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TCEHY Set to Report Q1 Earnings: What's in Store for the Stock?
ZACKS· 2025-05-12 17:25
Core Viewpoint - Tencent is expected to report first-quarter 2025 earnings on May 13, with earnings estimated at 88 cents per share, reflecting an 18.92% year-over-year growth, and revenues projected at $24.26 billion, indicating an 8.89% year-over-year increase [1]. Group 1: Earnings Performance - Tencent has surpassed the Zacks Consensus Estimate for earnings in each of the last four quarters, with an average surprise of 11.65% [2]. - The upcoming earnings report is anticipated to reflect the impact of various ongoing initiatives across gaming, advertising, fintech, and AI infrastructure [3]. Group 2: Gaming Sector - The domestic gaming sector is expected to show continued momentum from Q4 2024, supported by popular titles such as Honor of Kings and contributions from new releases like DnF Mobile and Delta Force [4]. - All five of Tencent's highest-grossing games recorded year-over-year daily active user increases during the 2025 Spring Festival, indicating sustained user engagement [4]. - Deferred revenue, which grew by a high-teens percentage year-over-year in 2024, is expected to positively impact the top line for the quarter [4]. Group 3: Advertising Services - Marketing services revenues increased by 17% year-over-year in Q4 2024, driven by AI enhancements and strong demand from various sectors including e-commerce and healthcare [5]. - Video Accounts Marketing Services revenues grew over 60% year-over-year, while Weixin Search ad revenue more than doubled, suggesting continued advertising growth [5]. Group 4: FinTech Sector - In the fintech segment, commercial payment revenues were flat year-over-year in the previous quarter, with transaction volumes rising but average selling prices under pressure [6]. - This trend is expected to continue in Q1 2025, with improving consumer demand but ongoing supply-side pricing pressures [6]. Group 5: AI Development - The AI-native application Yuanbao saw a 20-fold increase in daily active users from February to March, although revenue impact in Q1 is expected to be limited due to GPU supply constraints [7]. - Tencent significantly increased its investment in AI development in Q4 2024, with a 21% year-over-year rise in R&D expenses and a 421% increase in capital expenditures [8]. - The company plans to further boost R&D spending and capital expenditures in 2025 to enhance AI infrastructure and model development [8].
中国游戏大厂,打开出海“黄金路”
Sou Hu Cai Jing· 2025-05-12 08:15
Core Insights - The consensus in the gaming industry is that "going global" is essential for survival, with 33 Chinese companies entering the global mobile game publisher revenue top 100 in April, generating a total of $2 billion, accounting for 38.4% of the top 100's revenue [1][3] - Tencent's "Honor of Kings" saw a 71% revenue increase, reclaiming the top spot in global mobile game revenue, contributing to a 10% rise in Tencent's mobile gaming revenue [1] - The trend of Chinese gaming companies focusing on overseas markets is evident, with companies like Century Huatong and 37 Interactive Entertainment leading in revenue growth, while many A-share companies experienced revenue declines [3][5] Industry Performance - The actual sales revenue of China's self-developed games in the domestic market for 2024 is projected to be 260.736 billion yuan, a year-on-year growth of 1.7%, indicating a slowdown [5] - The overseas market for self-developed games reached $18.557 billion in 2024, with a year-on-year growth of 13.39%, marking a continuous five-year trend of exceeding 100 billion yuan [5] - Century Huatong's overseas business revenue reached 11.367 billion yuan in 2024, accounting for 50.26% of its total revenue, highlighting the importance of international markets for revenue growth [5] Market Trends - The gaming industry is witnessing a shift towards high-quality game exports, with major players like Tencent and NetEase leading the charge to enhance China's global gaming influence [7] - A significant number of A-share gaming companies are experiencing revenue declines, but those heavily invested in overseas markets, such as 37 Interactive Entertainment and Century Huatong, are performing well [3][7] - The current landscape for Chinese games going global is characterized by a focus on mobile and casual games, capital investments, and breakthroughs in higher-end gaming technologies like VR and AI [9][10]
游戏周报:33家中国厂商入围4月全球手游收入百强,任天堂预测2026财年Swich2销量1500万台
Industry Trends - The gaming industry is experiencing diverse dynamics with multiple companies releasing financial reports and hosting performance discussions, showcasing their operational results and strategic plans [1] - According to SensorTower, in April 2025, 33 Chinese companies made it to the global mobile game publisher revenue list TOP100, collectively generating $2 billion, accounting for 38.4% of the total revenue of the global TOP100 mobile game publishers [3] Domestic Company Insights - Century Huatong is actively embracing AI, focusing on long-term strategic layout in technology research and development, and exploring new paths for IP operation and overseas market expansion [4] - Perfect World is progressing with its game projects, including the new testing phase for "Eternal Ring" and plans for a world-class esports event in October 2025 [5] - Blueport Interactive reported a net loss of 29.89 million yuan for 2024, marking its tenth consecutive year of losses, with a significant decline in revenue from its new game "Naughty Heaven 2" [6] - ShengTian Network achieved an operating income of 1.136 billion yuan in 2024, with over 60% of its monthly revenue from the game "Star Wings" in Japan [7][8] - Xunyou Technology's total revenue for 2024 was 297 million yuan, down 19.76% year-on-year, with a net profit decline of 30.12% due to industry-wide challenges [9] - Yaoji Technology reported a 20.67% decline in main revenue for Q1 2025, emphasizing its commitment to quality game development and product innovation [10] - MiHoYo is executing a settlement agreement with the FTC regarding "Genshin Impact," which includes changes to its recharge page and age verification for U.S. players [11] Overseas Developments - Sony Interactive Entertainment announced the establishment of a new studio, team LFG, which will focus on a team action game [13] - Electronic Arts reported a 6.52% increase in net revenue for Q4 2025, with plans to release a new "Battlefield" game by April 2026 and a significant workforce reduction [14] - Nintendo's fiscal year 2025 results showed a net sales decline of 30.3%, with a forecasted 13% increase in operating profit for the next fiscal year [15] - Rockstar announced the release date for "GTA 6" has been pushed to May 26, 2026, leading to a significant drop in Take-Two's stock price [16] - Epic Games will adjust its revenue-sharing model starting June 2025, allowing developers to keep 100% of the first $1 million in revenue, with a new feature to support developers in managing their online stores [17]
游戏产业第三极崛起!广州“游戏谷”将建全市首个专业电竞馆
Nan Fang Du Shi Bao· 2025-05-11 23:00
Core Insights - Guangzhou's gaming industry is rapidly developing, with revenue surpassing 100 billion yuan, and the establishment of the "Game Valley" in the AI and Digital Economy Pilot Zone [1] - The "Game Valley" has attracted over 200 gaming companies, including 4399 and Duoyi, and is set to receive supportive policies for further growth [1][8] - The region aims to create a 10-minute service circle for the gaming industry, enhancing efficiency and support for local enterprises [2] Group 1 - The "Game Valley" is a significant layout for the gaming industry in Guangzhou, with plans for the construction of specialized esports venues and gaming towns [1][8] - The establishment of a gaming industry service center in the Yuzhu area will provide comprehensive support, including policy compliance and training for small and micro enterprises [4][5] - The center will also focus on copyright protection and innovation in gaming, addressing the complexities of intellectual property in the industry [7] Group 2 - The Huangpu District has been proactive in supporting the gaming industry, having hosted the "China Game Industry Annual Conference" for four consecutive years and implementing various supportive policies [8] - Future developments in the "Game Valley" project include a total investment of 4.5 billion yuan, with plans for office buildings and commercial facilities to be completed by 2026 [9][11] - The region's infrastructure, including a comprehensive transportation system, supports the growth of nearly 100 gaming companies, facilitating a complete gaming production chain [11]
从“游戏第一街”到“游戏谷”崛起 广州千亿游戏产业版图再扩大 为数字经济注入澎湃动能
Guang Zhou Ri Bao· 2025-05-11 21:04
广州游戏收入占全国比重超43% 世界游戏看中国,中国游戏看广东。《2024年广东游戏产业发展报告》显示,广东游戏产业营收规模达 到2604.31亿元,同比增长6.26%,创历史新高。 去年一款现象级游戏《黑神话:悟空》横空出世,让人们看到了中国游戏产业崛起的力量,带动更多国 产游戏怀揣雄心壮志,摩拳擦掌向全球市场进发。 广州,作为全国游戏市场的"半壁江山",正快速扩张千亿产业版图。从"游戏第一街"出发,沿着广州活 力创新轴一路延伸,直至广州人工智能与数字经济试验区鱼珠片区,一张响亮的产业名片跃然而出—— 广州"游戏谷"。 这片土地承载着千帆林立的航运记忆,如今从传统工业腹地转型为数字经济的创新载体,吸引了4399、 炫动科技、玩胜科技等游戏企业总部聚集,形成广州游戏的新"潜力股",为数字经济注入澎湃动能。 历史新高 广州,是当之无愧的全国游戏地标。根据广州市游戏行业协会发布的《2024年广州游戏行业发展报 告》,2024年广州游戏产业营收规模达到1406.67亿元,创历史新高,占全国游戏收入比重高达43.2%。 北有中关村,南有科韵路。天河科韵路一直是广州引以为傲的"游戏第一街",全长11公里的大道,数千 家 ...
9亿亏损背后:世纪华通、中手游与经典IP的商业困局
Hu Xiu· 2025-05-11 01:01
Core Insights - The article discusses the significant revenue achievements of Century Huatong, particularly through its subsidiary Point Interactive, which has seen explosive growth due to the success of the game "Endless Winter" [1][4][9] - However, the company faced a major setback with a substantial downward revision of its 2024 profit forecast, primarily due to losses from long-term equity investments, particularly in Zhongyou [1][6][25] Financial Performance - Century Huatong's 2024 revenue reached 22.62 billion yuan, a year-on-year increase of 70.27%, making it the top gaming company in A-shares [4][5] - The company revised its net profit forecast for 2024 from an expected range of 1.6 billion to 2.3 billion yuan down to 1.2 billion yuan, effectively halving its profit expectations [1][2] - In Q1 2025, the company reported a net profit of 1.35 billion yuan, surpassing the entire profit of 2024 [6] Investment and Losses - The significant loss of approximately 900 million yuan was attributed to a decline in the valuation of long-term equity investments, which fell from 2.394 billion yuan to 1.498 billion yuan [6][25] - The losses were primarily linked to the underperformance of Zhongyou, particularly its game "Sword and Fairy World," which failed to meet market expectations [6][25][32] Subsidiary Performance - Point Interactive contributed significantly to Century Huatong's revenue, generating 14.959 billion yuan in 2024, accounting for over 71% of the internet gaming business [8][9] - The success of "Endless Winter" has positioned Point Interactive as a major player in the global gaming market, even surpassing NetEase in revenue rankings [9][13] Market Position and Strategy - Century Huatong has successfully transformed from a secondary supplier of automotive parts to a leading internet gaming company through strategic acquisitions [7][12] - The company has established a strong presence in the gaming industry, with Point Interactive now being its most valuable asset, far exceeding the initial acquisition cost of 6.939 billion yuan [16][25] Future Outlook - Despite the setbacks with Zhongyou, Century Huatong's strong revenue growth and the success of Point Interactive suggest potential for recovery and continued market leadership [4][33] - The company aims to leverage its established gaming ecosystem and partnerships to navigate challenges and capitalize on future opportunities in the gaming sector [26][33]
「游戏风云」《折螺丝》频刷朋友圈,小游戏催生大生意,上市公司借势大赚
Hua Xia Shi Bao· 2025-05-10 07:12
Core Insights - The mini-game "Screw Tightening" has gained significant popularity through social media, with users engaging in playful banter about its difficulty, leading to viral growth [2][3] - Major gaming companies like 37 Interactive Entertainment and Giant Network have benefited from the mini-game trend, contributing positively to their financial reports in 2024 [2][5] Industry Trends - The mini-game market has expanded significantly, with both large and small developers exploring new gameplay mechanics, resulting in a diverse range of offerings [2][4] - The rise of mini-games is attributed to their easy accessibility and low development costs, appealing particularly to middle-aged players with limited gaming time but strong spending power [4][5] Company Performance - Giant Network's mini-game "King's Journey" attracted over 25 million new users and generated 600 million yuan in revenue since its launch in February 2024 [5][6] - Century Huachuang's subsidiary, Point Interactive, reported approximately 2.245 billion yuan in revenue from mini-games like "Endless Winter" in 2024 [6] Monetization Strategies - Mini-games primarily monetize through IAA (In-App Advertising), IAP (In-App Purchases), and mixed models, with advertising being a key revenue source due to regulatory constraints on direct charging [6][7] - The potential for overseas expansion is highlighted as a significant opportunity for mini-games, with domestic companies poised to fill gaps in the international market [6][7] Future Outlook - The mini-game sector is expected to continue growing, with established IPs being adapted into mini-games, enhancing user engagement and retention [7][8] - Analysts predict that the convenience and social sharing aspects of mini-games will attract a broader audience, including non-gamers, contributing to market growth [8]
“游戏小年”A股放榜:过半营收下滑,世纪华通三七断层领先
Nan Fang Du Shi Bao· 2025-05-10 06:33
Core Viewpoint - The overall performance of A-share listed gaming companies in 2024 showed a decline, with over half experiencing revenue downturns, while a few companies achieved significant growth [1][5][11]. Group 1: Company Performance - More than half of the 23 A-share listed gaming companies reported a decline in total revenue in 2024, with 13 companies experiencing a year-on-year decrease compared to 9 in 2023 [5][9]. - Perfect World, once a leading company, saw its gaming revenue drop from 66.69 billion yuan in 2023 to 51.81 billion yuan in 2024, marking a decline of nearly 15 billion yuan [5][11]. - Century Huatong and 37 Interactive Entertainment remained the top gaming companies, with Century Huatong's gaming revenue reaching 208.75 billion yuan, a year-on-year increase of 86.57% [11][12]. - 37 Interactive Entertainment's gaming revenue was 172.93 billion yuan, up 5.47% year-on-year, maintaining its position as a profitable leader with a net profit of 26.73 billion yuan [10][12]. Group 2: Revenue and Profit Trends - The gaming revenue of companies like Jibite and Icefire Network declined significantly, with Jibite's revenue falling to 36.49 billion yuan, a decrease of 11.52% [8][10]. - Icefire Network reported a net profit drop of 190% due to high marketing costs, leading to a net loss of 2.47 billion yuan [14][10]. - Perfect World was the only major A-share gaming company to report a loss, with a net loss of 12.88 billion yuan in 2024 [9][10]. Group 3: Market Dynamics and Strategies - Many companies increased their sales expenses significantly, with Century Huatong's sales expenses rising by 129.47% to 77.42 billion yuan, while 37 Interactive Entertainment's sales expenses reached 97.12 billion yuan, an increase of 6.84% [15][14]. - The trend of "de-gaming" was noted, with companies like Zhongqingbao seeing their gaming revenue contribution drop from 49.59% in 2020 to 22.29% in 2024 [7][9]. - The gaming industry faced challenges with aging main products and a lack of new releases, impacting revenue for companies like Jibite and Electric Soul Network [8][9]. Group 4: International Performance and Employee Trends - Century Huatong achieved overseas revenue of 113.68 billion yuan, accounting for 50.26% of its total revenue, driven by successful titles like "Whiteout Survival" [17][18]. - Perfect World experienced a significant reduction in its workforce, with employee numbers dropping from 5,754 to 3,905, a decrease of 32.13% [19][20]. - Overall, 14 out of 23 companies reduced their workforce, indicating a trend of downsizing in the industry [19][20]. Group 5: Future Outlook - The first quarter of 2025 showed better-than-expected performance for several companies, with Century Huatong reporting a revenue increase of 91.12% year-on-year [22][23]. - Analysts predict continued improvement in the gaming sector as new products are launched and the market adapts to changing consumer preferences [25][22].
直击业绩会丨完美世界池宇峰:将资源集中到更具确定性的优势项目上
Core Viewpoint - In 2024, Perfect World faced significant challenges, with a 28.5% decline in annual revenue and a net loss of nearly 1.3 billion yuan, leading to a shift in focus towards survival strategies and restructuring efforts [1][2]. Financial Performance - The company reported total revenue of 5.57 billion yuan in 2024, a decrease of 28.5% year-on-year [2]. - The net profit attributable to shareholders was -1.288 billion yuan, a decline of 361.98% compared to the previous year [2]. - The gaming segment contributed 5.18 billion yuan in revenue, down 22% from 6.67 billion yuan in 2023, with a net loss of 725 million yuan [2]. - The film and television segment generated 350 million yuan in revenue but incurred a net loss of nearly 400 million yuan, with its revenue share dropping from 17.15% in 2023 to 3.25% in 2024 [2]. Industry Challenges - The gaming industry is experiencing intensified competition, with traditional games losing their revenue-generating capabilities and new games underperforming [3]. - Perfect World's flagship IPs, such as "Perfect World" and "Zhu Xian," have shown weak market performance due to insufficient innovation and a shift in player preferences towards lighter gaming experiences [3]. - In the film industry, the fragmentation of user entertainment time has reduced the appeal of long video content, concentrating market resources on top hits and squeezing the survival space for mid-tier productions [3]. Strategic Focus - In response to challenges, Perfect World has implemented strategic adjustments, focusing on optimizing product layout and resource allocation towards more promising projects [4]. - The gaming business will emphasize long-standing games through continuous content iteration and diversified user operations, while also reassessing project viability [4]. New Product Developments - The company launched the urban adventure JRPG "Persona: Nightfall" in April 2024, expanding its presence in trending game categories [5]. - The MMORPG "Zhu Xian World" is set to launch in December 2024, reinforcing the company's traditional strengths in the MMORPG sector [5]. - In the film sector, Perfect World is reducing overall investment and focusing on short dramas, launching several successful titles in 2024 [5]. Early Signs of Recovery - In Q1 2025, Perfect World reported a revenue of 2.023 billion yuan, a 52.22% increase year-on-year, with a net profit of 302 million yuan, marking a return to profitability [6]. - The gaming segment's revenue reached 1.418 billion yuan, a 10.37% increase, driven by the performance of "Zhu Xian World" and esports products [6]. - The film segment achieved 596 million yuan in revenue, a staggering 1616.29% increase, with the short drama "Couple's Spring Festival" becoming a major hit [7]. Observations on Future Performance - The business adjustments are beginning to yield results, particularly in the MMORPG sector, but the sustainability of this growth remains to be seen [8]. - The company faces risks associated with the aging of its older games and the need for new hit titles to offset declining revenues from established products [8]. - The shift towards short dramas shows promise, but the competitive landscape and profitability models in this segment are still evolving [9].
游戏年报|小游戏赛道竞争日趋激烈 营销投入趋向两极化 冰川网络销售费用率超过80%
Xin Lang Zheng Quan· 2025-05-09 10:11
Core Insights - The Chinese gaming industry has entered a phase of stock competition, with the user base reaching 674 million in 2024, a year-on-year growth of 0.94% [1] - The actual sales revenue of the Chinese gaming market is 325.783 billion, reflecting a year-on-year increase of 7.53%, driven by the release of new games and the performance of popular titles [1] - A total of 26 A-share gaming companies reported a combined revenue of 93.434 billion, up 7.74% year-on-year, but the net profit halved, indicating a trend of "increased revenue without increased profit" [1] Industry Performance - Mobile games continue to dominate the market, accounting for 73.12% of actual sales revenue [1] - Approximately 88.46% of 23 gaming companies experienced a decline in gross profit margin, with six companies seeing a drop of over 10 percentage points [2] - Sales expenses for the gaming industry increased by 20.05% to 30.671 billion, with the sales expense ratio rising from 29.46% to 32.83% [4] Marketing Expenditure Trends - About 40% of gaming companies saw a year-on-year increase in sales expenses, with ST Huatuo experiencing the highest growth at 129.14% [3] - The marketing investment is becoming polarized, with over 50% of major gaming companies reporting a decline in net profit due to rising customer acquisition costs [4] - Companies like Iceberg Network have a sales expense ratio exceeding 80%, with marketing costs significantly impacting profitability [6][8] Company-Specific Insights - Iceberg Network's sales expenses reached 2.302 billion, a 32.04% increase, with marketing costs accounting for a substantial portion of total expenses [6] - Despite high marketing investments, Iceberg Network's revenue growth stagnated, resulting in a net loss of 223 million, indicating inefficiencies in their customer acquisition strategy [8] - Sanqi Interactive, focusing on mini-games, reported a sales expense ratio of over 50%, with total sales expenses of 9.712 billion, reflecting a 6.84% increase [8]