China Securities Network News (Reporter Kang Xi) Skyworth Digital released its 2022 annual report on the evening of March 20. The company achieved operating income of 12.009 billion yuan in 2022, a year-on-year increase of 10.71%; and achieved net profit attributable to shareholders of listed companies of 823 million yuan, a year-on-year increase of 95.13%. The net profit attributable to shareholders of listed companies after deducting non-recurring gains and losses was 739 million yuan, a year-on-year increase of 196.31%; basic earnings per share was 0.75 yuan. The company plans to distribute a cash dividend of 2 yuan (including tax) for every 10 shares to all shareholders.
As for the reason for the increase in operating income, the company said that it was mainly due to the increase in the scale of its smart terminal business. In 2022, the company's smart terminal business achieved operating income of 9.578 billion yuan, a year-on-year increase of 24.92%, accounting for 79.76% of the company's operating income.
In 2022, the VR/AR industry will enter an accelerated development stage, and the company will take the lead in deploying Pancake short focus products. During the reporting period, the company listed and sold in bulk the world's first consumer-grade 6DoF short-focus VR all-in-one Pancake 1C. Its hardware parameters are comparable to international leading companies, and its lightweight indicators are better than similar competing products. While laying the underlying foundation of the hardware system, the company's VR equipment is equipped with its own content ecosystem platform, setting up its own software system and application mall to realize developer content access, channel management, content sharing, etc., and is compatible with different content access methods. Positioning an open and cooperative content platform. At present, the company's content platform has launched mobile cloud VR, 4K Garden, Skyworth Video and other apps, homemade VR short dramas, VR panoramic videos, VR talent interactive live shows, etc. At the same time, there are more than 50 games covering different levels of light, medium and heavy. And continue to update and increase.
On the customer side, the company has officially entered the ToC market based on its high cost performance and channel advantages; on the ToB side, the company has rapidly advanced in the VR+ industry, covering K12 education, vocational education, medical care, cultural tourism, science and technology Winter Olympics and other fields. The company's VR products have been sold overseas in Thailand, the United States, Japan, South Korea, India, Russia, Germany, the Netherlands and other countries and regions, and its market share and brand influence are constantly increasing.
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