Gibit 25th anniversary new product drives high performance growth, and the Gaming ETF Huaxia (159869) slightly rises in early trading.

robot
Abstract generation in progress

On March 31, the gaming sector opened higher in the morning session, then traded in a range. The Huaxia Gaming ETF (159869) rose as much as nearly 1.5% during the session; the gains have since narrowed to nearly 0.5%. Among its holdings, stocks moved both up and down. Companies such as 光线传媒, 巨人网络, 三七互娱, 游族网络, 姚记科技, 国脉文化, among others, led the gains. On the downside, names such as 顺网科技, 星辉娱乐, 完美世界, 华立科技, 电魂网络, 掌趣科技, among others, led the declines.

On March 25, the National Administration of Press and Publication released approval information for domestically produced online games for March. Among approved domestic games, there were 127 mobile games, 7 client games (including cross-platform titles), and 1 VR game. Among approved imported games, 3 were mobile games. Key publishers and key products include: Tencent’s “粒粒的小人国,” 星辉娱乐’s “庆余年:南庆大亨,” Shanghai Youbiyao’s “镇魂街王者归来,” 恺英网络’s “传世群英传,” 三七互娱’s “小头盔大冒险,” and Pokercity’s “主公请出山,” etc.

On March 26, Gigabit disclosed its annual report. In 2025, the company recorded operating revenue of RMB 6.205 billion, up 67.89% year over year; attributable net profit was RMB 1.794 billion, up 89.82% year over year; and basic earnings per share were RMB 24.9. The company plans to distribute a cash dividend of RMB 70 for every 10 shares (including tax). According to information in the financial report, during the reporting period, products developed independently by the company such as “问道” (PC version), “问道手游,” and “一念逍遥” continued to operate on a long-term basis, deepening IP value and contributing to the company’s revenue and profit.

The gaming sector has multiple catalysts driven by AI, content, and commercialization business-model changes. The Huaxia Gaming ETF (159869), which tracks the CSI Dongyou Gaming Index, has the highest AI-application content nationwide and precisely covers the overall performance of China A-share anime and gaming industries. At present, the gaming sector is being boosted by a convergence of multiple waves of catalytic momentum from policy tailwinds, product-cycle factors, and AI enablement. It may be possible to focus on the timing window for deploying strategies in the gaming segment.

Daily Economic News

View Original
This page may contain third-party content, which is provided for information purposes only (not representations/warranties) and should not be considered as an endorsement of its views by Gate, nor as financial or professional advice. See Disclaimer for details.
  • Reward
  • Comment
  • Repost
  • Share
Comment
Add a comment
Add a comment
No comments
  • Pin