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Tencent Holdings had revenue of 149.2 billion yuan in the second quarter, an increase of 11% over the same period last year.

2025-01-18 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Shulou(Shulou.com)11/24 Report--

Thank you CTOnews.com netizen Mr. Aviation for the clue delivery! CTOnews.com August 16 news, Tencent Holdings today released the second quarter of 2023 financial results as of June 30:

Revenue was 149.2 billion yuan, up 11% year-on-year; net profit was 26.17 billion yuan, up 41% year-on-year; net profit under IFRS was 37.548 billion yuan, up 33% year-on-year. CTOnews.com attaches the following key data:

As of June 30, WeChat and WeChat combined monthly live accounts of 1.327 billion, up 2% year-on-year, according to the financial report. Mini programs have more than 1.1 billion monthly active accounts.

As of June 30, Mobile Device MAU of QQ was 571 million, basically flat year-on-year and down 4% month-on-month.

In the second quarter, Tencent's Social networks revenue was 29.7 billion yuan, up 2% year-on-year, thanks to the growth of revenue from Mini games and paid music membership services, partially offset by a decline in revenue from live music and game broadcasting services.

In the second quarter, Tencent's online advertising revenue was 25 billion yuan, up 34% year-on-year, accounting for 17% of total revenue.

In the second quarter, Tencent's financial technology and enterprise service revenue was 48.635 billion yuan, accounting for 32% of total revenue, up 15% year-on-year.

Tencent's Video subscription counts fell 5% year-on-year, but rose 2% month-on-month to 115 million; Music subscriptions reached 100 million in June 2023.

In addition, Tencent's revenue in the second quarter fell 1% month-on-month to 149.2 billion yuan. Among them, game revenue in the international market decreased by 4% month-on-month to 12.7 billion yuan, mainly due to the decline in revenue of "Goddess of Victory: Nikki". Game revenue in the domestic market decreased by 9% to RMB31.8 billion, reflecting a seasonal decline in game revenue after the Spring Festival and a temporary decrease in commercial content distribution. Social networks revenue decreased by 4% to $29.7 billion due to lower in-game virtual item sales and lower contribution from live music and games revenue.

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