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Non-IFRS net profit last year was 94.35 billion yuan, a 22 percent growth from 2018. Basic earnings per share were 9.856 yuan and a final dividend of HK$1.20 per share was declared. Revenue for 2019 grew 21 percent to 377.2 billion yuan, with online game revenues up 10 percent to 114.7 billion yuan.
Its fourth quarterly earnings missed estimates, after China's economic slowdown eroded its core gaming business and video content costs spiked.
Revenue in the quarter rose 25 percent year-on-year to 105.8 billion yuan, with smartphone games revenue rising 37 percent to 26 billion yuan but PC client games revenue down 7 percent to 10.4 billion yuan.
Martin Lau Chi-ping, president of Tencent expected the cloud business would be challenged with slower economic activities, but said it would recover as demands for remote working and medical services increase in the longer run.The pandemic has also impacted revenues from payment services in the short term, he said, but predicted the drop would be offset as people resume their work this month.
The daily active user accounts of Tencent Meeting have exceeded 10 million within two months since its launch last December as more people work from home, the company said.Lau said the social advertising revenue, which takes over 80 percent of the total advertising revenue, has seen growth during the epidemic, but media advertising revenue was impacted.
Hong Kong's equity traders have been buying Tencent derivatives to protect against losses, with bearish puts now costing the most in four years relative to bullish contracts.However, mainland traders have remained bullish, boosting their holdings by 24 percent since the start of the year. They own about 2.3 percent of Tencent's listed shares, the highest proportion in at least three years, according to data compiled by Bloomberg.
