Chinese gaming and social media giant Tencent Holdings Ltd on Wednesday reported a forecast-beating 175% rise in quarterly profit.
Tencent Holdings: in 2020, the annual revenue is 482.064 billion yuan, the market is expected to be 480.401 billion yuan, the same period last year is 377.289 billion yuan; in 2020, the annual net profit is 159.85 billion yuan, the market is expected to be 129.226 billion yuan, the same period last year is 93.31 billion yuan; the combined monthly active accounts of wechat and wechat are 1.23 billion yuan; in 2020, the online game revenue increases by 36% to 156.1 billion yuan.
Tencent's fourth-quarter revenue was 133.67 billion yuan, a year-on-year increase of 26%, basically in line with market expectations. Net profit in the fourth quarter was 59.302 billion yuan, a year-on-year increase of 175%; non-IFRS net profit was 33.207 billion yuan, a year-on-year increase of 30%.
In 2020, the revenue of online games will increase by 36% to 156.1 billion yuan; the total revenue of smartphone games and PC client games will be 146.6 billion yuan and 44.6 billion yuan respectively.
qtrly revenues rmb133,669 million versus rmb105,767 million,qtrly profit attributable rmb59,302 million versus rmb21,582 million,revenues from online advertising increased by 15% to rmb24.7 billion for q4 of 2020.
Tencent said that the strategic focus of our fintech business is to actively cooperate with regulators, launch compliant and inclusive fintech products with industry partners, and give priority to risk management rather than scale.
The following table sets forth revenues by line of business for the year ended 31 December 2020 and 2019:
- Revenues from our VAS business increased by 32% to RMB264.2 billion on a yearon-year basis. Online games revenues grew by 36% to RMB156.1 billion. The increase was primarily driven by revenue growth from our smart phone games in both domestic and overseas markets, particularly from titles such as Peacekeeper Elite, Honour of Kings and PUBG Mobile, as well as the full year effect of Supercell consolidation, while our PC client games revenues decreased slightly. Total smart phone games revenues (including smart phone games revenues attributable to our social networks business) were RMB146.6 billion and PC client games revenues were RMB44.6 billion for the year ended 31 December 2020. Social networks revenues increased by 27% to RMB108.1 billion. The increase was primarily due to the consolidation of HUYA’s live broadcast services, revenue growth from our music and video subscription services, as well as growth from our in-game virtual item sales.
- Revenues from our Online Advertising business increased by 20% to RMB82.3 billion on a year-on-year basis, benefitting from our platform integration and upgraded algorithms, along with rising demand from advertiser categories such as education, Internet services and eCommerce platforms. Social and others advertising revenues grew by 29% to RMB68.0 billion. The increase was primarily driven by higher advertising revenues from Weixin (primarily Weixin Moments) as a result of its increased inventories, as well as revenue contributions from our mobile advertising network due to our video format advertisements. Media advertising revenues decreased by 8% to RMB14.3 billion. The decrease mainly reflected lower advertising revenues from Tencent Video amid the challenging macro environment and delays to content productions and launches, partly offset by advertising revenue growth from our music streaming apps.
-Revenues from FinTech and Business Services increased by 26% to RMB128.1 billion on a year-on-year basis. The increase primarily reflected higher revenues from commercial payment, wealth management and Cloud Services, driven by our expanded user base and business scale.
ANNOUNCEMENT OF THE ANNUAL RESULTS FOR THE YEAR ENDED 31 DECEMBER 2020
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