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2026年9月21日|9:32PMHKTAI时代:内容无限、注意力有限(摘要)娱乐行业正在走向新时代——内容供应日益趋于无限,而且生成成本和周期已大幅缩减,耐人寻味的是,随着输出质量的提升,受众对AI生成内容也更加习以为常。相比之下,用户的注意力在AI时代仍然有限。因此,我们认为这可能给中国媒体和娱乐行在AI的助力下,内容制作和剪辑环节本身的竞争及商品化程度可能加剧,而长青IP和创意构思相对于长尾内容可能具有更高的价值。内容分发平台(如短在本报告中,我们探讨了最新的AI生成状态、成本/时间节约、行业价值链影响、潜在的新商业模式及相关风险。鉴于平均制作成本/时间节约80%-90%以上,我们预计互在现有垂直领域中,我们认为线上游戏仍最具韧性。AI在游戏领域往往对老牌发行商带来助力,因为老牌发行商在借助AI工具拓展其存量IP和长青游戏方面拥有更大的潜力。相反,新游戏IP取得成功的空间更小,随着经典游戏继续扩大市场份额,这一趋势在2026年大部分时间里延续。长视频和音乐平台的成本正在大幅降低,但我们认为对于业内主要玩家,我们看到腾讯(买入)率先将AI技术应用于游戏开发和用户体验。网易(买入,位于强力买入名单)重点关注AI原生游戏玩法机制、大模型驱动的自主NPC以及用户使用AI生成的内容。参见我们评估网易2027年游戏管线的报告。我),将获益于充裕的游戏内容供给,并且我们认为该股的叙事将从2026年上半年的“AI输家”(因AItoken成本较高及“TapTap制造”稀释广告流量)转变为“AI受益者”,孔令侃,CFA+852-2978-6603|lincoln.kong@姜朗霆,CFA+852-2978-0856|ronald.keung@+852-3465-4207|luqing.zhou@高盛与其研究报告所分析的企业存在业务关系,并且继续寻求发展这些关系。因此,存在可能影响本报告客观性的利益冲突,不应视本报告为作出投资决策的唯一因素。有关分析师的信息,见信息披露附录,或参阅/research/hedge.html。由非美国附属公司聘用的分析师不是美国FINRA的注册/合格研究分析师。图表1:LikelymajorprofitpoolchangeintheageofinfinitecontentsupplyEntertainmentindustryvaluechainIndustryvaluechainIP,Design&CreativityProduction&EditingDistributionplatformAIimpacttoEntertainmentIPfranchiseandqualitymattersmore,butcomeswithcopyrightissuevolumeup10-1000X,buttotalvalueadd/profitpoolshrinkingSupplyflux,needtore-directtraffic,maintaincommunityhumanvibeProfitpoolchangeCompanyexposureOnlineGamingLongformvideoShort/MidvideoMusicMovieTencent,NTESMangoChinaLiterature(NC)Tencent,NTES,XD,37MangoTMEDamaiTencent,XDiQiyi,MangoKuaishouTME,CloudMusic(NC)What’sthecurrentstatus?nUnlimitedvideosupply:overthepastfewmonthswehaveseenrapidevolutionintheAImulti-modalspace,withthelaunchofH3max(fromMinimax/Fal),thespeedofvideogenerationisnowfasterthanhumanviewership(generatesa5svideowithin3s).In8M2026,short/minidramashaveseen13Xexpansionintermsoflaunchesvs.2025,whilegames(includingmini-games)havemultipliedbymorethan8X.nHigherqualityAIcontentemerging:theproliferationofAIcontenthasnowoccupiedtheshortdramamarketoverthepast6-12months(Hongguo50%+AIcontent)andwehavenowstartedtoseemoremidtolongAIdramasemergingoverreputableplatformslikeMango/iQiyi(15-60minsperepisode).Lately,thelaunchofnewAImodelshasalsoappearedtospeeduptheprocessforgamedevelopmentespeciallymini-games,as3D/2Dassetsgenerationbecomesmucheasier.nAudienceadoptioncurvealsoquicklyrising:weseetheuseracceptanceofAIcontentisrisingasthequalityisimproving.Thisisparticularlythecaseforcontentwherepartoftheaudiencescrutinizesqualityless,suchasinshortdramas,musicstreaming,orswipingshortformvideos.OnthelargestdramaplatformslikeHongguo,thedatashowsthatmorethan90%ofdramasarenowAIgenerated(animationandhuman-like).2026年9月21日22026年9月21日3图表2:Shortdramavolumeshavegrownexplosivelyin2026drivenbyAIGC-资料来源:Dataeye图表3:Newgamelaunchesalsomultipliedin1H26600050008.4X40003000200010000600050008.4X400030002000100001H251H262026年9月21日4图表4:SummaryofcurrentAIprogress/developmentandrepresentativecasesacrossentertainmentverticals资料来源:Newsfiow,公司数据,DatacompiledbyGoldmanSachsGlobalInvestmentResearch2026年9月21日5HowdifferentisAIGCvs.traditionalproductioncostandturnaround?TheAIgeneratedcontentproductionprocessandcostcurvevaryinmagnitudevs.traditionalproduction,butonaveragerepresentasignificantcostreductionandmuchfasterturnaround.nByvertical,weestimateAIvideocouldreducecostsby80-95%foranimationproduction,music,TVCadsandshortformdrama,evenconsideringthesuccessrateofAIvideogeneration.Forcomplicatedinteractiveformatssuchasgamingorlongformdrama,weestimateatleast30-70%ofcostscouldbereduced,spanning3D/2Dartsgeneration,graphics/characterdesignetc.ForIQ/Mango’srecentAIGClongepisode,costsreductionismultipletimesvs.similarrevenuescaledramasinthepast.nMoreimportantly,weseetheproductionturnaroundisatleast5X-10Xfaster.Contentcreatorscantestideasatafractionofcosts.Inthecaseofmini-games,ateamof2-3peoplecannowdevelopagamewithinaweek,comparedtoa3-6monthtimelineinthepast.nThisisalsochanginghowcontentisregulated.Mango’sBeyondWukong(后西游记)wasthefirstbatchofdramasthatadoptedsimultaneousAuditingandBroadcastingmodes,speedingupturnaroundtimes.图表5:ProductioncostandtimesavingafterAIapplicationacrossentertainmentverticals100%100%80%60%40%20%0%CostReductionTimeReductionMusicAdvertisingvideoAnimatedcomicdramaLivestreamingShortdramaLFVProductionandcostsavingafterAIapplicationacrossverticals资料来源:Newsfiow,公司数据,高盛全球投资研究部2026年9月21日6图表6:CurrentstatusofAIapplicationacrossentertainmentverticals资料来源:Newsfiow,公司数据,高盛全球投资研究部Howwouldthevalueshiftalongsidethevaluechain?Despitethemassivecostandtimesavings,wedonotexpectallpartiestobenefitfromthisshift.Howtheincrementaldollarsavedwillfiowisakeydebate.Alongthevaluechain:nIPowners/developers:mixedimpacts-It’slikelythattoptierandlong-lastingIPfranchiseswillstillhavestronguserattentionandAIcouldpotentiallybenefitthembyextendingtheirIPlifecycle.However,ascountlesscontentisgenerated,weseethelongtailofIPscouldfacerisksdifferentiatinganditisbecomingmoredifficultfornewIPstogaintractioninanerawhereattentionisgettingmoreandmorefragmented.Inthegamingspace,thestrengthofevergreentitles(HoK,FWJetc.)vs.alackofnewgametitlesuccessin2026echoesourview.2026年9月21日7nProduction/implementationlayervaluewouldshrink-ConvenienceandfastcontentturnaroundtimesofAItoolshavereducedtheproductionlifecycleanddilutedtraditionalvalueaddinthepast6months,assimilarcontentfioodsthemarketatunprecedentedspeed.Competitionisbecomingmorecommoditized,unlessthecontentcantransitionintoanenduringIPfranchisebackedbyrobustcopyrightprotection.Weseephysicalstudios,actors,outsourcingagencies,andgraphicdesignwillbethemostimpacted.nContentdistributionplatform:overallpositivebutalsodiverging-Broadlyspeaking,inourviewthecontentplatformsshouldbenefitfromproliferatingAIcontent,ascapturinguserattentionisbecomingmoredifficultinaneraofunlimitedcontentsupply.Inthecaseofshortdramas,despitethemassiveproductioncostreduction,mostdramaproducersarenotmakingprofitsastheyspendmoretopurchasetrafficfromplatforms(likeHongguoorDouyin),andtheshelflifeofcontentgetsshorterwhenidenticalcontentisproducedquicker.Conversely,platformswhosemoatwasbuiltonlicenses/copyrightedcontent,weseethebarrierstoentrydiminishing,especiallyinChinawherecopyrightprotectionremainsrelativelyweak.Musicstreamingandlongformvideostreamingwherethecorestrategyhasbeenoninvestingandestablishingacontentlibrary,willlikelyexperienceagreateruserpreferenceshift.Moreover,weseepotentialemergenceofnewAI-nativecontentplatforms,whichcreatesafreshentertainmentexperiencevs.inthepast(suchasFAL.live).nMulti-modalAImodels/agentscapturingincrementalvalue:ThevastmajorityofAIcontentisgeneratedviaAIvideomodelsandharnessingagents.WehaveseenbothAIvideomodels(Seedance/MinimaxH3etc.)andvideoagentsfromexistingplayerssuchasiQiyi/Mangotryingtocapturethevalueofthislayer.WhileTAMisgrowingmassively,competitionwillremainintenseonmodelintelligence/costefficiency.Weseethecombinationofworkfiowdata,userpreferences,creativefeedback,proprietaryassets,andintegrateddistributionaskeytomonitoracrossdifferentmodels.图表7:LikelymajorprofitpoolchangeintheageofinfinitecontentsupplyEntertainmentindustryvaluechainIndustryvaluechainIP,Design&CreativityProduction&EditingDistributionplatformAIimpacttoEntertainmentIPfranchiseandqualitymattersmore,butcomeswithcopyrightissuevolumeup10-1000X,buttotalvalueadd/profitpoolshrinkingSupplyflux,needtore-directtraffic,maintaincommunityhumanvibeProfitpoolchangeWhatarethenewformatsemergingthroughAIvideos?Asthemarginalcostandlatencyofvideocreationhavereducedsignificantly,weseethisstructuralparadigmshiftcouldtransitionthedigitalentertainmentindustryfromascarcity-drivenstudiomodeltoaninfinite,dynamicgenerationmodel.Some2026年9月21日8potentialnewbusinessmodelsarenowemerging,althoughthewaytomonetizeisstilldynamicallyevolving,weseerobustfundamentaldemandacrossconsumers,professionalsandenterprises.1.Dynamic&InteractiveMicro-Dramas(互动短剧):Theexplosionofmobile-firstserializedmicro-dramasismergingwithreal-timevideogenerationtoreplacestaticvideowithinteractive,generativenarrativeexperiences.Ratherthanpre-renderinghundredsofstorybranchesinastudio,thenarrativeisgenerateddynamicallybasedonreal-timeviewerchoicesorsentimentanalysis.2.Ultra-LowLatencyVideoInfrastructure:Asinferencespeedsachievesub-secondandreal-timegenerationspeeds,streamingworkflowsaremovingtolivevideotransformation.Real-TimeVideo-to-VideoStreamingPipelines:Platformslikefal.liveenabledeveloperstorunserverless,distributedComfyUIworkflowsandvideodiffusionpipelineswithminimallatency.Thisalsoenablesmulti-userlivestoryboardswherecreativeteams,gamedesigners,oraudiencesco-directvisualenvironmentsinrealtime.3.VirtualStreamers&InteractiveLivestreamCommerce:VirtualidolsandAIlivestreamersareevolvingfromsimpleanimated2D/3Davatarsdrivenbyhumanmotion-capturetofullyautonomous,multi-modalagentscapableof24/7broadcastoperations.AutonomousCommerceLivestreamingHosts:Generativeagentstrainedonproductcatalogsandsalesscriptsthatinteractinrealtimewithviewercomments,adjustpacing,showcasedynamicallyrenderedproducts,andruncontinuoussalesloops.4.Personalized1-on-1VirtualCompanions:High-fidelityvirtualcharactersofferingprivateorsmall-groupinteractivevideosessionsforentertainment,coaching,orfanengagement.Monetizationisstraightforwardontime-basedbilling(e.g.,$1/minutevideosessions)andsubscriptiontiersforpersistentepisodicmemory.5.TheHarness&AgentOrchestrationLayer:weseethe“HarnessLayer”—platformsthatassemblemulti-agentworkflows,long-formnarrativeconsistency,assetmanagement,andstudiopipelinescouldalsocapturehighereconomicvalueovertime.nFull-StackCinematicProductionAgents(e.giQIYI’sNadouPro):oModel:EnterpriseandprosumerSaaS+APItokenmargins.NadouProcoordinatesspecializedsub-agents(scriptwriting,shotcomposition,cameradirection,audio,andvisualeffects)acrossmultipleunderlyingfoundationmodels(QiZhi,Seedance,H3)tosolvenarrativeandstylisticconsistencyacrosslong-formprojects.RevenueCapture:Tieredenterpriselicensing,computemarginmarkups,andend-to-endprofit-sharingonsyndicateddistributions.nCreatorModelHubs&WorkflowMarketplaces(e.g.,LiblibAI,TapMaker,Updream):oModel:Platformsthatblendcommunity-drivenstyleassetdistributionwithcloudinference.Liblibmonetizesbyactingasaunifiedstudiointerfacewherecreatorslicensevisualassetsandtrainproprietary2026年9月21日9workfiows.RevenueCapture:Computearbitragemargins,membershipsubscription,andmarketplacetake-ratesoncreator-publishedworkfiownodesandcharacterIP.图表8:AIvideocreationtoolscomparison资料来源:公司数据,DatacompiledbyGoldmanSachsGlobalInvestmentResearch2026年9月21日10图表9:TapTapMakervs.gameenginescomparison资料来源:公司数据,DatacompiledbyGoldmanSachsGlobalInvestmentResearchWhatarethepotentialchallengesahead?WethinkthecoredebatehereiswhetherAIproductscangeneratedurableuservalue,monetizeatmarginsaboveinferenceanddistributioncosts,andoperatesafelywithinanincreasinglycomplexlegalenvironment?nMonetization:incrementalcomputecostisstillhighbutconsumerpayingpropensityremainslimited.Whenuserscancreateunlimitedimages,videos,characters,stories,andadsatnear-zeromarginalcreativecost,consumersmayenjoycreatingcontentbutstillbereluctanttopayrecurringsubscriptions.Forentertainmentproducts,unlimitedsupplymayalsocreatecontentfatigue.MoreAIdramas,virtualidols,andinteractivestoriesdonotautomaticallytranslateintomoreviewingtimeorhigheruserspending.nRegulations:AIGCbusinessesmayfaceoverlappingobligationsacrossAI2026年9月21日11regulation,privacylaw,consumerprotection,advertisinglaw,copyrightregulation.Forvirtualidols,companionagents,interactivedramas,andAIlivestreamers,thechallengeisespeciallyimportantbecauseengagementoftendependsonemotionalconnection.WehavestartedtoseeChineseregulatoryauthoritiessteppingupeffortsontheshort/minidramaandlongdramaindustry.Sector/stockimplicationsOnlineGamingWebelievethisisstillthemoreresilientverticalwithintheEntertainmentspace.AIingamingissofardisproportionatelybenefitingestablishedpublishersastheyarebetterpositionedtoleverageAItoolstoextendtheirfranchisedIPsandevergreentitles.Conversely,thereappeartohavebeenfewersuccessfulnewlaunchesofIPsin2026YTDaslong-lastingtitlescontinuetogainshare.Weseegamecreatorengine/distributionplatformssuchasXDstillhaveauniquevalueproposition,asitcanleveragethesignificantgrowthingamesupplyandtheplatform’sabilitytore-distributetraffic.Forkeyplayers,weseeTencent(Buy)asthefront-runnerinadoptingAIinitiativesforgamedevelopment.Tencentemphasizesfoundationalgameengines,full-pipelineindustrialtooling(3Dasset&animationsynthesis),andlarge-scalereinforcementlearningforcompetitivebalancingandlive-ops.ItsHunyuan-Game&Hunyuan3Dstudiomodel,canconstructinteractive,playablegameprototypes,andallowsdeveloperstogeneratehigh-quality3Dassetsfrommultimodalinputs(text,images,sketches)withinminutes.NetEase(Buy,onCL)heavilyfocusesonAI-nativegameplaymechanics,LLM-poweredautonomousNPCs,generativeuser-generatedcontent(AI-UGC),andcentralizedstudiotoolingviaitsFuxiLab.GameslikeWhereWindsMeetandJusticeMobilehaveintegratedvariousAIelementsandextenditsuserbaseoverthepast12months.WealsoturnmoreconstructiveonXD(upgradedtoBuy),givenitsTaptapplatformwillbeabeneficiaryofabundantgamesupply,andapotentialshiftinthestock’snarrativefrombeingan‘AIloser’in1H26(duetohigherAItokencostsandTaptapMaker’sdilutionofadvertisingtraffic),toan‘AIbeneficiary’givenitsuniquegamecreationanddistributionplatform,especiallyforlongtailgamedevelopers.LongformvideoWeseepotentialneartermbenefitsasAIGCwouldenableafastproductionturnaroundandlowerup-frontcontentprocurementalongsidethesupportiveregulatorystance.However,themorecriticalquestionsremain:1)wouldusersstayontheLFVplatformsforAIcontent(past3yrstimespentoverallhasdeclined50%),and2)whetherinthelongruntheproliferationofAIcontentwilldiminishthe2026年9月21日12advantageofcopyrightdramacontent.ForkeyplayersincludingMango(Sell)andiQiyi(Neutral),webelievetheycouldbenefitfromnear-termcostcuts,astheproductiontime/costgetsreduced,andmanyAIgenerateddramas’businessmodelshiftstorevenuesharingvs.lumpsumonetimepurchaseinthepast.However,inthelongerrun,theusercompetitionvs.shortdramaplatform,andanypreferenceshifttowardsAIgenerateddramaswillbethekeychallenges.Short/midformvideoplatformOveralltheexpansionofcontentsupply(whetherAIornon-AI)isbeneficialforvideodistributionplatforms(suchasDouyin/Kuaishou);however,webelievetheplatformsalsoneedtomaintainafinebalancebetweenrealhumanvibesandtheinfiuxofAIcontent.ManyofthesevideoplatformshaveintroducedtheirownAIvideoagents/models,includingKuaishou’sKlingandIQ’sNadouPro.Theabilitytoretainalargescaleuserbaseandstickyenterpriseclients,andintegrationintothefullproductionworkfiowsarekeytodifferentiate,inourview.WeareNeutral-ratedonKuaishouandiQiyi.MusicstreamingMusicstreamingcompaniescouldstillfaceneartermpressureasmusicproductionsupplyisinalessdisciplinedenvironmentatthemomentinChina.Theprotectionoflicensedcatalogsvs.AIcopysongsandhowusers’appetiteshiftstowardsAIgeneratedmusicarekeydebates.Onthatnote,TME(Buy)islikelytohaveneartermpressureforsubscriptionrevenueandmid/longertermgrowthwillrelymoreonnon-subsrevenue,andabenigncompetitionlandscapewhenSodaMusicusertrendsstabilize.2026年9月21日13图表10:2027EP/Emultiplevs.salesyoy%growthacrossourmajormedia&entertainmentcoverageMangoG-BitsTencentPerfectWorldIQNetEaseKuaishouXDTMEInteractiveDamai0%5%10%15%图表11:2027EP/Emultiplevs.EPSyoy%growthacrossourmajormedia&entertainmentcoverageWorldWorld●Tencent●tEaseTME&、-5%0%5%10%15%20%25%30%2026年9月21日14我们,孔令侃,CFA、姜朗霆,CFA、周璐晴,在此申明,本报告所表述的所有观点准确反映了我们对上述公司或其证券的个人看法。此外,我们的薪金的任何部分不曾与,不与,也将不会与本报告中的具体推荐意见或观点直接或间接相关。本报告首页所列作者为高盛全球投资研究部分析师,除非另有说明。贡献作者:孔令侃,CFAGoldmanSachs(Asia)L.L.C.、姜朗霆,CFAGoldmanSachs(Asia)L.L.C.、周璐晴GoldmanSachs(Asia)L.L.C.。本报告披露的“贡献作者”为高盛全球投资研究部分析师,除非另有说明。高盛要素概要部分通过将一只股票的主要指标与市场(即我们给予评级的股票范围)和可比同业相比较来评价该股的投资背景。四个主要指标是增长、财务回报、估值倍数(估值)和综合状况(增长、财务回报、估值倍数的综合情况)。增长、财务回报和估值倍数是运用每只股票具体指标的正常化排名计算。随后取这些指标正常化排名的均值并转化为相关指标的百分位。每项指标的具体计算方式可能随着财务年度、行业和所属地区的不同而有所变化,但增长指标是基于一只股票的预期销售增速、EBITDA增速和每股盈利增速(金融股仅采用每股盈利和销售增速),较高的百分位表示公司增长较快。财务回报是基于一只股票的预期净资产回报率、ROCE和CROCI(金融股仅采用净资产回报率),较高的百分位表示公司的财务回报较高。估值倍数基于一只股票的预期市盈率、市净率、股价/股息、EV/EBITDA、EV/FCF、EV/DACF(EV/经债务调整的现金流金融股仅采用市盈率、市净率和股价/股息较高的百分位表示公司的估值倍数较高。综合状况百分位为增长百分位、财务回报百分位和(100%-估值倍数百分位)的平均值。财务回报和估值倍数使用高盛分析师在财政年度末对未来至少3个季度的预测。增长使用未来至少7个季度的财政年度预测与未来至少3个季度的财政年度预测的比较(所有指标均使用每股数据)。如需了解高盛要素概要更具体的计算,请联络您的高盛代表。在我们的全球覆盖范围中,我们使用并购框架来分析股票,综合考虑定性和定量因素(各行业和地区可能会有所不同)以计入某些公司被收购的可能性。然后我们按照从1到3对公司进行并购评分,其中1分代表公司成为并购标的的概率较高(30%-50%),2分代表概率为中等(15%-30%),3分代表概率较低(0%-15%)。对于评分为1或2的公司,我们按照研究部统一标准将并购因素体现在我们的目标价格当中。并购评分为3被认为意义不大,因此不予体现在我们的目标价格当中,分析师在研究报告中可以予以讨论或不予讨论。QuantumQuantum是提供具体财务报表数据历史、预测和比率的高盛专有数据库,它可以用于对单一公司的深入分析,或在不同行业和市场的公司之间进行比LogodisclosurePleasenote:Thirdpartybrandsusedinthisreportarethepropertyoftheirrespectiveowners,andareusedhereforinformationalpurposesonly.Theuseofsuchbrandsshouldnotbeviewedasanendorsement,affiliationorsponsorshipbyorforGoldmanSachsoranyofitsproducts/services.RatingandpricinginformationKuaishouTechnology(Neutral,HK$30.74),MangoExcellentMedia(Sell,Rmb18.08),NetEaseInc.(ADR)(Buy,$116.19),NetEaseInc.(H)(Buy,HK$183.60),TencentHoldings(Buy,HK$419.00),TencentMusicEntertainmentGroup(ADR)(Buy,$7.76),TencentMusicEntertainmentGroup(H)(Buy,HK$31.10),XDInc.(Buy,HK$38.58)andiQIYIInc.(Neutral,$1.01)TencentHoldings的股票评级是相对于其所属研究范围内的其他公司的相对评级:AlibabaGroup(ADR),AlibabaGroup(H),DiDiGlobalInc.,FullTruckAllianceCo.,J&TGlobalExpressLtd.,JDLogistics,JD.comInc.(ADR),JD.comInc.(H),JingdongIndustrialsInc.,KLNLogisticsGroup,Meituan,MiniMaxGroup,PDDHoldings,S.F.Holding(A),S.F.Holding(H),STOExpress,SinotransLtd.(A),SinotransLtd.(H),TencentHoldings,VipshopHoldings,YTOExpressGroup,YundaHolding,Z.AICo.,ZTOExpress(Cayman)Inc.(ADR),ZTOExpress(Cayman)Inc.(H)DamaiEntertainmentHoldings,KuaishouTechnology,MangoExcellentMedia,NetEaseInc.(ADR),NetEaseInc.(H),TencentMusicEntertainmentGroup(ADR),TencentMusicEntertainmentGroup(H),XDInc.和iQIYIInc.的股票评级是相对于其所属研究范围内的其他公司的相对评级:37InteractiveEntertainment,AlibabaHealth,DamaiEntertainmentHoldings,FocusMediaInformationTech,G-Bits,JDHealthInternational,KuaishouTechnology,MangoExcellentMedia,NetEaseInc.(ADR),NetEaseInc.(H),PerfectWorld,TencentMusicEntertainmentGroup(ADR),TencentMusicEntertainmentGroup(H),XDInc.,ZhihuInc.(ADR),ZhihuInc.(H),iQIYIInc.信息披露摘要:请参阅/research/hedge.html的披露信息。本摘要中所涉及公司适用的披露信息也可参见最近出版的相关研究报高盛投资研究部的全球研究覆盖范围50%34%16%65%59%43%截至2026年7月1日,高盛全球投资研究部对3,104种股票评定了投资评级。高盛给予股票在各种地区投资名单中的买入和卖出评级;未给予这些评级的股票被视为中性评级,根据FINRA的披露要求,这些评级分别对应买入,持有及卖出。详情见以下“公司评级,研究范围和相关定义”部分。投资银行关系表反映了高盛在过去12个月已提供投资银行服务的公司在各评级类别中所占的比例。信息披露摘要:请参阅/research/hedge.html的披露信息。本摘要中所涉及公司适用的披露信息也可参见最近出版的相关研究报TencentMusicEntertainmentGroup(H)(1698.HK)iQIYIInc.(IQ)DateofreportTargetprice(HK$)Closingprice(HK$)DateofreportTargetprice($)Closingprice($)11-Aug-2646.0038.5619-Aug-261.401.1303-Aug-2652.0037.3220-May-261.601.1012-May-2659.0036.1601-Mar-261.801.6017-Mar-2669.0057.2021-Aug-252.102.3504-Mar-2678.0055.0021-May-251.901.7118-Jan-2690.0064.3023-Apr-252.201.8712-Nov-2599.0084.6527-Feb-252.502.1712-Aug-25106.0088.3021-Nov-242.402.0217-Jun-2582.0073.4027-Aug-242.802.2613-May-2560.4054.5023-Jul-245.103.1618-Mar-2559.5051.1016-May-245.905.7919-Jan-2552.6040.3028-Feb-245.603.6712-Nov-2454.4045.2517-Jan-246.304.0123-Oct-2454.6046.0021-Nov-237.404.7513-Aug-2413-May-2420-Mar-2417-Jan-2414-Nov-2355.1062.3054.3043.8033.8053.5054.8544.4033.6028.2018-Oct-238.104.58MangoExcellentMedia(300413.SZ)DateofreportTargetprice(Rmb)Closingprice(Rmb)30-Aug-2613.3014.1529-Apr-2615.5019.8214-Feb-2618.0026.2509-Nov-2517.8027.3027-Aug-2517.3025.6002-Jun-2518.1022.3623-Jan-2518.5027.1528-Oct-2418.4026.5830-Aug-2418.3019.3622-Apr-2421.1022.2017-Jan-2424.7021.5527-Oct-2326.2025.12DamaiEntertainmentHoldings(1060.HK)DateofreportTargetprice(HK$)Closingprice(HK$)03-Jun-260.820.6004-May-260.920.5825-Feb-261.070.8318-Nov-251.170.8619-Oct-251.300.9311-Aug-251.381.17TencentHoldings(0700.HK)DateofreportTargetprice(HK$)Closingprice(HK$)16-Sep-26650.00433.4012-Aug-26670.00461.6018-Mar-26700.00550.5018-Jan-26752.00617.5012-Oct-25770.00651.5013-Aug-25701.00586.0005-Aug-25658.00559.0014-May-25595.00521.0019-Mar-25590.00540.0020-Jan-25534.00389.8013-Nov-24542.00403.8029-Sep-24521.00437.8014-Aug-24464.00373.8012-Jun-24477.00370.8015-May-24466.00381.8011-Apr-24408.00315.0020-Mar-24413.0028
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