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天舟文化:2024年业绩显著回升,但需关注应收账款和现金流压力
300148TANGEL(300148) 证券之星· Zheng Quan Zhi Xing·2025-04-24 23:35

Core Viewpoint - Tianzhou Culture (300148) reported significant improvements in its financial performance for the year 2024, with notable increases in revenue and net profit, indicating enhanced profitability and operational efficiency [2][3]. Financial Performance - The total operating revenue for 2024 reached 461 million yuan, a year-on-year increase of 2.9%. The net profit attributable to shareholders was 32.8 million yuan, a substantial increase of 154.83% [2]. - In Q4, the total operating revenue was 219 million yuan, up 7.11% year-on-year, with a net profit of 11.84 million yuan, reflecting a 126.25% increase [3]. Key Financial Metrics - The gross margin was 28.34%, down 10.34 percentage points from the previous year, while the net margin increased to 6.4%, a rise of 153.15% [4]. - Total selling, administrative, and financial expenses amounted to 114 million yuan, accounting for 24.76% of revenue, a decrease of 16.75 percentage points year-on-year [5]. Earnings Per Share - The earnings per share (EPS) was 0.04 yuan, an increase of 157.14% year-on-year, while the net asset per share decreased by 3.8% to 1.12 yuan [6]. Accounts Receivable and Cash Flow - As of the end of 2024, accounts receivable stood at 43.43 million yuan, a year-on-year increase of 78.79%, indicating potential cash flow management challenges [7]. - The net cash flow from operating activities was -0.05 yuan per share, a decrease of 153.02% year-on-year, highlighting cash outflow issues [7]. Business Segmentation - The publishing and distribution segment generated 393 million yuan in revenue, accounting for 85.23% of total revenue, with a gross margin of 20.70% [8]. - The mobile gaming segment achieved revenue of 68.06 million yuan, representing 14.77% of total revenue, with a high gross margin of 72.43% [9]. Strategic Outlook - The company aims to become a leading content and technology innovation cultural enterprise in China over the next five years, focusing on "AI + publishing, education, and entertainment" [11].