China’s game live streaming platform Huya announced 47.8% growth in net revenues to RMB2,411.9 million (US$340.6 million) in Q1 2020 from RMB1,631.5 million in Q1 2019.
Gaming revenues in China exceeded 73.2 billion yuan (US$10.31 bn) in Q1 2020, an increase of 25% compared with Q4 2019 according to a joint report by China Audio-Video Digital Publishing Association and IDC.
The game-centric live streaming platform in China Douyu reported an 8% growth YoY in monthly active users of 165.8 million in Q4 2019, from 153.5 million in Q4 2018. The average mobile MAUs in Q4 2019 increased by 29.3% to 54.4 million from 42.1 million in Q4 2018.
JOYY, previously known as YY, saw its global average mobile MAUs grown to 485.2 million, 78.8% of which were from markets outside of China.
China’s mobile internet users reached 1.14 billion in Jun 2019; and, Tencent, Alibaba, Baidu, and ByteDance dominate China’s mobile app stores in the first half of 2019. WeChat continues to top the chart of mobile apps by monthly active users, followed by QQ, Alipay, Taobao, iQiyi, Tencent Video, TikTok, Gaode Maps, Sogou Input, and Baidu […]
Tencent’s total revenues were RMB88,821 million (USD12,920 million) in Q2 2019, an increase of 21% over the second quarter of 2018 according to its financial results. Operating profit was RMB27,521 million (USD4,003 million), an increase of 26% YoY. And, the operating margin increased to 31% from 30% last year.
Tencent’s revenues increased by 24% year-on-year, primarily benefiting from growth in payment-related services, online advertising, digital content sales, and cloud services. Operating profit increased by 22% year-on-year. Non-GAAP operating profit increased by 4% year-on-year.
China’s online gaming market decreased by 10.8% YoY to US$8.29 billion in Q2 2018. Mobile games accounted for 65.1%. Tencent is the biggest player with a share of 53.17%.
Apple’s App Store generated 23.7 billion yuan (US$3.57 bn) from China in Q2 2018, up 25% over Q2 2017 (US$2.86 bn) and 6% over Q1 this year. Almost the same as Q1 2018, though mobile gaming apps accounted for the lion’s share of 79% in revenues, it only increased by 15% from Q2 2017, which is […]
WeChat officially launched rewarded video ads platform for mini-program games. Advertisers can deliver rewarded video ads at specific mini-games scenes. Rewarded trigger lets brands get more exposures at mini-games By playing video ads while playing mini-games, users can get corresponding rewards, such as an extra life or bonus points. Meanwhile, only by watching the full […]
One day, the Beijing police clamped into a private dining room in the Dongcheng District, whereby a venture capital circle chief sat. At this point, the chief and his admirers are sitting around the Texas poker table with lots of chips on hand, and the phone screen filled with money transfers. The venture capital circle chief is Xu […]
Tencent is the number one public company ($10.2 bn) in the world by game revenues in 2016, followed by Sony ($7.88 bn) according to Newzoo. Another Chinese company Netease also made it to the top 10 ($4.2 bn) whose revenues grew by over 50%.
China online gaming market reached 177 billion yuan (US$25.7 bn) in 2016 and is estimated to grow to exceed 232 billion yuan (US$33.69 bn) in 2019 according to data from iResearch.
China online gaming market reached RMB 41.6 billion (US$6.24 billion) in Q2 2016, an increase of 24.2% YoY or 0.9% QoQ.
Paid games ratio of mobile role play games and chess games are higher than card and action games in China in 2016 according to TalkingData.