; and the new product, “The Genuine,” in the second half of 2020, the street hegemony: a passion, brings new performance growth points.
In addition, the company’s autonomous generation MMO’s slide, the national miracles 2, was launched on 9 April on the entire platform, placing top IOS on a free-of-charge and long-term happiness at TOP5 and is expected to contribute more to the company in 2021. In addition to miracial games, the use of science and technology in other games continues to expand, with the second yuan renminbi, “They Need for Care”, the sand box tide games, “Principles”, the dark series of games, the dark tide, with a very high number of appointments in the TapTap platform. It is anticipated that, with the progressive upstream of new and long life-cycle products of diversity, access to science and technology will lead to greater development.
Point II: Continued deepening of internal reforms and steady improvement in energy efficiency in governance
Since the restructuring of the enterprise architecture, active science and technology has established the strategic objective of “product-centred, strong research and development systems for the sustainability of high-quality content, strengthening the energy efficiency of existing distribution systems”. In recent years, intra-firm reforms have continued to deepen and the effectiveness of integration in transport has been highlighted.
From the R&D system, access to science and technology continues to deepen internal organizational restructuring, optimize personnel structures, improve the efficiency of company operations and enhance the research and development capacity of the game. The 2020 report shows that corporate R&D costs of $481 million in 2020, R&D costs of 26.91 per cent and leading players in the A playing business. At the end of 2020, corporate R&D accounted for 75.38 per cent, and was ranked in the China Play Business Research and Development Competitiveness Report 2020-2021. Moreover, four play-friendly affiliates of science and technology have a long history of research and development, with many excellent works. The airtime representative of Omma MMORPG is a miracles, with the launch in 2018 of the blast MU: Awakening, with a wealth of experience in miracles. Various types of mobile network games, such as role played, tactic, cardboard, braking, etc., play-technology products have been introduced, such as Royal Box 98 Endeavour OL, the heroes of the magisterialist doors: a war era, a fists: the most powerful men.
At the technical level, the power of science and technology is insisting on the core position of “technological business”, with some breakthroughs in the areas of Unty3D, H5 and Fragmented play engines. The technologies associated with the Unity3D engine are well known by several subsidiaries under the flag, with overpayments of success in the 3D game, which has accumulated considerable research and development experience for companies. Taking advantage of the above-mentioned series of initiatives, science and technology has developed a more mature system of intergenerational play development. Last April, the new front-loaded “Vacles 2” was the MMO product of the top UE4 engine. The product has created a world of magic peaks and has reached a high level of industry in product innovation and demagography. The first of the App Store’s Free List, which is available on the official front day, is kept open for distribution in TOP5; the fire is ongoing within a week and continues to occupy the first place in the category of free-of-charge.
At the managerial level, companies have increased corporate cohesion and tied core talent through the development and implementation of staff holding schemes. A compensation management system has been established to attract talent, retain talent and motivate workers. In August 2020, the company launched the second staff holding scheme, with a stock of 2,78.6 million units, or 1.01 per cent of the total equity, and the current staff holding scheme, which covers management and core staff, highlights confidence in the future development of the company. In June 2020, companies repurchase the Social Public Unit in a centralized competitive transaction and repurchase it in September 2020, with the current repurchase company’s share of 2,571,000 units, representing 0.9325 per cent of the company’s total equity. These shares will also be used as equity incentives or employee holding schemes to reserve companies to implement long-lasting incentives.
In addition, at the operational end, companies and wires have worked in depth to fine-tune operations. At the beginning of this year, an additional $265 million was spent on science and technology, becoming the third largest shareholder of interest, which is also a more in-depth future for both sides.
