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Huya Live
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Key Information
| Huya Live | |||||||
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| Chinese | 虎牙直播 | ||||||
| Literal meaning | Tiger's Tooth Livestream | ||||||
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Huya Live (Chinese: 虎牙直播) is a Chinese video live streaming platform focused on video games and esports, operated by Huya Inc. (NYSE: HUYA). It is one of China’s two largest game live‑streaming services alongside DouYu and carries official esports broadcasts as well as user‑generated streams.[1] Huya Inc. is controlled by Tencent Holdings Limited. Outside mainland China, the service operates in selected overseas markets under the Nimo TV brand.[2]
History
[edit]On 24 November 2014, it was announced that YY.com's video streaming service would begin operating independently as Huya Live.[3]
On 4 January 2018, Riot Games gave Huya Live exclusive rights to broadcast the LCK, South Korea's professional esports league for League of Legends, in China.[4] The same was done for the LCS and LEC on 20 January 2020, the equivalent leagues in North America and Europe respectively.[5][6]
Since 11 May 2018, HUYA Inc.'s American Depositary Shares (ADSs) have been listed on the New York Stock Exchange, under the symbol "HUYA."[7]
Huya had 150 million monthly active users at the start of 2019.[8]
In April 2020, Tencent became the largest shareholder of Huya, having increased its voting power to 50.1% which reduced JOYY's voting stake from 55.5% to 43%.[9] As of 31 March 2025, Tencent beneficially owned 67.3% of Huya's total issued and outstanding share capital and had voting power of 95.4%.[10]
The mobile app of Huya was banned in India (along with other Chinese apps) on 2 September 2020 by the government amid the 2020 China-India skirmish.[11][12]
In 2024, Huya's game-related services, advertising and other revenues accounted for 21.9% of its total net revenues, up from 7.8% in 2023.[13]
References
[edit]- ^ Wu, Kane; Horwitz, Josh; Leng, Cheng (10 July 2021). "Chinese antitrust regulator blocks Tencent's $5.3 bln video games merger". Reuters. Archived from the original on 25 December 2022. Retrieved 5 December 2025.
- ^ "Form 20-F Huya Inc". www.sec.gov. 17 April 2025. Retrieved 5 December 2025.
- ^ 种昂 (1 February 2018). "虎牙直播改道上市 背后玄机引发业界猜疑". 经济观察网 (in Chinese (China)). Retrieved 27 February 2018.
- ^ "虎牙直播将独播LCK2018春季赛". Techweb (in Chinese (China)). 4 January 2018. Archived from the original on 2 May 2020. Retrieved 28 February 2018.
- ^ Esguerra, Tyler (20 January 2020). "Huya becomes newest exclusive LCS and LEC broadcaster in China". Dot Esports. Retrieved 20 January 2020.
- ^ Murray, Trent (20 January 2020). "Huya Secures Chinese Broadcast Rights for LCS, LEC". The Esports Observer. Retrieved 20 January 2020.
- ^ "Chinese game live-streaming site Huya makes NYSE debut - Xinhua | English.news.cn". www.xinhuanet.com. Retrieved 5 June 2025.
- ^ Huang, Zheping (7 January 2019). "'China's Twitch' Huya surpasses 100 million users despite content crackdown". South China Morning Post. Retrieved 18 May 2020.
- ^ Sun, Leo. "Tencent Gains Control of Huya: What Does This Mean for JOYY?". NASDAQ. Retrieved 30 June 2020.
- ^ "Huya Investor Relations SEC Filings". Retrieved 28 May 2025.
- ^ "Government Bans 118 mobile apps which are prejudicial to sovereignty and integrity of India, defence of India, security of state and public order" (Press release). Government of India. 2 September 2020. Retrieved 2 September 2020.
- ^ Yasir, Sameer; Kumar, Hari (2 September 2020). "India Bans 118 Chinese Apps as Indian Soldier Is Killed on Disputed Border". The New York Times. ISSN 0362-4331. Retrieved 27 April 2022.
- ^ Seck, Tobias (18 March 2025). "Huya Q4 Earnings Reflect a Strategic Shift Amid Revenue Transformation". The Esports Advocate. Retrieved 5 June 2025.
External links
[edit]Huya Live
View on GrokipediaHistory
Founding and Early Development (2014–2017)
Huya Live was launched in 2014 as a dedicated game live streaming business unit within YY Inc., a Chinese live streaming and social media company, to capitalize on the growing demand for interactive gaming broadcasts in China.[7][8] The platform enabled real-time interaction between broadcasters and viewers during gameplay, positioning itself as a pioneer in the niche amid rising popularity of esports and online gaming, with China's game user base exceeding 500 million by mid-2014.[9] Early operations focused exclusively on PC and console game streams, attracting a core audience of gamers through features like live chat and virtual gifting. By August 2016, YY established Guangzhou Huya Information Technology Co., Ltd. to formalize the unit's structure, followed by a full carve-out of assets and operations by December 31, 2016, allowing Huya to operate more independently while leveraging YY's technological infrastructure.[7] This separation supported rapid scaling, with revenues reaching RMB 796.9 million in 2016, driven by increasing monthly active users and paying subscribers who supported streamers via donations.[7] In early 2017, HUYA Inc. was incorporated in the Cayman Islands as the holding company, with subsidiaries in Hong Kong and additional entities in Guangzhou to manage variable interest arrangements for PRC operations.[7] During 2017, Huya expanded content to include mobile game broadcasting and initial forays into non-gaming streams like music and entertainment to broaden its user base, while maintaining a primary emphasis on over 2,600 game titles by year-end.[7][10] Average mobile monthly active users (MAUs) in Q4 2017 hit 38.8 million, reflecting a 47.6% year-over-year increase from Q4 2016, alongside revenues surging to RMB 2,184.8 million, underscoring the platform's momentum in a competitive market dominated by domestic players.[7] This growth was fueled by organic user acquisition and partnerships with game developers, without significant external funding until later years.[8]Expansion and IPO (2018–2020)
In March 2018, Tencent Holdings invested further in Huya, increasing its stake and providing capital for operational expansion ahead of the public offering.[11] This infusion supported enhancements in streaming technology and content acquisition, including exclusive broadcasting rights for South Korea's League of Legends Champions Korea league in China starting January 4, 2018.[12] Huya Inc. went public on the New York Stock Exchange on May 11, 2018, offering 15 million American depositary shares priced at $12 each, raising $180 million in gross proceeds.[13] Underwriters fully exercised their over-allotment option for an additional 2.25 million shares at the same price, bringing total proceeds to approximately $207 million.[14] The stock debuted strongly, with the first trade at $15.50, yielding a market capitalization of over $6 billion at IPO pricing.[15] Following the IPO, Huya's revenue accelerated, reaching $678 million for full-year 2018, a 102% increase from $336 million in 2017, driven primarily by live streaming income from virtual gifts and advertising.[16] Paying users grew to 4.8 million in Q4 2018, up 73% year-over-year, with mobile users comprising about 80% of the total.[17] By 2019, annual revenue climbed to $1.203 billion, reflecting 78% growth, while Q4 live streaming revenues hit RMB 2.346 billion (about $337 million), up 63% from the prior year.[18][16] Expansion efforts included the international rollout of Nimo TV, Huya's overseas platform, with launches in markets like Brazil in June 2019 to capture global gaming audiences.[19] In April 2020, Tencent exercised its call option to acquire an additional 16.5% stake from Joyy Inc. for $263 million, securing majority control with approximately 51% ownership and 70% voting power, which facilitated deeper integration of e-sports content and technology sharing.[20] Revenue for 2020 reached $1.673 billion, up 39% from 2019, bolstered by sustained growth in live streaming despite competitive pressures.[16] Paying users in Q4 2020 stood at around 5.4 million, with live streaming revenues increasing 20% year-over-year to RMB 2.815 billion.[21]Post-IPO Challenges and Tencent Integration (2021–2023)
Following its 2018 initial public offering, Huya Inc. encountered significant operational and financial headwinds from 2021 to 2023, exacerbated by China's broader regulatory scrutiny of the technology and gaming sectors, macroeconomic slowdowns, and intensifying competition in live streaming. Total net revenues fell from RMB 11.35 billion in 2021 to RMB 9.22 billion in 2022, reflecting a decline in paying users from an average of 5.8 million quarterly to 5.6 million, alongside reduced spending per user amid adverse economic conditions and softer advertising demand.[22][23] By 2023, revenues contracted further to approximately RMB 7.0 billion, with core live streaming segments showing persistent weakness due to saturated market dynamics, high content acquisition costs, and low user switching barriers that favored rivals like Bilibili and Kuaishou.[24][25] The company reported a net loss of RMB 487 million in 2022, shifting from profitability the prior year, primarily from elevated e-sports event expenses and operational inefficiencies.[22] A key strategic response involved a proposed merger with rival DouYu International Holdings Limited, both backed by Tencent Holdings Limited, announced in October 2020 to consolidate market share and achieve synergies in game streaming. Valued at around $5.3 billion, the deal aimed to combine Huya's and DouYu's platforms under Tencent's oversight but faced prolonged antitrust review by China's State Administration for Market Regulation (SAMR). On July 10, 2021, SAMR prohibited the merger, citing risks of reduced competition in the live game streaming market, enhanced Tencent dominance, and potential foreclosure of upstream content providers.[26][27] Huya and DouYu formally terminated the agreement on July 12, 2021, nullifying related share transfers and reassignment pacts with Tencent, which had been intended to facilitate post-merger control.[26] In response, Tencent pivoted to internal restructuring, establishing an eGame Product Center within its Interactive Entertainment Group in August 2021 to centralize game streaming development and operations, appointing executives from Huya to lead efforts. This move redirected resources toward enhancing Tencent's proprietary eGame platform—China's fourth-largest—rather than pursuing formal mergers, while leveraging stakes in both Huya (approximately 40% as of 2021) and DouYu to foster operational synergies without structural consolidation.[28] By December 2023, Huya acquired a global mobile application service provider from Tencent for cash consideration, deepening ecosystem ties and supporting international distribution amid domestic pressures.[29] These integrations helped stabilize Huya's position, with average mobile monthly active users rising modestly to 84.3 million in 2022, though growth remained elusive amid ongoing regulatory and market constraints.[22][30]Business Model and Operations
Core Platform Features
Huya Live operates as a dedicated platform for interactive live streaming, primarily centered on gaming and esports content, where streamers broadcast real-time gameplay and viewers engage directly through chat and virtual gifting mechanisms.[1] The service supports broadcasting of major titles including League of Legends, Dota 2, and PlayerUnknown's Battlegrounds, with coverage of professional esports tournaments attracting millions of concurrent viewers.[31] Core to its functionality is adaptive bitrate streaming, which automatically adjusts video resolution and quality according to individual viewers' network conditions to minimize buffering and maintain smooth playback. Interactive elements form a cornerstone of user engagement, enabling real-time communication via in-stream chat rooms where audiences can interact with broadcasters and fellow viewers, fostering community discussions on gameplay strategies and events.[32] Viewers purchase and send virtual gifts—digital items like animations or effects displayed during streams—to support streamers, who receive a share of the proceeds, driving over 90% of the platform's live streaming revenue in early years.[33] The "Huya Noble" VIP system allows paying members to unlock elevated privileges, such as priority chat visibility, exclusive badges, and enhanced gifting options, encouraging sustained participation.[9] Content organization features nearly 300 specialized channels across categories like online game competitions, standalone titles, esports events, and ancillary entertainment, accessible via PC clients, web interfaces, and mobile apps for seamless cross-device use.[9] Streamers utilize built-in tools for multi-camera setups, screen sharing, and low-latency encoding to deliver high-definition broadcasts, while backend infrastructure ensures scalability for peak loads during major tournaments, such as those exceeding 85 million monthly active users in 2023.[34] These features collectively prioritize immersive, real-time interaction over passive viewing, distinguishing Huya from non-gaming live platforms.[1]Revenue Streams and Monetization
Huya Inc. generates the majority of its revenue through its live streaming platform, where viewers purchase virtual gifts using platform credits and send them to streamers during broadcasts, with the company retaining a commission—typically around 50% after sharing the remainder with content creators.[35] This virtual gifting model, which forms the core of the "pay-to-interact" economy in Chinese game streaming, accounted for the bulk of live streaming revenues, historically comprising over 90% of total net revenues before recent diversification efforts.[3] In the first quarter of 2025, live streaming revenues totaled RMB 1,138.2 million (US$156.8 million), representing about 75% of the company's overall net revenues of RMB 1,508.6 million, down from RMB 1,260.4 million year-over-year due to industry headwinds and a strategic pivot toward non-streaming segments.[35] Complementing virtual gifting, Huya derives additional income from advertising, including display ads and sponsored content integrated into streams, as well as game-related services such as partnerships for game distribution, in-game item sales, and esports event collaborations, often with affiliates like Tencent.[35] These non-live streaming revenues reached RMB 370.4 million (US$51.0 million) in Q1 2025, marking a 52.1% increase from the prior year and comprising roughly 25% of total revenues, driven by expanded cooperation with game developers and AI-enhanced monetization tools like the Hu Xiao Ai agent for personalized viewer engagement.[35] By Q2 2025, this segment had grown to 26% of total revenues at RMB 413.9 million, reflecting Huya's efforts to reduce reliance on fluctuating gifting volumes amid regulatory pressures on gaming hours and viewer spending.[36] Streamers monetize primarily through revenue shares from virtual gifts (40-50% retention) and secondary streams like ad integrations or fan subscriptions, though platform policies enforce minimum payout thresholds and prioritize high-engagement content to sustain overall ecosystem revenue.[37] This model incentivizes competitive streaming, particularly in gaming and esports, but exposes Huya to risks from viewer fatigue and competition, prompting diversification into AI-driven services for long-term stability.[38]Technological Innovations and AI Integration
Huya has implemented advanced video encoding technologies to enhance streaming quality and user experience. In March 2024, the platform partnered with Visionular to deploy encoders supporting HDR, low-bitrate transmission, low latency, near-lossless compression, and 10-bit color depth, enabling more detailed visuals during esports broadcasts reaching over 85 million monthly active users.[34] The company integrates artificial intelligence across its live-streaming operations to personalize content and optimize interactions. Huya employs AI and big data analytics to evaluate user viewing preferences, facilitating targeted recommendations that boost engagement on its gaming-focused platform.[33] A significant AI advancement occurred in May 2025 with the launch of the intelligent agent "Hu Xiao Ai," marking the first real-time application of AI-generated content (AIGC) in the live-streaming sector, allowing dynamic content creation during broadcasts.[39] This tool supports interactive features beyond traditional text, images, and audio, enriching esports event coverage by embedding AI-driven highlights and user engagements.[40] Huya's broader AI strategy encompasses an ecosystem matrix, including "AI + IP" for intellectual property enhancement and "AI + live-streaming" for operational efficiencies, positioning the platform as a technology provider in gaming entertainment.[41] These initiatives, coupled with AI-powered monetization tools, aim to sustain growth amid shifting revenue models, though their long-term impact remains tied to empirical adoption metrics rather than promotional claims.[42]International Presence
Launch and Operations of Nimo TV
Nimo TV serves as HUYA Inc.'s international live streaming platform, designed to extend Huya Live's gaming-focused services beyond China. Launched as an overseas brand in 2018, it initially targeted Southeast Asian markets, with official rollouts in the Philippines on August 24, 2018, and Thailand in October 2018.[43][44] The platform emphasized mobile game streaming and esports content, partnering with local influencers and teams such as TNC Pro Team for Dota 2 in the Philippines.[45] Expansion continued into Latin America, with Brazil launch on June 6, 2019, alongside entries in Mexico, Indonesia, Vietnam, and India by May 2020.[19][46][47] By December 2018, Nimo TV operated in 10 countries and achieved 11.5 million monthly active users.[48] Operations centered on high-definition game broadcasts, interactive chats, and community building for gamers, including support for titles like Mobile Legends and GTA5.[49] The platform secured accolades, such as Google Play's "Users' Choice" and "Best for Fun" awards in Thailand in December 2019.[50] In April 2022, Nimo TV discontinued services in 14 countries, including Brazil, Indonesia, and Thailand, due to funding reductions from parent company Tencent amid Chinese regulatory sanctions on gaming firms.[51][52] This led to a 73% drop in daily viewers and a strategic pivot toward pan-entertainment content in remaining markets like parts of Southeast Asia and the Middle East and North Africa (MENA).[53][54] Despite setbacks, Nimo TV sustained operations into 2025, hosting events such as the inaugural Global Gala in Ho Chi Minh City, Vietnam, on April 8, 2023, to recognize creators and partners.[55] The platform continued streaming esports tournaments like Gameverse 2025 and maintained active user engagement through HD streams and localized content strategies.[56][57] As of September 2025, it ranked among top video game-related sites globally, focusing on enhancing user stickiness and monetization in core regions.[58]
Global Expansion Efforts and Setbacks
In 2018, Huya launched Nimo TV as its international live streaming platform to expand beyond China, initially targeting mobile gaming markets in Southeast Asia, with subsequent entries into Brazil in June 2019 and explorations of the US market.[48][59] By 2022, Nimo TV had established operations in regions including the Middle East and North Africa (MENA), achieving revenue growth exceeding 110% year-over-year through partnerships with local talent agencies.[60] Huya continued these efforts into 2023, hosting the Nimo TV Global Gala and prioritizing Southeast Asia and MENA for sustainable expansion via resource allocation and ecosystem enrichment.[57] Despite initial progress, Huya encountered significant setbacks in its global ambitions, culminating in April 2022 when Nimo TV shuttered operations across 14 countries, including Brazil and Indonesia, following Tencent's withdrawal of funding amid external pressures interpreted as sanctions impacting Huya.[52][51] This led to substantial staff reductions, with hundreds of employees cut globally, disproportionately affecting the Nimo TV unit launched specifically for international outreach.[61] Operational challenges, such as streamer contract breaches requiring international arbitration (e.g., a 2021 award against Moroccan livestreamers), further highlighted difficulties in retaining talent and enforcing agreements across borders.[62] These events contributed to a broader contraction, limiting Huya's foothold outside core Asian markets despite ongoing domestic integration with Tencent.[35]Regulatory Environment and Controversies
Chinese Government Regulations and Censorship
Huya Live operates under stringent oversight from the Cyberspace Administration of China (CAC), which enforces comprehensive content moderation requirements on live streaming platforms to align with national policies on ideological security, social harmony, and moral standards.[63] Platforms must implement real-time censorship mechanisms to filter out politically sensitive topics, vulgar language, violence, and content deemed disruptive to public order, often using AI-driven tools supplemented by human moderators.[64] Failure to comply can result in warnings, temporary suspensions, or fines, as Huya has experienced through CAC directives emphasizing the removal of "low-taste" or harmful streams.[65] In June 2020, the CAC summoned Huya along with platforms like Bilibili and Douyin for rectification after identifying violations involving the spread of low-quality, sensationalist content that allegedly undermined online ecosystem order.[63] This action required Huya to enhance its internal auditing, ban offending streamers, and report compliance measures, reflecting broader state media criticisms of the industry for promoting vulgarity and excessive commercialization.[66] Similar pressures led Huya to self-censor advertising content in response to regulatory scrutiny, prioritizing state-approved narratives over unrestricted promotion.[66] Gaming-specific regulations further constrain Huya's operations, including a 2022 prohibition on livestreaming unapproved video games, which must obtain licenses from authorities to prevent the dissemination of unlicensed or ideologically risky material.[67] Platforms are also mandated to enforce anti-addiction systems, limiting minors' access—such as restricting users under 16 from live streaming entirely and requiring parental consent for those aged 16-18—while integrating facial recognition for age verification via Tencent's ecosystem.[68] In June 2022, updated CAC rules banned over 30 behaviors on live streaming sites, including inducing consumerism through falsehoods or disrupting market order, compelling Huya to tighten monetization practices and content guidelines.[69] Huya's SEC filings acknowledge ongoing risks from evolving regulations, noting potential penalties for hosting or promoting non-compliant games and the need for continuous adaptation to CAC-mandated reporting on user data and content incidents.[70] Foreign streamers face additional barriers, requiring special permits for participation on domestic platforms like Huya, which aligns with policies restricting external influences on China's internet space.[71] These measures, while aimed at curbing excesses, have contributed to operational challenges, including staff reductions amid intensified compliance demands.[72]Antitrust and Merger Blocks
In November 2020, Huya Inc., a leading Chinese live streaming platform focused on gaming content, proposed a merger with its primary competitor, DouYu International Holdings Limited, in a transaction valued at approximately $5.3 billion.[73] [26] The deal, facilitated by their mutual major shareholder Tencent Holdings, aimed to consolidate operations amid intensifying competition in the video game streaming sector, where Huya and DouYu together held dominant market shares exceeding 70% in China.[74] [75] China's State Administration for Market Regulation (SAMR) initiated an antitrust review of the merger, scrutinizing its potential to eliminate or restrict competition in the platform economy.[76] On July 10, 2021, SAMR formally prohibited the transaction, citing that it would result in Tencent shifting from joint control of DouYu (with a 37-48% stake alongside management) to sole control of the combined entity, thereby reducing competitive dynamics and harming consumer interests in live streaming services.[77] [73] This marked SAMR's first outright merger prohibition in the digital sector since the Anti-Monopoly Law's enforcement enhancements in 2008, reflecting heightened regulatory focus on tech platform consolidations amid broader efforts to curb monopolistic practices.[75] [78] The block stemmed from concerns over market concentration, as the merged firm would command over 50% of the video game live-streaming market, potentially enabling price hikes for virtual gifts and advertising while limiting streamer mobility and innovation incentives.[74] [79] Huya and DouYu terminated the agreement on July 12, 2021, complying with SAMR's directive and forgoing the reassignment of assets that would have preceded full integration.[80] [26] No subsequent merger attempts or additional antitrust blocks specific to Huya have been reported as of 2025, though the decision underscored SAMR's evolving scrutiny of variable interest entity (VIE) structures in overseas-listed firms and Tencent's influence over gaming ecosystems.[81]Specific Incidents and Public Criticisms
In August 2018, Huya faced significant public backlash after ride-hailing drivers secretly live-streamed female passengers without their consent, drawing over 20,000 viewers who posted obscene comments in chat rooms.[82][83] This incident highlighted privacy violations and potential harassment enabled by the platform's lax oversight of non-gaming streams, prompting Huya to issue a permanent ban on passenger live-streaming by drivers.[83] Huya has repeatedly encountered regulatory scrutiny for hosting illegal content, including gambling and pornography. In April 2018, Chinese authorities investigated Huya alongside other sites like Douyu for illegal performances involving vulgar or disruptive elements, leading to closures of non-compliant streams.[84] Further, in 2020, over 40 streamers across platforms including Huya were banned for illegal activities such as fraud and vulgarity, as part of a broader crackdown.[85] Critics, including state media, have pointed to Huya's content moderation failures as enabling such issues, with the Cyberspace Administration of China (CAC) citing instances of pornographic and gambling streams on Huya in directives to platforms.[63] Amid anti-gambling enforcement, Huya proactively deactivated certain live-streaming features like lucky draws in August 2023, following CAC guidance, as these were deemed susceptible to illegal wagering despite nominal compliance.[86][87] Analysts estimated this move could reduce quarterly revenues by up to 20-30% for affected platforms, underscoring criticisms that Huya's monetization relied on borderline practices vulnerable to regulatory shifts.[88] In June 2020, Huya drew complaints for embedding unauthorized game advertisements into educational live streams targeted at students during COVID-19 lockdowns, misleading viewers on content purpose.[89] The platform apologized, removed the ads, and issued refunds, but the episode fueled accusations of opportunistic marketing over user trust.[89] Rivalry with competitor Douyu escalated into public disputes, including a January 2020 lawsuit by Huya against an influencer for commercial slander after posts damaging Huya's reputation, highlighting aggressive tactics in the saturated market.[90] Such incidents have contributed to broader criticisms of Huya's role in fostering cutthroat competition, though courts have adjudicated cases on evidence of defamation rather than endorsing either platform's narrative.[90]Financial Performance and Market Position
Key Financial Metrics and Trends
Huya Inc. reported total net revenues of RMB 6,079.1 million (US$832.8 million) for fiscal year 2024, representing a 13.1% decline from RMB 6,994.3 million in 2023, primarily driven by decreases in game-related streaming revenues amid intensified competition and market saturation in China's live streaming sector.[91] Gross profit for 2024 stood at RMB 809.5 million, down from prior periods, with operating expenses reduced through cost optimization efforts.[23] The company recorded a net loss attributable to ordinary shareholders of RMB 48.0 million in 2024, a significant improvement from larger losses in previous years, reflecting enhanced non-GAAP profitability and share repurchase programs.[92]| Fiscal Year | Total Net Revenues (RMB million) | Net Loss (RMB million) | Key Notes |
|---|---|---|---|
| 2023 | 6,994.3 | (Higher than 2024; exact figure not specified in recent filings) | Peak revenues pre-decline; game streaming dominant.[91] |
| 2024 | 6,079.1 | 48.0 | 13.1% revenue drop; loss reduced by 76.6% YoY via efficiency gains.[91][92] |
