Tencent profit beats expectations after strong demand for games
A man uses a mobile phone in front of a logo of Tencent at the Global Mobile Internet Conference (GMIC) 2015 in Beijing, China, April 28, 2015. China's Tencent Holdings Ltd launched on Tuesday an operating system for internet-connected devices such as TVs and watches that is open to all developers, taking on domestic rivals Alibaba Group Holding Ltd and Xiaomi Inc in the smart hardware space. REUTERS/Kim Kyung-Hoon

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Chinese gaming and social media giant Tencent Holdings said second-quarter net profit rose 37 percent, beating market estimates, on higher demand for its video games as coronavirus put a dent in other entertainment options.

Revenue from online games, which accounts for one-third of total sales, jumped 40 percent in the quarter, primarily driven by smartphone games including Peacekeeper Elite and Honour of Kings. That offset a continued decline in desktop games.

Social networks, fintech and business services, and social advertising revenues all grew by nearly 30 percent.

Media advertising revenues fell by 25 percent however, “as a result of weak brand advertising demand amid the challenging macro environment”, and delayed content production and releases.

The world’s largest gaming firm by revenue booked a US$4.8 billion profit for the three months through June. Revenue rose 29 percent to $16.5 billion.

The results come a few days after the US said it would ban WeChat-related transactions in the country.

Tencent, which owns the Chinese messaging app, is under pressure to address concerns about the impact of the ban and outline its plans to mitigate any fallout.

The company has also postponed a blockbuster release of “Dungeon and Fighter Mobile” game planned for August 12, citing upgrades needed to the game’s addiction prevention system.


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