Tencent misses estimates

A sign of Tencent is seen during the third annual World Internet Conference in Wuzhen town of Jiaxing

A sign of Tencent is seen during the third annual World Internet Conference in Wuzhen town of Jiaxing

Published Mar 22, 2017

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Hong Kong - Tencent Holdings posted fourth-quarter profit

that missed analysts’ estimates amid a surge in costs and rising competition in

the mobile gaming market.

Net income rose 47 percent to 10.5 billion yuan ($1.5

billion) in the three months ended December, the Shenzhen-based company said on

Wednesday. That compares with the 11 billion-yuan average of analyst estimates

compiled by Bloomberg.

Tencent is competing with companies including Netease for

users as more people shift toward mobile games, which generate lower margins

and have shorter lifespans than desktop titles. As its home market gets

saturated, the Shenzhen, China-based company needs to find new sources of

growth by delivering more hits, especially with its WeChat messaging service

having a tough time expanding overseas.

“Mobile gaming revenue likely softened in the fourth

quarter,” Shi Jialong, a Hong Kong-based analyst at Nomura International, said

before the earnings. Shi attributed the weakening to the company’s “intentional

slowdown in mobile game monetization.”

Cost of revenues increased by 60 percent to 20.2 billion

yuan from a year earlier. South Africa's Naspers owns about a third of the company.

Tencent is revving up its battle with Alibaba Group

Holding in advertising as well, adding more space to lure brands onto WeChat.

Revenue rose 44 percent to 43.9 billion yuan, compared with estimates for 44

billion yuan.

Shares of Tencent fell 1.6 percent to HK$225.20 in Hong

Kong before its earnings were announced. The stock has gained 19 percent this

year, compared with a 20 percent gain for New York-listed rival Alibaba.

Revenue from the Value Added Services unit, which

includes online games and messaging, jumped 27 percent to 29.2 billion

yuan in the fourth quarter, while online advertising sales climbed 45 percent

to 8.3 billion yuan.

WeChat had 889.3 million monthly active users at the end

of the quarter, while the smart-device version of QQ had 652.5 million.

Read also:  Tencent stock shows depth of China gloom

To diversify its revenue, the company is buying content

from anime and comics to novels to convert into movies and mobile games.

While games have underpinned Tencent’s rise, it risks

getting drawn into a political spat between China and South Korea. The company

hosts games from South Korean developers and could run afoul of a Chinese

boycott of goods from its Asian neighbor, retaliation for hosting

a controversial US missile-defense system. The approval process for new

games could now take much longer, said Nomura’s Shi.

China’s gaming revenue market could grow 43 percent to

$12.85 billion by 2020 from last year, according to PricewaterhouseCoopers.

WeChat’s new “mini programs” potentially pits the

messaging service against Android and Apple Inc. app stores. The new concept of

slimmed-down, embedded apps allows users to access a hodgepodge of

services from shopping to ride-hailing without the need to download full

versions of apps.

Tencent is investing in content to keep users on its

platforms, adding new games and also making inroads into Hollywood by funding

blockbusters including “Kong: Skull Island” and “Warcraft.” It’s sitting

atop a plethora of intellectual property for anime and online novels that

are distributed via its websites. The company has aspirations to create a

Marvel-like movie empire, as it competes with Alibaba for user eye-balls.

BLOOMBERG

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