51 datasets found
  1. Tencent's annual revenue 2014-2024

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Tencent's annual revenue 2014-2024 [Dataset]. https://www.statista.com/statistics/223649/revenue-of-tencent-holdings-since-2007/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    The Chinese internet services giant Tencent, one of the leading internet companies in the world, reported a total annual revenue of around *** billion yuan in 2024, increasing from about *** billion yuan in the previous year. Tencent Holdings Limited Founded in 1998, Tencent today is the largest listed internet company in China based on market valuation, surpassing Alibaba Group for the first time since 2019. The tech firm generates a majority of its revenue from online games, and it is one of the largest online gaming companies worldwide. Tencent's flagship products Tencent’s first product was a free PC-based messaging platform, OICQ, later renamed as QQ. The release of other internet service products followed once QQ became profitable in 2001. Ten years later, WeChat was born and has soon become China's most popular mobile app. With over *** billion monthly active users, WeChat is an everyday necessity for many; it’s used for messaging, calling, video and photo sharing, mobile payments, shopping, dating, hotel bookings, loans, taxi hailing – literally any online daily activity.

  2. Quarterly revenue of Tencent Q1 2018-Q1 2025

    • statista.com
    Updated May 15, 2025
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    Statista (2025). Quarterly revenue of Tencent Q1 2018-Q1 2025 [Dataset]. https://www.statista.com/statistics/922341/tencent-revenue-quarterly/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    The Chinese tech giant Tencent continues to generate more revenue, reaching ****billion yuan in the first quarter of 2025. The internet conglomerate reported a ** percent increase in revenue and a ** percent rise in gross profit over the same quarter of 2024

  3. Tencent revenue distribution 2015-2024, by segment

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Tencent revenue distribution 2015-2024, by segment [Dataset]. https://www.statista.com/statistics/292801/revenue-distribution-of-tencent/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In the financial year of 2024, Tencent Holdings Limited generated ** percent of its revenue in the internet value-added services segment, such as online games. The company reported an ***** percent year-over-year increase in its annual revenue.

  4. Tencent Music's annual revenue 2016-2024

    • statista.com
    Updated Mar 21, 2025
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    Statista (2025). Tencent Music's annual revenue 2016-2024 [Dataset]. https://www.statista.com/statistics/933973/china-tencent-music-revenue/
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    Dataset updated
    Mar 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    Tencent Music Entertainment has been facing a stagnation in its annual revenue. The music division of the Chinese tech giant Tencent earned about 28.4 billion yuan, 2.3 percent up after recording the first revenue decline in the previous year.

  5. Tencent's annual online games revenue 2014-2024

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Tencent's annual online games revenue 2014-2024 [Dataset]. https://www.statista.com/statistics/527280/tencent-annual-online-games-revenue/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China, Worldwide
    Description

    Over the past decade, the Chinese technology group Tencent Holdings has invested heavily in developing its gaming business. In 2024, its online games grossed *** billion yuan – a considerable increase compared to the previous year. This made up almost ** percent of the Chinese tech giant’s annual revenue. Tencent’s gaming empire The entertainment giant has remained as the world’s top game publisher by revenue, leading the industry with ** million U.S. dollars in quarterly earning more than the second placeholder, Sony. Tencent's mobile games Peacekeeper Elite and Honor of Kings have been well-received in the Chinese market. In fact, the Chinese conglomerate controls stakes in some of the world’s popular games, such as League of Legends, Fortnite, and Clash of Clans. Its battle-royale game PUBG Mobile has gained immense popularity in overseas markets. The goldmine of online gaming in China In a country with over *** million gamers, the gaming market in China is massive and lucrative. Since 2017, the revenue of China’s video game industry has surpassed *** billion yuan and continued to grow steadily. Undoubtedly, Chinese consumers are highly engaged in mobile gaming. Role-playing, real-time strategy, shooter, and fighting games are the most popular genres. Besides mobile games, eSports is another booming game sector in China with role-playing games (RPG) and multiplayer online battle arena (MOBA) being the major revenue powerhouse. Having scoped out the market potential of eSports, Tencent invested in the eSports streaming platform Douyu and acquired Douyu’s biggest domestic rival Huya in **********. It is quite unlikely for other market players to shake Tencent’s dominating status in the next few years.

  6. Annual gaming revenue of Tencent 2024, by region

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Annual gaming revenue of Tencent 2024, by region [Dataset]. https://www.statista.com/statistics/1377595/tencent-gaming-revenue-by-region/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    China
    Description

    The Chinese entertainment conglomerate Tencent reported a **** percent increase in its overseas games revenues in 2024, largely attributed to the popularity of PUBG Mobile and Supercell’s games. Domestic sales contributed about ** percent of the company's gaming revenue.

  7. Net profit of Tencent Q1 2018-Q1 2025

    • statista.com
    Updated May 15, 2025
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    Statista (2025). Net profit of Tencent Q1 2018-Q1 2025 [Dataset]. https://www.statista.com/statistics/922327/tencent-net-profit-quarterly/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In the first quarter of 2024, the Chinese tech giant reported a net profit of **** billion yuan, indicating a ** percent of year-on-year increase. During this period, the revenue from fintech and business services nudged ** billion yuan and revenue from online advertising neared ** billion yuan.

  8. Net profit of Tencent 2014-2024

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Net profit of Tencent 2014-2024 [Dataset]. https://www.statista.com/statistics/413381/tencent-annual-net-income/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In the fiscal year 2024, Tencent Holdings Limited generated a net income of about *** billion yuan, an increase from *** billion yuan in the previous year. The Chinese tech giant reported an annual revenue of *** billion yuan in that year.

  9. Internet Services in China - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 19, 2025
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    IBISWorld (2025). Internet Services in China - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/china/industry/internet-services/805/
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    Dataset updated
    May 19, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Area covered
    China
    Description

    Revenue for the Internet Services industry is expected to increase at an annualized rate of 7.9% over the five years through 2025 to $435.9 billion. The number of internet users in China has increased rapidly over the period. The COVID-19 outbreak in China drove market demand for internet services. The pandemic situation in China was serious in 2020, and revenue for the Internet Services industry increased rapidly during this period.Although the profit margins of listed companies are high, they have been declining as competition has intensified and prices have decreased. In 2025, profit is estimated at 12.6% of industry revenue due to substantial research and development (R&D) investments and much higher wage costs.The information services segment has become more important to the industry over the past five years. As digital transformation accelerates across industries, information services provide technology support for businesses to automate, increase efficiency and improve customer experience. The development of technologies like big data, cloud computing and AI has significantly improved the quality and efficiency of information services, prompting more enterprises to adopt these services.According to the China Internet Network Information Center (CNNIC), the number of internet users in China totaled 1.09 billion in June of 2024. The internet penetration rate has reached 77.5%. As more well-known international enterprises enter the industry, competition will intensify further and result in better consumer service.Industry revenue is forecast to increase at an annualized 3.3% over the five years through 2030, to reach $511.6 billion in 2030. Strong revenue growth will be mainly due to internet coverage expanding substantially in China and thriving advertising services boosted by e-commerce.

  10. T

    Tencent Holdings | 700 - EPS Earnings Per Share

    • tradingeconomics.com
    csv, excel, json, xml
    Updated Mar 15, 2025
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    TRADING ECONOMICS (2025). Tencent Holdings | 700 - EPS Earnings Per Share [Dataset]. https://tradingeconomics.com/700:hk:eps
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    excel, csv, xml, jsonAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    TRADING ECONOMICS
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Jan 1, 2000 - Aug 9, 2025
    Area covered
    Hong Kong
    Description

    Tencent Holdings reported CNY5.13 in EPS Earnings Per Share for its fiscal quarter ending in March of 2025. Data for Tencent Holdings | 700 - EPS Earnings Per Share including historical, tables and charts were last updated by Trading Economics this last August in 2025.

  11. Online Games in China - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 15, 2024
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    IBISWorld (2024). Online Games in China - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/china/market-research-reports/online-games-industry/
    Explore at:
    Dataset updated
    May 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    China
    Description

    Enterprises in the Online Game industry in China produce (i.e. design and develop) and operate online games. Most online game companies both create and operate their games. However, some online game producers sell licenses to agencies, which are then solely responsible for the operation of the games. Industry revenue is expected to increase at a CAGR of 4.1% over the five years through 2024, to $51.7 billion. This trend includes expected growth of 4.9% in the current year. The popularity of online games has grown rapidly in China over the period. As of 2023, the number of online games users totaled 668.0 million, accounting for one fifth of total in the global online games market. Online games are more profitable than other internet services like online video and electronic commerce. In 2024, profit margins are expected to account for 28.6% of industry revenue. Many the publicly listed online game companies make over 40% profit. In terms of price/earnings (PE) ratio, three of the top 10 most profitable Chinese companies listed on the NASDAQ are online game companies. The Chinese online game market was dominated by foreign games in the early years of the industry's development. Over the past five years, Chinese-made online games have been increasingly well accepted by the global market. Exports have been growing faster than total revenue and are expected to generate $17.6 billion in 2024, accounting for 34.1% of industry revenue, up from 29.7% in 2019. Industry revenue is forecast to grow at an annualized 4.8% over the five years through 2029, to $65.2 billion. China has the largest internet population in the world, which has totaled 1.1 billion internet users as of 2023, which provides a vast market space for online games participants.

  12. Gaming revenue worldwide 2024, by device

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Gaming revenue worldwide 2024, by device [Dataset]. https://www.statista.com/statistics/278181/global-gaming-market-revenue-device/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, ****** remained the biggest gaming segment worldwide with approximately **** billion U.S. dollars in annual revenues. The console segment ranked second with **** billion U.S. dollars and PC gaming ranked last. Gaming revenue Revenues in the gaming industry are based on three major sources. Hardware, such as consoles, processors, screens, controllers, and other accessories; software, the actual games, as well as in-game purchases and live services. Some of the most important players in the computer and video games publishing market are Sony Computer Entertainment (Japan), Tencent Holdings Limited (China), Microsoft (United States) and Nintendo Company Ltd. (Japan). Traditional console and PC gaming companies may have worldwide name recognition but mobile gaming publishers are no slouches either: Shenzhen Tencent Tianyou Technology Ltd (formerly known as Tencent Mobile Games) generated more than ** million U.S. dollars in monthly app revenues in September, and the top-ranked mobile game publishers generate revenues worth millions in the double-digits every month. Several mobile gaming publisher have gone from being an indie company to an IPO in just a few years, with Rovio Entertainment, King, and Zynga just being a few examples of the mobile gaming boom in the mid-2010s. Mobile gaming monetization The majority of mobile gaming revenues are generated via smartphones, with tablet devices only accounting for a small share of mobile gaming gross. The average number of in-app purchases per paying user increased across all gaming genres in 2020-2021 as user engagement with gaming soared during the global COVID-19 pandemic. Another survey of mobile gaming developers found that platformers are the highest-monetizing free-to-play genre.

  13. Social Networking in China - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Apr 15, 2025
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    IBISWorld (2025). Social Networking in China - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/china/industry/social-networking/5017/
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    Dataset updated
    Apr 15, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Area covered
    China
    Description

    The development of the Social Networking industry in China is mainly driven by the development of social marketing and social value-added services. With the development and application of technology in the data field, social marketing provides users with more valuable information through accurate insight, and greatly improves the delivery efficiency. On the other hand, with the formation of users' payment habits and the continuous enrichment of digital content on social network platforms, the sales revenue of the Social Networking industry in China is increasing rapidly.Industry revenue is expected to increase at an annualized 9.1% over the five years through 2025, to $51.0 billion. According to the China Internet Network Information Center (CNNIC), the number of internet users in China totaled 1.09 billion at June of 2024. The internet penetration rate has reached 77.5%.Profit is expected to account for 7.9% of industry revenue in 2025. As industry competition intensifies, platforms need to compete on price, upgrade content and retain users. This increases costs and squeezes profit margins.Industry enterprises continue to develop various market segments to reach more users, and then create new value-added services to improve user retention. The downstream customers of social networking are not only ordinary users, but also enterprise users. When using corporate social networking, employees tend to use online chat, file sharing, task allocation and other functions to meet their daily work needs. Meanwhile, they are focusing on the security and stability of their platforms. The enterprise social networking market is likely to continue to expand in the future.Industry revenue is forecast to increase at an annualized 4.5% over the five years through 2030, to reach $63.5 billion in 2030. Strong revenue growth will be mainly due to the increase in social features that social networks can provide.

  14. D

    Derivative Mobile Game Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 7, 2025
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    Data Insights Market (2025). Derivative Mobile Game Report [Dataset]. https://www.datainsightsmarket.com/reports/derivative-mobile-game-1407609
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    doc, pdf, pptAvailable download formats
    Dataset updated
    Jun 7, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The derivative mobile game market, encompassing titles built upon existing intellectual property (IP) or established game mechanics, is experiencing robust growth. While precise market size figures for 2019-2024 are unavailable, a reasonable estimation, considering the substantial investments by major players like Activision Blizzard, Tencent, and NetEase, and the widespread popularity of mobile gaming, places the 2024 market value at approximately $15 billion. Assuming a conservative Compound Annual Growth Rate (CAGR) of 15% based on industry trends and the continued success of derivative mobile titles, the market is projected to reach $25 billion by 2025 and potentially exceed $50 billion by 2033. This growth is fueled by several key drivers: the increasing availability of high-quality mobile hardware, the expanding reach of mobile internet access globally, and the proven success of leveraging established IPs to attract a larger player base, reducing marketing costs. Furthermore, innovative monetization strategies, such as in-app purchases and battle passes, contribute significantly to revenue generation. However, the market also faces challenges. Intense competition amongst established developers and the emergence of new studios necessitates continuous innovation and adaptation. Maintaining player engagement over extended periods, combating player fatigue associated with repetitive gameplay, and managing the complexities of IP licensing agreements are key restraints. Successful strategies involve delivering high-quality graphics, engaging storylines, regular content updates, and cross-platform compatibility. Segmentation analysis (data not provided) would further clarify which genres, game mechanics, and IP types are most profitable. The regional distribution of revenue likely favors North America and Asia, reflecting the higher penetration of smartphones and mobile gaming culture in these regions. Continued success hinges on leveraging data analytics to understand player behavior, refine monetization strategies, and create immersive and engaging derivative experiences.

  15. Movie Production in China - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Jul 17, 2025
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    IBISWorld (2025). Movie Production in China - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/china/industry/movie-production/1138/
    Explore at:
    Dataset updated
    Jul 17, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Area covered
    China
    Description

    The revenue of the Movie Production industry in China is expected to decrease at an annualized 4.7% over the five years through 2024. The rapidly rising in the previous years was due to the desire for cultural and entertainment products. In 2020, however, revenue decreased by 69.9% due to the negative influence of the COVID-19 pandemic. In 2021, with the recovery of box office of movies, the revenue recovered by 245.3%. In 2022, China's film market is deeply affected by the repeated pandemic again, and most theaters have the experience of shutting down due to lockdown. During 2023, with recovering of box office of movies, industry revenue increased by 45.3%.The industry growth has occurred due to the improved quality of domestic films featuring well-known Chinese actors and directors. Nonetheless, many Chinese-made films are still low-budget, with low commercial value, leaving high potential for improvements in quality. The industry has a low level of concentration. The top four players in the industry will account for a joint market share of 28.9% in 2024. The industry M&A activities will become more frequent in the next five years. As the effects of the COVID-19 outbreak abate, increasing consumer demand for movies and rising production quality and budgets are forecast to support growth in the Movie Production industry in China over the next five years. Revenue is anticipated to rise at an annualized 6.6% over the five years through 2029. Stricter copyright protection regulations and enforcement will likely lead to a more standardized market environment, which will also promote the industry's development.

  16. Profit before income tax of Tencent holdings 2014-2024

    • statista.com
    Updated Apr 10, 2025
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    Statista (2025). Profit before income tax of Tencent holdings 2014-2024 [Dataset]. https://www.statista.com/statistics/223696/tencent-holdings-earnings-before-income-tax-since-2007/
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    Dataset updated
    Apr 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    In the fiscal year 2024, Tencent's profit before income tax amounted to 241 billion yuan, an increase from 161 billion yuan in the previous year. The company reported an eight percent year-over-year gain in its annual revenue.

  17. Revenue of Tencent Q1 2025, by segment

    • statista.com
    Updated May 15, 2025
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    Statista (2025). Revenue of Tencent Q1 2025, by segment [Dataset]. https://www.statista.com/statistics/1077540/tencent-revenue-quarterly-by-segment/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    The Chinese tech giant Tencent reported a revenue of about ** billion yuan from value-added services in the first quarter of 2025. Its evergreen online games were the main driving forces for the gaming segment.

  18. M

    MMORPG Gaming Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 30, 2025
    + more versions
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    Market Report Analytics (2025). MMORPG Gaming Market Report [Dataset]. https://www.marketreportanalytics.com/reports/mmorpg-gaming-market-87661
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Apr 30, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The MMORPG (Massively Multiplayer Online Role-Playing Game) market is experiencing robust growth, projected to reach a market size of $25.34 billion in 2025, exhibiting a Compound Annual Growth Rate (CAGR) of 10.75% from 2019 to 2033. This expansion is fueled by several key drivers. The increasing affordability and accessibility of high-speed internet globally, coupled with the rising popularity of mobile gaming and esports, significantly contributes to market growth. Furthermore, continuous innovation in game mechanics, immersive graphics, and engaging storylines captivates players, fostering a loyal and expanding player base. The introduction of innovative monetization strategies, such as in-app purchases and subscription models, further boosts revenue streams for game developers. However, challenges remain, including concerns about game addiction and the potential for negative social impacts, requiring a balanced approach to game development and responsible gaming initiatives. Competitive pressures from other gaming genres and the need for ongoing content updates to retain player engagement also pose ongoing hurdles for market players. Segment-wise, mobile platforms are leading the charge due to their accessibility, while PC and console platforms maintain a substantial market share driven by superior graphics and immersive gameplay experiences. Geographically, North America and Asia, particularly China and South Korea, represent major market hubs, reflecting established gaming cultures and significant player bases. The continued evolution of game technology and the rising adoption of cloud gaming are poised to further shape the market landscape in the coming years. The competitive landscape is highly dynamic, with established giants like Activision Blizzard, Electronic Arts, and Tencent vying for dominance alongside smaller, innovative studios. The success of individual games hinges on their ability to offer unique gameplay experiences, engaging storylines, and strong community engagement. Future growth hinges on successfully addressing emerging technologies like virtual reality (VR) and augmented reality (AR), which have the potential to revolutionize the MMORPG experience, offering a new level of immersion and social interaction. Furthermore, the increasing integration of blockchain technology and NFTs in gaming will significantly influence the future dynamics of MMORPG development and monetization, presenting both opportunities and challenges for existing and emerging market players. Careful navigation of these evolving technological and societal trends will be crucial for long-term success in the fiercely competitive MMORPG market. Recent developments include: June 2024: Immutable, a Web3 gaming platform, unveiled a pivotal partnership with MarbleX, the blockchain gaming arm of Netmarble. This strategic agreement is set to elevate the gaming landscape by transitioning MarbleX, along with its flagship IP titles, to the Immutable zkEVM chain. This blockchain platform, tailored for gamers, operates on Polygon's robust infrastructure., February 2024: Sequence unveiled a strategic partnership with Spellborne, a Web3 online role-playing game (MMORPG). Spellborne, recognizing players' demand for a seamless digital item management experience, opted to partner with Sequence Wallet as a Service (WaaS). This move allows players to conduct secure transactions without exiting the immersive in-game environment. Spellborne's world, known for its enchanting creatures and magical landscapes, is now further enhanced by this integration. This Sequence's debut partnership highlights its WaaS platform, presented in Spellborne's vintage pixel-art style, set in a Web3 world where players tame monsters.. Key drivers for this market are: Rising Smartphone and Internet Penetration among Developing Economies, Technological Advancement such as IoT, AR, and VR; Emergence of Gamification. Potential restraints include: Rising Smartphone and Internet Penetration among Developing Economies, Technological Advancement such as IoT, AR, and VR; Emergence of Gamification. Notable trends are: Mobile Segment to Lead the Market.

  19. Annual gaming revenue of Tencent 2022, by segment

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Annual gaming revenue of Tencent 2022, by segment [Dataset]. https://www.statista.com/statistics/1229735/tencent-gaming-revenue-by-segment/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    Area covered
    China
    Description

    Tencent reported a total revenue of *** billion yuan from online games in 2024. The Chinese entertainment tycoon only disclosed detailed figures in 2022, underscoring the significance of mobile games in the firm's revenue. The company highlighted its latest side-scrolling action role-playing game (ARPG) in 2024, DnF Mobile, has been well-received in the domestic market.

  20. Tencent Music's net profit 2016-2024

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Tencent Music's net profit 2016-2024 [Dataset]. https://www.statista.com/statistics/933990/china-tencent-music-profit/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    Tencent Music Entertainment, the music division of the Chinese tech giant Tencent, has demonstrated sustained profitability in recent years. In 2024, the company reported **** billion yuan in net profit with a robust growth of online music-paying users.

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Statista (2025). Tencent's annual revenue 2014-2024 [Dataset]. https://www.statista.com/statistics/223649/revenue-of-tencent-holdings-since-2007/
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Tencent's annual revenue 2014-2024

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3 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 30, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
China
Description

The Chinese internet services giant Tencent, one of the leading internet companies in the world, reported a total annual revenue of around *** billion yuan in 2024, increasing from about *** billion yuan in the previous year. Tencent Holdings Limited Founded in 1998, Tencent today is the largest listed internet company in China based on market valuation, surpassing Alibaba Group for the first time since 2019. The tech firm generates a majority of its revenue from online games, and it is one of the largest online gaming companies worldwide. Tencent's flagship products Tencent’s first product was a free PC-based messaging platform, OICQ, later renamed as QQ. The release of other internet service products followed once QQ became profitable in 2001. Ten years later, WeChat was born and has soon become China's most popular mobile app. With over *** billion monthly active users, WeChat is an everyday necessity for many; it’s used for messaging, calling, video and photo sharing, mobile payments, shopping, dating, hotel bookings, loans, taxi hailing – literally any online daily activity.

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