On August 14, Tencent announced its second quarter and interim results for 2019.

The financial report shows that Tencent’s revenue in the second quarter was 88.821 billion yuan, up 21% year-on-year, slightly lower than market expectations; net profit under non-GAAP was 23.525 billion yuan, up 19% year-on-year, higher than the investment bank’s forecast of 22.9 billion yuan. The median net profit. In the first half of 2019, Tencent’s revenue was 174.286 billion yuan, up 18% year-on-year. Net profit under non-GAAP was 44.455 billion yuan, up 17% year-on-year.

In terms of core business, in the second quarter, online game revenue increased by 8% to RMB 27.307 billion, digital content revenue was 20.773 billion, financial technology and corporate service income was 22.88 billion yuan, and online advertising revenue was 16.409 billion yuan. Game revenue The proportion of total income is further reduced.

In terms of business data, WeChat, which has exceeded 1.1 billion monthly active users, continues to grow. In the second quarter, the combined monthly active accounts of WeChat and WeChat reached 1.133 billion, an increase of 7% year-on-year and an increase of approximately 180 from the previous quarter. Million. The WeChat applet ecosystem has been further developed, and the number of medium and long tail small programs has more than doubled.

In addition, Tencent’s game revenue, Tencent’s video membership, and TenPay are also the highlights of this earnings report.

WeChat is still growing, the small program ecology is more lifeForce

On the basis of the 11.12 billion users in the previous season, WeChat’s growth rate has not slowed down. The number of combined monthly active accounts of WeChat and WeChat reached 1.133 billion, an increase of 7% year-on-year.

Small programs have also become an important force in financial reporting. This is the first time that the QQ applet has appeared in Tencent’s earnings report. “Entertainment and game applets are especially popular with QQ users.”

In the WeChat applet, the number of small and medium-end applets has more than doubled year-on-year, and the category of small programs has also diversified. The financial report reads:

Content applets make it easier for users to create, upload and share interesting videos, music and messages on WeChat. The number of daily active accounts of more than a dozen content applets has exceeded 1 million. In the second quarter, the main user metrics included the usage duration of each user, the amount of daily information sent, and the amount of video uploads maintained steady year-on-year growth.

In the QuestMobile Applet 2019 Semi-annual Report, the video-based applet “Little Rice Cake” has more than 200 million monthly users. In addition, there are 12 small programs with monthly users breaking through 10 million.

Video content applets have become a force that cannot be ignored in the WeChat ecosystem.

The game income is picking up, but the role of “eat chicken” has not yet appeared

In the second quarter, Tencent’s total online game revenue increased by 8% year-on-year to RMB 27.3 billion.

The game revenue is growing, but the revenue of online games in Tencent’s main sector has declined slightly. Online games in the second quarter accounted for only 30.7% of Tencent’s main segment revenue. In the last quarter, Tencent Games contributed 33% of its revenue.

But in the second quarter, Tencent has more online games, and the game with the version number has started to suck. In the financial report, Tencent also specifically reminded that “Peace Elite” was affected by deferred and contributed a limited amount of income in the second quarter.

Since the launch of our self-developed tactical competitive game “Peace Elite” since May, the number of daily active accounts has exceeded 50 million, which has opened up commercialization and successfully launched season tickets, despite the delay due to deferred effects. Contribution to the presentation of income in the second quarter is limited.

As a comparison, the number of daily active accounts of the popular “eat chicken” game “PUBG MOBILE” in the international market has exceeded 50 million. According to Sensor Tower data, PUBG MOBILE’s monthly revenue in July reached a record $167 million, which does not include China’s Android revenue.

This financial report is also public