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搜狐第三季度总收入同比增长19%
Zhong Guo Jing Ji Wang· 2025-11-24 06:01
Core Insights - Sohu reported a total revenue of $180 million for Q3 2025, representing a 19% increase compared to $152 million in Q3 2024 [1] - Marketing services revenue was $14 million, while online gaming revenue reached $162 million [1] Business Performance - The company focused on optimizing products and enhancing social operations, leading to improved synergy among its offerings [1] - Sohu hosted events such as the "2025 Sohu Video Autumn Broadcaster Conference" and the "2025 Sohu Video Dance Cover Competition" to expand brand influence and cultivate a thriving platform ecosystem [1] - The knowledge live-streaming IP "Zhang Chaoyang's Physics Class" successfully reached a wider audience through three live dialogues with scientists [1] User Engagement - The average monthly active users for PC client games reached 2.7 million, a 24% increase year-over-year and a 15% increase quarter-over-quarter [1] - The total number of active paying users was 1.1 million, marking a 27% year-over-year growth and a 19% quarter-over-quarter increase [1] - The growth in active and paying users was primarily driven by the launch of "Tianlong Returns" in July 2025, along with content updates and optimizations in recent quarters [1]
搜狐第二季度营收1.26亿美元,净亏损同比收窄超40%
Financial Performance - In Q2 2025, the company's total revenue was $126 million, a decrease of 27% year-over-year [1] - Marketing services revenue was $16 million, while online gaming revenue accounted for $106 million [1] - The non-GAAP net loss attributed to the company was $20 million, a reduction of over 40% compared to a net loss of $34 million in the same period of 2024 [1] Gaming Revenue Insights - Online gaming remains a significant revenue source, with an average monthly active user count of 2.3 million for PC client games, a 6% increase year-over-year and stable compared to the previous quarter [1] - The total number of active paying users for PC games was 900,000, an 8% increase year-over-year but a 3% decrease quarter-over-quarter [1] - The growth in active and paying users is attributed to recent content updates and optimizations for older games like Tianlong Online [1] Mobile Gaming Performance - The average monthly active user count for mobile games was 1.9 million, a decline of 60% year-over-year and a 9% decrease quarter-over-quarter [2] - The total number of active paying users for mobile games was 300,000, down 72% year-over-year and also down 9% from the previous quarter [2] - The decline in active and paying users is primarily due to the natural decline following the launch of "Journey to the West: Pen Drawing Journey" in Q2 2024 [2] Stock Buyback Program - As of July 31, 2025, the company had repurchased 6.6 million shares of its American Depositary Shares, totaling approximately $83 million under its previously announced buyback program of up to $150 million [2]