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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.

Shulou Source: shulou.com Published: 2023-11-24 18:48:34 09月30日 Update

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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