Tencent Profit Up Despite Weakness from Gaming Unit
Chinese internet giant Tencent Holdings Ltd. posted better-than-expected
third quarter earnings results on Wednesday as investment gains and advertising
demand offset weakness from its core gaming division.
Tencent’s net income in the July-September quarter climbed
30 percent to CN¥23.3 billion ($3.4 billion), beating analysts’ forecast of CN¥19.32
billion.
Revenue gained 24 percent to CN¥80.6 billion ($11.59
billion), also meeting expectations, although it is the slowest pace in over three
years.
Results in the third quarter were supported mainly by
one-time gains of more than CN¥8.7 billion, including the initial public
offering (IPO) of online food delivery to ticketing services provider
Meituan-Dianping in September.
Advertising revenue, which represents 20 percent of the
company’s total revenue, also helped Tencent in the third quarter. Online
advertising was up 47 percent, driven by a 61 percent growth in social and
other advertising.
Earnings of China’s biggest gaming and social media group defied
a recent trend of weak results from the country’s tech firms as a slowdown in
the economy clouds the outlook.
Shares of Tencent last stood 0.8 percent lower to HK$272.20
on Wednesday.
Tencent’s stock price, which more than doubled in the
previous year, has lost about a third so far this year, erasing around $165
billion in value from the firm’s market value.
China Crackdown Hits Tencent’s Gaming Business
China, the world’s largest gaming market, has effectively
frozen new licenses for games since March and has called to address young
people’s gaming addictions.
The move resulted to Tencent’s first quarterly profit
decline in over a decade in its April-June quarter and prompted the company to
cut its gaming marketing budget.
Tencent already had 15 approvals and released 10 games in
the third quarter despite the country’s new approval freeze.
Head of Researcg Asia Douglas Morton stated that the result
beat came as a positive surprise even if not counting the investment income.
What the real surprise is or the real comfort for the market
will be that the mobile gaming data which beat expectations, Mortain said.
Tencent’s smartphone games sales added 7 percent year-on-year
and 11 percent quarter-on-quarter to CN¥19.5 billion, largely because of
contributions from new games.
Sales from PC titles, on the other hand, fell 15 percent on
a yearly basis due to continued user shift to mobile games and high base in the
same quarter last year.
Analysts Vey-Sern Ling and Tiffany Tam stated that Tencent’s
growth in third-quarter game sales could reverse because of China’s uncertain
regulatory environment and typically negative fourth-quarter seasonality.
The 11 percent sequential gain was driven by positive seasonality
and new titles that received monetization approvals prior to a regulatory
freeze, they said.
Tencent also saw revenue from its cloud services more than
doubled year-on-year in the third quarter, while paying cloud customers grew at
a triple-digit percentage rate on a yearly basis. In the first three quarters
of the year, cloud revenue has risen above CN¥6 billion.
Monthly active users of WeChat, China’s most popular network,
grew steadily to 1.08 billion.That is a huge population of longer-term
consumers not just for games and ads but also emerging services from video to
financial services.
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Tencent Profit Up Despite Weakness from Gaming Unit
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November 14, 2018
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