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BILIBILI(BILI) - 2025 Q3 - Earnings Call Presentation
2025-11-13 12:00
Operational & User Growth - Bilibili's MAUs reached 376 million[5] - Bilibili's DAUs reached 117 million[5], a 9% year-over-year increase[7] - Average daily time spent per user increased to 112 minutes[5], a 6% year-over-year increase[7] Financial Performance - Bilibili's net revenue reached RMB 7685 million[55] in 25Q3, a 5% year-over-year increase[68] - Gross profit margin improved to 36.7%[9] - Adjusted net profit was RMB 786 million[9], a 233% year-over-year increase[9] Revenue Breakdown - Value-added services revenue was RMB 3023 million[36], a 7% year-over-year increase[68], contributing 39% to total revenue[55] - Advertising revenue was RMB 2570 million[45], a 23% year-over-year increase[45], accounting for 33% of total revenue[55] - Mobile games revenue was RMB 1511 million[68], a 17% year-over-year decrease[68], representing 20% of total revenue[55] - IP derivatives and others revenue was RMB 581 million[68], a 3% year-over-year increase[68], making up 8% of total revenue[55] User Demographics - Bilibili has unparalleled leadership in China's young generation[15] - 7 out of 10 Gen Z+ (1985-2009) population in China are Bilibili users[15]
BILIBILI(BILI) - 2025 Q2 - Earnings Call Presentation
2025-08-21 12:00
Operational Performance - Bilibili's DAUs reached 109 million in Q2 2025[4], a 7% year-over-year increase[6] - Average daily time spent per user increased to 105 minutes in Q2 2025[4], a 6% year-over-year increase[6] Financial Highlights - Gross profit margin (GPM) improved to 36.5% in Q2 2025[8] - The company achieved a non-GAAP net profit of RMB 561 million in Q2 2025[8] - Net profit margin (NPM) reached 7.6% in Q2 2025[8] - Gross profit increased by 46% year-over-year to RMB 2676 million in Q2 2025[8] Industry and User Base - The video-based industry is expected to grow significantly, with the market size projected to reach RMB 2940 billion by 2030[11] - Bilibili has a strong presence among Gen Z+ users in China, with 7 out of 10 being users of the platform[14] - 43% of DAUs viewed video and live commerce related content[14] Revenue Streams - Value-added services (VAS) revenue grew by 11% year-over-year[34] - Advertising revenue increased by 20% year-over-year[44] - Mobile game revenue increased by 60% year-over-year[54] - Total net revenues increased by 20% year-over-year to RMB 7338 million[70]