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550亿美元收购EA后,消息称沙特公投基金面临资金短缺
Sou Hu Cai Jing· 2025-11-25 14:30
IT之家 11 月 25 日消息,据《纽约时报》报道,由于部分项目陷入财务困境,沙特阿拉伯公共投资基金 (PIF)用于新投资的资金已所剩无几。 尽管沙特王国仍坐拥丰厚的石油财富,但其原油产量受到地缘政治协议(旨在限制供应)的严格约束,加之 国际油价整体处于低位,财政收入承压。政府正面临日益扩大的预算赤字,不得不举债以兑现王储穆罕默德 在国内作出的多项承诺。 据《纽约时报》援引消息人士称,PIF 目前已启动业务重组,王储本人亦已解雇至少一位项目负责人,即 Neom 项目的主管。此外,该基金正酝酿调整投资策略,未来将更多配置于公开上市股票等传统领域。 PIF 近期最大一笔投资即为竞购艺电公司,其代表强调,此项投资属长期布局,预期最终价值将实现翻倍。 近年来,PIF 进行了大规模投资布局,是沙特王储穆罕默德・本・萨勒曼(Mohammed bin Salman)推动经济 多元化、降低对石油收入依赖战略的核心支柱。 该基金在电子游戏领域尤为活跃,已投资多家游戏发行商,包括 Take-Two 和任天堂,并最近斥资 550 亿美 元(IT之家注:现汇率约合 3905.97 亿元人民币)达成协议,收购《FIFA》与《战地》( ...
虎牙公司黄俊洪:道具售卖业务表现亮眼 生态优势助力游戏发行
Zhong Guo Jing Ji Wang· 2025-11-13 00:56
Core Insights - The company reported total revenue of 1.69 billion yuan for Q3 2025, marking a nearly nine-quarter high with a year-on-year growth rate of approximately 10% [2][3] - Live streaming revenue stabilized at 1.16 billion yuan, while game-related services, advertising, and other businesses saw rapid growth, with revenue increasing by about 30% to 530 million yuan, accounting for 31.5% of total revenue [2][4] - The company achieved a Non-GAAP operating profit of 6.3 million yuan and a net profit attributable to the company of 36.3 million yuan for the quarter [2][3] - The total Monthly Active Users (MAU) reached 162 million, indicating stable user engagement [2][3] Revenue Breakdown - Live streaming revenue grew by approximately 3% year-on-year, marking the first positive growth since Q3 2021 [6] - Game-related services, advertising, and other income reached 530 million yuan, with a year-on-year increase of about 30% [4][6] - The sales of in-game items became a new growth point, with revenue from this segment increasing by over 200% year-on-year, particularly in popular games like "Honor of Kings" and "PUBG Mobile" [4][5] User Engagement and Ecosystem - The company noted a significant increase in the number of returning top streamers, enhancing platform influence [3] - The company has expanded its reach to over 100 million users outside its platform through collaborations with top streamers on various platforms [3][4] - The introduction of new features such as a short video section and game assistance tools has improved user experience and engagement [6] Game Publishing and New Initiatives - The company plans to launch its first game, "Goose Duck," a social deduction game, which has already surpassed 10 million pre-registrations during the testing phase [5] - The self-produced variety show "Goose Night" has attracted numerous top streamers, enhancing marketing efforts and engaging a large player base [5] Event and International Strategy - The company hosted nearly 100 licensed events and about 40 self-produced events in Q3 2025, maintaining a leading market share in top esports event streaming [7] - The company is focusing on international market expansion, optimizing product experience and content ecosystem to enhance user retention and engagement [7]
全文|虎牙25Q3业绩会实录:游戏相关服务、广告和其他贡献超三成收入
Zheng Quan Ri Bao Wang· 2025-11-12 12:46
Core Insights - The company reported total revenue of 1.69 billion yuan for Q3 2025, marking a nearly nine-quarter high with a year-on-year growth rate of approximately 10% [1][2] - Live streaming revenue stabilized at 1.16 billion yuan, while game-related services, advertising, and other businesses saw rapid growth, with revenue increasing by about 30% to 530 million yuan, accounting for 31.5% of total revenue [1][2] - The company achieved a Non-GAAP operating profit of 6.3 million yuan and a net profit attributable to the company of 36.3 million yuan [1] Revenue Breakdown - Total revenue reached 1.69 billion yuan, with live streaming revenue at 1.16 billion yuan and game-related services, advertising, and other income at 530 million yuan [1][2] - Game-related services, advertising, and other income accounted for over 30% of total revenue for the first time [2][3] User Metrics - The total Monthly Active Users (MAU) reached 162 million, indicating stable user engagement [1][3] Growth Drivers - The company noted a significant increase in the number of returning top streamers and is actively promoting a multi-platform ecosystem strategy to expand the influence of its streamer ecosystem [3] - The sales of in-game items have become a new growth point, with revenue from this segment increasing by over 200% year-on-year, particularly in popular games like "Honor of Kings" and "PUBG Mobile" [4] Future Outlook - The company plans to launch its first game, "Duck Duck Goose," which has already surpassed 10 million pre-registrations during the testing phase [4] - The company aims to enhance its game publishing capabilities and has developed a self-produced variety show to support the marketing of new games [4] Live Streaming and Content Strategy - Live streaming revenue grew by approximately 3%, marking the first positive year-on-year growth since Q3 2021 [5] - The company has introduced new features such as a short video section and game assistance tools to enhance user experience and engagement [5] Event Ecosystem - The company provided nearly 100 licensed events and about 40 self-produced events in Q3 2025, maintaining a leading market share in top esports event streaming [6] - Upcoming events include the "Demacia Cup" and the "DDC Diamond Championship Autumn Tournament," aimed at further expanding the company's influence in the event ecosystem [6] International Expansion - The company is focusing on key market layouts and optimizing product experience to enhance user retention and engagement in overseas markets [6]
虎牙25Q3业绩会实录:总收入创近九个季度以来新高
Cai Jing Wang· 2025-11-12 11:41
Core Viewpoint - Huya Inc. reported its Q3 2025 financial results, achieving total revenue of 1.69 billion RMB, marking a nearly nine-quarter high with a year-on-year growth rate of approximately 10% [1][6] Financial Performance - Total revenue reached 1.69 billion RMB, a year-on-year increase of about 9.8% [3] - Live streaming revenue stabilized at 1.16 billion RMB, showing a year-on-year growth of approximately 2.6% [3][9] - Game-related services, advertising, and other revenues grew by about 30% to 530 million RMB, accounting for 31.5% of total revenue [3][8] - Non-GAAP operating profit was 6.3 million RMB, with a net profit attributable to Huya of 36.3 million RMB [1][6] User Metrics - Total Monthly Active Users (MAU) reached 162 million, maintaining stability [7] Business Segments - Game-related services, advertising, and other revenues surpassed 30% of total revenue for the first time [6][8] - The sales of in-game items became a new growth point, with revenue from this segment increasing by over 200% [8] - The company plans to launch its first game, "Goose Goose Duck," which has already surpassed 10 million pre-registrations [8] Live Streaming and Content - Live streaming revenue saw a year-on-year increase of approximately 3%, marking the first positive growth since Q3 2021 [9] - The platform's content diversity and ecosystem vitality improved, evidenced by growth in outdoor live streaming duration and revenue [9] - Recent product updates included a short video section and game assistance tools, enhancing user experience [9] Event Ecosystem - The company provided nearly 100 licensed events and about 40 self-produced events in Q3 2025, maintaining a leading market share in top esports event streaming [10] - Upcoming events include the "Demacia Cup" and "DDC Diamond Championship Autumn Tournament," aimed at expanding the event ecosystem's influence [10] International Expansion - The overseas user base showed steady growth, with a focus on enhancing product experience and content ecosystem optimization [10]
HUYA(HUYA) - 2025 Q3 - Earnings Call Transcript
2025-11-12 11:02
Financial Data and Key Metrics Changes - Total net revenues for the third quarter reached approximately RMB 1.7 billion, marking a year-over-year growth of around 10% [3][12] - Non-GAAP operating profit was approximately RMB 6.3 million, showing a significant improvement compared to the same period last year [3][12] - Live streaming revenues increased by 3% year-over-year to RMB 1.16 billion, while game-related services, advertising, and other revenues grew around 30% year-over-year to RMB 532 million, accounting for 31.5% of total net revenues [12][13] Business Line Data and Key Metrics Changes - Game-related services, advertising, and other revenues reached RMB 532 million, driven by strong growth in in-game item sales, which grew over 200% year-over-year [5][12] - Live streaming revenues resumed growth for the first time since Q3 2021, with a more balanced content mix and solid gains in outdoor live streaming [7][12] Market Data and Key Metrics Changes - The platform maintained a stable user base with total MAUs around 162 million, and the streamer ecosystem expanded its influence, reaching over 100 million users across other platforms [4][29] - The company is deepening its presence in key geographic markets, focusing on user experience and content ecosystem to enhance engagement and retention [9] Company Strategy and Development Direction - The company aims to diversify into game publishing, with the upcoming launch of "Goose Goose Duck Mobile" as a key step in this strategy [6][30] - Future focus includes enriching item categories, expanding game partnerships, and improving the overall purchase experience for users [22][30] - The company plans to enhance monetization efficiency and product experience while steadily expanding internationally [10] Management Comments on Operating Environment and Future Outlook - Management expressed confidence in maintaining robust growth momentum in in-game item sales and expects overall revenue growth to accelerate in 2026 [5][26] - Live streaming revenues are expected to remain stable, while non-live streaming businesses should continue to grow strongly due to deeper game collaborations [26] Other Important Information - Cost of revenues increased by 10% to RMB 1.46 billion, primarily due to increased revenue sharing fees and content costs [14] - The company achieved a positive net income for the quarter with non-GAAP net income of RMB 36 million, despite a decrease in interest income [16] Q&A Session Summary Question: Updates on in-game item sales business and future outlook - In-game item sales revenue grew over 200% year-over-year, supported by strong live streaming ecosystem and deeper partnerships with flagship titles [21][22] Question: Overall revenue growth and future expectations - Live streaming revenue has returned to growth, while non-live streaming businesses are expected to continue growing at a strong pace, driven by in-game item sales [26] Question: Strategy and outlook for Goose Goose Duck Mobile and game publishing - The mobile version of Goose Goose Duck is the first full-fledged publishing effort, with pre-registrations surpassing 10 million [30] Question: Collaboration with Delta Force and ongoing partnerships - The company is building a vibrant community engagement and e-sports tournament ecosystem around Delta Force, with successful events planned [34] Question: Financial impact of new business and profitability trends - Gross profit grew over RMB 23 million, leading to further improvement at the operating level, with expectations for gradual margin improvement over time [37]
中国公司全球化周报|TikTok东南亚月活用户突破4.6亿/淘宝出海双11全球上新210万新品
3 6 Ke· 2025-11-03 02:09
Group 1: Industry Trends - Investment, trade, and technology are currently the most popular directions for Chinese companies expanding into Dubai [2] - TikTok's monthly active users in Southeast Asia have surpassed 460 million, with Indonesia leading at 160 million [5] - Taobao has launched 2.1 million new products globally for this year's Double 11 shopping festival, aiming to enhance the international competitiveness of domestic brands [5] Group 2: Company Developments - Pop Mart opened its first store in the Middle East at Hamad International Airport in Doha, Qatar, marking its global expansion strategy [6] - OPPO launched its Find X9 series flagship smartphone in Spain, priced at €1,299 (approximately ¥10,700), aligning with the trend of increasing average smartphone prices [6] - Meituan's international delivery brand Keeta has officially started operations in Abu Dhabi, expanding its presence in the UAE market [6] Group 3: Financial Performance - Anker Innovations reported a revenue of ¥21.019 billion for the first three quarters of 2025, with overseas business contributing over 96% of total revenue [7] - Geely has officially entered the UK market with the launch of its first pure electric SUV, the EX5, and aims to sell 100,000 units by 2030 [7] - BYD unveiled its K-EV model at the 2025 Tokyo Mobility Show, introducing a dual strategy of pure electric and hybrid vehicles [7] Group 4: Investment and Financing - Yuan Tian Biological received strategic investment from Toyota Tsusho, aiming to penetrate the automotive supply chain [9] - Seres plans to raise over HK$13 billion through a global offering of H shares, with expansion plans across multiple international markets [9] - JBD completed over ¥1 billion in financing, setting a record for the MicroLED micro-display sector, with applications in nearly 50 smart glasses [10] Group 5: Policy and Market Initiatives - The China Council for the Promotion of International Trade will release a directory of key cross-border e-commerce enterprises to promote healthy development in the sector [11] - KrASIA launched new English media services aimed at Chinese companies going abroad, enhancing global brand visibility [11]
TikTok东南亚月活用户突破4.6亿;淘宝出海双11全球上新210万新品|36氪出海·要闻回顾
36氪· 2025-11-02 13:35
Core Insights - TikTok's monthly active users in Southeast Asia have surpassed 460 million, with Indonesia leading at 160 million, followed by Vietnam at 70 million and Thailand at 50 million, marking the highest user growth in the region [3] - Taobao has launched 2.1 million new products globally for this year's Double 11 shopping festival, aiming to enhance the international competitiveness of Chinese brands [3] - Anker Innovations reported a revenue of 21.02 billion yuan for the first three quarters of 2025, with overseas business accounting for over 96% of total revenue [5] - Geely has officially entered the UK market with the launch of its first pure electric SUV, aiming to sell 100,000 units by 2030 [5] - ByteDance is set to launch an overseas gaming distribution platform called GameTop, similar to Steam, to cater to international gaming needs [6] Group 1 - TikTok's Southeast Asia monthly active users reached 460 million, with Indonesia at 160 million, Vietnam at 70 million, and Thailand at 50 million, leading regional growth [3] - Taobao's Double 11 event features 2.1 million new products launched globally, with over 1 million participating merchants and more than 400 million items eligible for free shipping [3] - Anker Innovations achieved a revenue of 21.02 billion yuan in the first three quarters of 2025, with 96.7% of revenue coming from overseas markets [5] Group 2 - Geely launched its first pure electric SUV in the UK, with plans to establish 100 sales and service outlets by 2026 [5] - ByteDance is launching GameTop, a new gaming platform for overseas markets, providing personalized gaming content and tools for creators [6] - JBD completed over 1 billion yuan in financing, focusing on MicroLED display technology for AR glasses, with applications in nearly 50 smart glasses [8] Group 3 - Meituan's international delivery brand Keeta has officially launched in Abu Dhabi, expanding its presence in the UAE [5] - Source Biological received strategic investment from Toyota Tsusho, aiming to enter the automotive supply chain with a focus on recycling PET [7] - The China Council for the Promotion of International Trade will release a directory of key cross-border e-commerce enterprises to enhance global business connections [9]
Nip Group Inc.(NIPG) - 2024 Q4 - Earnings Call Transcript
2025-04-30 12:02
Financial Data and Key Metrics Changes - Total net revenues increased by 1.8% year over year to $45.9 million in the second half of 2024, driven by a 92.6% year over year increase in events production revenue [7][30] - Full year total revenue reached $85.3 million, an increase of 1.9% over 2023, with event production revenue surging 147.5% to $23.3 million [31][32] - GAAP net loss widened to $8 million in the second half compared to a net loss of $2 million in the prior year period, while full year net loss narrowed slightly to $12.7 million from $13.3 million [31][32] Business Line Data and Key Metrics Changes - Events production revenue nearly doubled year over year to $14.6 million in the second half, contributing significantly to overall revenue growth [30][31] - Esports team operations revenue declined by 49.7% year over year to $5.9 million, reflecting softer advisor spending and sponsorships [30] - Talent management services revenue was broadly stable at $25.4 million, down 1.3% year over year [30] Market Data and Key Metrics Changes - The Western esports operations showed early signs of recovery, while performance in China was slightly softer [10][11] - The company is seeing increasing momentum across its commercial pipeline, particularly in the West with new sponsorships [12] Company Strategy and Development Direction - The company is transitioning from a pure esports organization to a comprehensive gaming-centric digital entertainment company, focusing on building an integrated ecosystem [6][10] - The consolidation of global headquarters in Abu Dhabi aims to streamline operations and enhance resource alignment [7][19] - The company is exploring broader opportunities, including leveraging AI and pursuing targeted M&A to accelerate growth [26] Management's Comments on Operating Environment and Future Outlook - Management acknowledged the challenges faced in 2024 but expressed confidence in the company's adaptability and strategic direction [5][9] - The company expects to benefit from new funding support and initiatives from the Abu Dhabi Investment Office and other partners in 2025 [9][20] - Management highlighted the importance of the Esports World Cup partnership, which is expected to unlock additional revenue growth opportunities [52] Other Important Information - The company is preparing to open its first S-tier integrated gaming entertainment complex in Chengdu by the end of the third quarter [17][18] - A significant partnership with the Guangxi government is expected to provide up to RMB50 million in strategic support for developing a digital sports industry park [15][16] Q&A Session Summary Question: What were the primary drivers of the 93% year over year growth in event production revenue in the second half? - The growth was primarily driven by hosting a higher number of events and securing finals of significant titles from Tencent, solidifying the company's status in the events production space [36][37] Question: Can you elaborate on your music festival pipeline and its expected growth in 2025? - The company expects to host another 10 music festivals in 2025, with a focus on self-funding to improve margins [40][41] Question: Can you provide insights on the health of esports team revenue in 2025? - The revenue dip in 2024 was a deliberate decision to restructure teams, but early signs in 2025 indicate a return to tier one events, which will positively impact revenue [46][50] Question: What are the benefits of joining the Esports World Cup Foundation Hub Partner Program? - Benefits include access to a $70 million revenue pool, increased global exposure, and the ability to consolidate teams for better monetization [54][55] Question: What is the execution timeline for the Abu Dhabi HQ build-out and its P&L impact? - The execution is well underway, with $40 million in financial incentives over four years, significantly lowering operational costs [60][61] Question: What KPIs will be monitored for the Chengdu S-tier complex, and how replicable is this model? - KPIs will include occupancy rates, and the model is expected to be highly replicable in other cities due to strong partnerships [63][64]
Nip Group Inc.(NIPG) - 2024 Q4 - Earnings Call Transcript
2025-04-30 12:02
Financial Data and Key Metrics Changes - Total net revenues increased by 1.8% year over year to $45.9 million in the second half of 2024, driven by a 92.6% year over year increase in events production revenue [7][8] - Full year total revenue reached $85.3 million, an increase of 1.9% over 2023, with event production revenue surging 147.5% to $23.3 million [33] - GAAP net loss widened to $8 million in the second half compared to a net loss of $2 million in the prior year period, while full year net loss narrowed slightly to $12.7 million from $13.3 million [32][34] Business Line Data and Key Metrics Changes - Events production revenue almost doubled year over year to $14.6 million in the second half, contributing significantly to overall revenue growth [32] - Esports team operations revenue declined by 49.7% year over year to $5.9 million, reflecting softer spending and sponsorships [32] - Talent management services revenue was stable at $25.4 million, down 1.3% year over year, as the company transitions to higher performance platforms [32] Market Data and Key Metrics Changes - The Western esports operations are showing early signs of recovery, while performance in China was slightly softer [11][12] - The company is experiencing a challenging global economic environment, impacting esports sponsorship and talent-driven revenues [9] Company Strategy and Development Direction - The company is transforming from a pure esports organization to a comprehensive gaming-centric digital entertainment company, focusing on building an integrated ecosystem [6] - Strategic consolidation of global headquarters in Abu Dhabi aims to streamline business lines and enhance operational efficiency [7][21] - The company is exploring broader opportunities, including leveraging AI and pursuing targeted M&A to accelerate growth [29] Management's Comments on Operating Environment and Future Outlook - Management acknowledges the challenges faced in 2024 but expresses confidence in the long-term resilience of the esports segment and the diversified business model [11][31] - The company expects to benefit from new funding support and initiatives from the Abu Dhabi Investment Office and other partners, which will improve cash position and operational flexibility [10][22] - Management anticipates that the structural foundation laid in 2024 will translate into improved profitability as revenue engines scale [10] Other Important Information - The company is set to open its first S-tier integrated gaming entertainment complex in Chengdu by the end of the third quarter, which will serve as a physical anchor for experiential engagement [19][20] - A partnership with the Esports World Cup Foundation provides access to a $70 million commercial framework, enhancing brand equity and revenue streams [12][58] Q&A Session Summary Question: What were the primary drivers of the 93% year over year growth in event production revenue in the second half? - The growth was primarily driven by hosting a higher number of events and securing finals of significant titles, solidifying the company's status as a top events production company in China [39] Question: Is the lower margin profile of the event production segment a structural characteristic? - The margin dip was deliberate due to front-loaded staffing and marketing fees to secure tier one festivals, but improvements are expected as infrastructure investments are completed [40][41] Question: Can you elaborate on the music festival pipeline and its growth in 2025? - The company expects to host another 10 music festivals in 2025, with a focus on self-funding to improve margins [44][45] Question: Can you provide insights on esports team revenue health in 2025? - The revenue dip in 2024 was a deliberate restructuring decision, and early signs in 2025 indicate a return to tier one events, which will lead to revenue recovery [52][55] Question: What are the benefits of joining the Esports World Cup Foundation Hub Partner Program? - Benefits include access to a $70 million revenue pool, increased global exposure, and the ability to aggregate fan bases for better monetization [58][60] Question: What is the execution timeline for the Abu Dhabi HQ build-out? - The execution is well underway, with $40 million in financial incentives over four years, and the company is on track to meet KPIs [65] Question: What KPIs will be monitored for the Chengdu S-tier complex? - Key performance indicators will include occupancy rates, with expectations for the payback period to outperform traditional hotel models [67][70]
Nip Group Inc.(NIPG) - 2024 Q4 - Earnings Call Transcript
2025-04-30 11:00
Financial Data and Key Metrics Changes - Total net revenues increased by 1.8% year over year to $45.9 million in the second half of 2024, driven by a 92.6% year over year increase in events production revenue [6][30] - Full year total revenue reached $85.3 million, an increase of 1.9% over 2023, with event production revenue surging 147.5% to $23.3 million [31] - GAAP net loss widened to $8 million in the second half compared to a net loss of $2 million in the prior year period, while full year net loss narrowed slightly to $12.7 million from $13.3 million [31][32] Business Line Data and Key Metrics Changes - Events production revenue almost doubled year over year to $14.6 million in the second half, contributing significantly to overall revenue growth [30][14] - Esports team operations revenue declined by 49.7% year over year to $5.9 million, reflecting softer spending and sponsorships [30] - Talent management services revenue was broadly stable at $25.4 million, down 1.3% year over year [30] Market Data and Key Metrics Changes - The Western esports operations showed early signs of recovery, while performance in China was slightly softer [10][11] - The company is seeing increasing momentum across its commercial pipeline, particularly in the West with new sponsorships [12] Company Strategy and Development Direction - The company is transitioning from a pure esports organization to a comprehensive gaming-centric digital entertainment company, focusing on building an integrated ecosystem [5][6] - Strategic initiatives include the consolidation of global headquarters in Abu Dhabi, which aims to streamline operations and enhance efficiency [9][19] - The company is exploring broader opportunities such as leveraging AI and pursuing targeted M&A to accelerate growth [26] Management's Comments on Operating Environment and Future Outlook - Management acknowledged the challenges faced in 2024 but expressed confidence in the company's adaptability and long-term growth potential [4][5] - The company expects to benefit from new funding support and initiatives from the Abu Dhabi Investment Office and other partners in 2025 [9][33] - Management highlighted the importance of the Esports World Cup partnership, which is expected to unlock additional revenue growth opportunities [54] Other Important Information - The company is preparing to open its first S-tier integrated gaming entertainment complex in Chengdu by the end of the third quarter [17][18] - A significant partnership with the Guangxi government aims to co-develop a digital sports industry park, enhancing the company's growth ambitions in China [15][16] Q&A Session Summary Question: What were the primary drivers of the 93% year over year growth in event production revenue in the second half? - The growth was primarily driven by hosting a higher number of events and securing finals of significant titles from Tencent, solidifying the company's status in the events production space [37][38] Question: Can you elaborate on your music festival pipeline and its growth in 2025? - The company expects to host another 10 music festivals in 2025, with a focus on self-funding to improve margins [42][43] Question: Can you provide insights on esports team revenue and its health in 2025? - The revenue dip in 2024 was a deliberate decision for restructuring, with expectations of recovery in 2025 as teams return to tier one events [50][54] Question: What are the benefits of joining the Esports World Cup Foundation Hub Partner Program? - Benefits include access to a $70 million revenue pool, increased global exposure, and the ability to aggregate fan bases for better monetization [56][58] Question: What is the execution timeline for the Abu Dhabi HQ build-out and its P&L impact? - The execution is well underway, with $40 million in financial incentives over four years, significantly lowering operational costs [64] Question: What KPIs will be monitored for the Chengdu S-tier complex, and how replicable is this model? - KPIs will include occupancy rates, with plans to replicate the model in other cities based on strong partnerships and market interest [66][68]