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Tencent Games Joins the Playing for the Planet Alliance to Champion Green Gaming

Tencent Games Joins the Playing for the Planet Alliance to Champion Green Gaming

Yahoo09-06-2025
HONG KONG, June 9, 2025 /CNW/ -- Tencent Games, a leading global platform for game development, publishing and operations, today announced that it has joined Playing for the Planet as a member. Playing for the Planet is an Alliance of studios, publishers, and games organizations, supported by the United Nations Environment Programme (UNEP) and led by the industry to reduce the environmental impact of gaming and inspire climate action through play.
This collaboration reflects Tencent Games' commitment to sustainable innovation and environmental responsibility, aligning with Tencent's goal of achieving carbon neutrality across its operations and supply chain, by 2030. More importantly, it underscores Tencent's support of the gaming community and commitment to driving positive change in the industry.
"Tencent Games encompasses a diverse global ecosystem — from our homegrown studios to our global studio network — united by a shared commitment to building a sustainable video games business and future for all," said Brent Irvin, Corporate Vice President of Tencent. "Joining the Alliance underscores our belief that video games can be a force for good and a powerful platform for paving the way to a greener future. We look forward to close collaboration with partners across the industry to drive climate awareness and action through engaging, innovative gameplay experiences."
Tencent Games, along with its network of global studios, has already been working closely with the Alliance on its flagship initiative, the Green Game Jam, in which game developers create in-game activations that encourage players to take actions for the planet.
In 2025, Honor of Kings, developed by TiMi Studio Group and published by Level Infinite, launched a specially curated forest-themed campaign that integrates ecological conservation into gameplay, which created immersive engagement with the global community.
In 2024, Carbon Island, Tencent Games' carbon-neutral science game, and PUBG MOBILE, co-developed by LIGHTSPEED STUDIOS of Tencent Games and Krafton Inc., participated in Green Game Jam. PUBG MOBILE created the Play for Green global charity campaign. The Official and player-created maps in PUBG MOBILE's World of Wonder play mode were played over 1.4 billion times, reflecting the campaign's sustained engagement and global resonance. This campaign won the Media's Choice Award at the Green Game Award 2024.
Carbon Island was launched in 2022. It simulated the path of "Carbon Peaking - Carbon Neutral", and contained knowledge of emission reduction, low-carbon concepts and carbon sequestration means from various perspectives, such as industrial upgrading and transformation, personal energy-saving and emission reduction, and ecological protection. Carbon Island won the First to Implement Award from the Green Game Jam in 2022.
Craz3 Match, developed by TiMi Studio Group, reached players in China with engaging interactive content and educational information, guiding the players to explore the relationship between humans and nature. The campaign won the First to Implement Award in the 2021 Green Game Jam.
As a committed advocate for sustainability in gaming, Tencent Games and its network studios will continue to champion green action through the Green Game Jam, while collaborating with industry partners and experts to explore new programs that inspire positive environmental awareness among younger players.
As part of the commitment, Tencent Games will support the Alliance and gaming industry in its sustainability endeavors by developing training programs that empower game developers to integrate sustainability principles in their development practices, from energy-efficient operations to eco-conscious game design. Tencent Games is also collaborating with the Alliance to explore the development of an environmental awareness initiative for university students.
"The video games industry has the ability to engage, inspire and captivate the imaginations of billions of people across the world. This makes them a really important partner in addressing the nature and climate emergencies," said Sam Barratt, Chief of Youth, Education, and Advocacy at the UN Environment Programme (UNEP). "We are delighted that Tencent Games is committing to take further action on this agenda. Working with the video games industry to strengthen a collaborative and collective approach to reduce carbon emissions and build a more sustainable world is a mission more urgent than ever."
Tencent Games has been recognized for its sustainability initiatives. The company was awarded the Sustainability Award at Gamescom 2024, for its action-oriented commitments to operating its business sustainability.
About Tencent Games
Tencent Games was launched in 2003, and has since grown into a leading global platform for game development, publishing and operation, as well as the operator of the largest online game community in China. It is dedicated to offering engaging and high quality interactive entertainment experiences for players around the world. Tencent Games now offers more than 170 in-house developed and licensed games across 200 countries and regions, which provides hundreds of millions of users with cross-platform interactive entertainment experiences. Honor of Kings, PUBG MOBILE, League of Legends, Call of Duty: Mobile and Brawl Stars are some of our most popular titles around the world.
About the Playing for the Planet Alliance
The Playing For The Planet Alliance was launched during the Climate Summit at UN Headquarters in New York. In total, the members of the Alliance have the ability to reach more than 1 billion video game players. In joining the Alliance, members have made commitments ranging from integrating green activations in games, reducing their emissions, and supporting the global environmental agenda through initiatives ranging from planting millions of trees to reducing plastic in their products.
About the UN Environment Programme (UNEP)
The UN Environment Programme is the leading global voice on the environment. It provides leadership and encourages partnership in caring for the environment by inspiring, informing, and enabling nations and peoples to improve their quality of life without compromising that of future generations.
For further information on the Playing for the Planet Alliance, contact alex.avard@playing4theplanet.org
Media Enquires:
Edelman for Tencent Games June Wong +852 6986 5822June.wong@edelman.com
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SOURCE Tencent Games
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Tencent Music Entertainment Group Announces Second Quarter 2025 Unaudited Financial Results
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Tencent Music Entertainment Group Announces Second Quarter 2025 Unaudited Financial Results

SHENZHEN, China, Aug. 12, 2025 /PRNewswire/ -- Tencent Music Entertainment Group ("TME," or the "Company") (NYSE: TME and HKEX: 1698), the leading online music and audio entertainment platform in China, today announced its unaudited financial results for the second quarter ended June 30, 2025. Second Quarter 2025 Financial Highlights Total revenues were RMB8.44 billion (US$1.18 billion), representing a 17.9% year-over-year increase, primarily due to strong year-over-year growth in revenues from online music services, and partially offset by a decline in revenues from social entertainment services and others. Revenues from online music services were RMB6.85 billion (US$957 million), representing 26.4% year-over-year growth. Revenues from music subscriptions were RMB4.38 billion (US$611 million), representing 17.1% year-over-year growth. Monthly ARPPU grew to RMB11.7 from RMB10.7 in the same period of 2024. Net profit attributable to equity holders of the Company was RMB2.41 billion (US$336 million), representing 43.2% year-over-year growth. Non-IFRS net profit attributable to equity holders of the Company[1] was RMB2.57 billion (US$359 million), representing 37.4% year-over-year growth. Diluted earnings per ADS was RMB1.55 (US$0.22), up from RMB1.07 in the same period of 2024. Non-IFRS diluted earnings per ADS was RMB1.66 (US$0.23), up from RMB1.19 in the same period of 2024. Total cash, cash equivalents, term deposits and short-term investments as of June 30, 2025 were RMB34.92 billion (US$4.87 billion). Mr. Cussion Pang, Executive Chairman of TME, commented, "We delivered high-quality growth in the second quarter, achieving solid year-over-year increases in both revenue and profitability. While our music subscription business remained a core growth driver, our expanding suite of music-related services—including advertising, concerts, and artist merchandise—showed impressive momentum. As we continue to scale our platform, we are focused on building a vibrant, one-stop music service destination that empowers content creators and reshapes connections with music lovers in meaningful ways." Mr. Ross Liang, CEO of TME, continued, "Our focus on product innovation to deliver immersive user experiences has driven solid growth in our online music business. This is reflected in the continued expansion of both our subscriber base and ARPPU, along with deeper user engagement. We are especially pleased to see our SVIP subscribers recently surpass 15 million, a new milestone reflecting the deep trust and loyalty of our users. We see great potential in the music entertainment space and remain committed to investing in new initiatives that create lasting value and impact to music creators and consumers." Second Quarter 2025 Operational Highlights Key Operating Metrics2Q25 2Q24 YoY % MAUs – online music (million) 553 571 (3.2 %) Paying users – online music (million) 124.4 117.0 6.3 % Monthly ARPPU – online music (RMB) 11.7 10.7 9.3 % Building a richer content ecosystem to support long-term growth. Expanded partnerships with record labels and artists, home and abroad. 1) Strengthened our K-pop offerings by establishing cooperation with The Black Label and H MUSIC for the first time. 2) Extended collaboration with renowned Chinese artist Wang Feng, featuring both classic music repertoire and latest releases. Innovative approaches to content co-production boosted our content appeal and promoted cultural exchange. 1) Partnered with SM Entertainment, NCT CHENLE's Chinese EP *Lucid* showcases cross-border collaborative efforts in content creation. Our omni-channel approach to promote the EP through a series of online and offline campaigns broadened our user reach and strengthened user engagement. 2) The theme song that we produced for popular movie THE LYCHEE ROAD, performed by Chen Chusheng, received widespread acclaim from both viewers and critics. 3) Formed a strategic partnership with Zhejiang Satellite TV to not only secure the music rights for popular variety shows, such as The Treasured Voice and Shining Summer, but also collaborate on content creation, artist promotion, and more. TME's enhanced brand and platform value, together with tailored approaches to support artists home and abroad, has gained increasing recognition. Achieved resounding success in staging large-scale concerts for renowned artists. 1) Hosted our first international grand concert tour for leading Korean artist G-DRAGON in Macau, where over 36,000 fans immersed in a captivating atmosphere, with on-site official merchandise rapidly selling out. Following a strong kickoff, the tour has been scheduled to expand into other regions this year. 2) Successfully organized a series of stadium concerts for Fiona Sit, TIA RAY and rapper GAI[2], and growing their audience base in China. Our ability to curate live music concerts of all sizes has made us a partner of choice for staging emerging artists. In the first half of 2025, we facilitated over 300 offline performance opportunities for nearly 100 artists and groups from Tencent Musician Platform, featuring our proprietary IPs CITY LIVE and BUFF LIVE with great success. Our cross-platform promotions propelled several works to trending hits, including Xiang Sisi's Why Not Wait for the Wind, which amassed over 20 million streams and topped multiple music charts. Partnered with DearU to launch bubble on QQ Music, an interactive community that allows users to engage directly with hundreds of K-pop artists from labels, such as SM, JYP, and CUBE. We intend to also invite some popular Chinese artists to the community to foster deeper, more personal connections. Concerted and innovative efforts to enhance product appeal successfully led to improved user engagement, increased SVIP adoption, and new monetization opportunities. Premium sound quality remains the most popular SVIP membership benefit. In the second quarter, Kugou Music pioneered VIPER HiFi sound quality and One-Click Audio Enhancement 2.0, delivering tailored music experiences for diverse use cases. We also upgraded voice extraction features with the industry's first AI Chorus function, redefining the live concert sing-along experience for users. On conversion, artist-centric privileges have become increasingly effective at boosting SVIP adoptions, including 1) digital albums, with standout releases like Hold Me Close by A-Lin and JJ Lin and Pleasure by Jolin Cai; 2) priority access to concert tickets, such as in-demand events by G-DRAGON and BLACKPINK; and 3) star card series in collaboration with artists such as JC-T, Silence Wang and aespa. To enrich the ways that our members enjoy music, we have worked closely with leading car manufacturers and a wide range of models to deliver a premium in-car music experience. Highlights included a comprehensive partnership with Geely and integration with Xiaomi's first SUV, YU7. Newly launched ad-based membership, together with optimized advertising formats and incentives, boosted user engagement and advertising effectiveness, which in turn led to strong year-over-year advertising revenue growth. Second Quarter 2025 Financial Review Total revenues increased by RMB1.28 billion, or 17.9%, to RMB8.44 billion (US$1.18 billion) from RMB7.16 billion in the same period of 2024. Revenues from online music services increased by 26.4% to RMB6.85 billion (US$957 million), compared with RMB5.42 billion in the same period of 2024. The increase was driven by solid growth in music subscription revenues, supplemented by growth in revenues from advertising services, artist-related merchandise and offline performances. Revenues from music subscriptions were RMB4.38 billion (US$611 million), representing 17.1% year-over-year growth, compared with RMB3.74 billion in the same period of 2024. The rapid growth was mainly driven by the improved monthly ARPPU, which increased to RMB11.7 in the second quarter of 2025 from RMB10.7 in the same period of 2024. This growth of monthly ARPPU was primarily due to expansion of the SVIP membership program, as we continue to enrich SVIP membership privileges for our users. The year-over-year increase in revenues from advertising was primarily due to our more diversified product portfolio and innovative ad formats, such as ad-supported mode. Additionally, revenues from artist-related merchandise and offline performances achieved robust growth. Revenues from social entertainment services and others decreased by 8.5% to RMB1.59 billion (US$222 million) from RMB1.74 billion in the same period of 2024. Cost of revenues increased by 13.1% year-over-year to RMB4.69 billion (US$655 million), mainly due to increased IP related costs, such as costs for artist-related merchandise, costs related to offline performances and advertising agency fees. Meanwhile, revenue sharing fees decreased as a result of the decline in revenues from social entertainment services. Gross margin increased to 44.4% from 42.0% in the same period of 2024, primarily due to strong growth in revenues from music subscriptions and advertising services, and the decline in revenue sharing ratio of social entertainment services. Meanwhile, the growth in revenues from artist-related merchandise and offline performances had offsetting impact on gross margin increase. Total operating expenses were RMB1.16 billion (US$161 million), which was relatively stable compared with the same period of 2024. Operating expenses as a percentage of total revenues decreased to 13.7% from 16.0% in the same period of 2024. Total operating profit was RMB2.98 billion (US$416 million) in the second quarter of 2025, representing a 35.5% year-over-year increase. Income tax expenses for the second quarter of 2025 were RMB515 million (US$72 million), compared with RMB432 million in the same period of 2024. We accrued withholding income tax of RMB118 million (US$16 million) in the second quarter of 2025. For the second quarter of 2025, net profit was RMB2.47 billion (US$344 million) and net profit attributable to equity holders of the Company was RMB2.41 billion (US$336 million). Non-IFRS net profit was RMB2.64 billion (US$369 million) and non-IFRS net profit attributable to equity holders of the Company was RMB2.57 billion (US$359 million). Please refer to the section in this press release titled "Non-IFRS Financial Measure" for details. Basic and diluted earnings per American Depositary Shares ("ADS") for the second quarter of 2025 were RMB1.57 (US$0.22) and RMB1.55 (US$0.22), respectively; non-IFRS basic and diluted earnings per ADS were RMB1.68 (US$0.23) and RMB1.66 (US$0.23), respectively. For the second quarter of 2025, the Company had weighted averages of 1.53 billion basic and 1.55 billion diluted ADSs outstanding, respectively. Each ADS represents two of the Company's Class A ordinary shares. As of June 30, 2025, the combined balance of the Company's cash, cash equivalents, term deposits and short-term investments amounted to RMB34.92 billion (US$4.87 billion), compared with RMB37.67 billion as of March 31, 2025. Environmental, Social, and Governance ("ESG") We continue to unlock the social value of music and its healing powers. This quarter, we launched the 'Hearing Guizhou' project, leveraging AI technology to promote better relaxation and sleep through natural instruments and immersive soundscapes. Exchange Rate This announcement contains translations of certain RMB amounts into U.S. dollars ("USD") at specified rates solely for the convenience of the reader. Unless otherwise stated, all translations from RMB to USD were made at the rate of RMB7.1636 to US$1.00, the noon buying rate in effect on June 30, 2025, in the H.10 statistical release of the Federal Reserve Board. The Company makes no representation that the RMB or USD amounts referred could be converted into USD or RMB, as the case may be, at any particular rate or at all. For analytical presentation, all percentages are calculated using the numbers presented in the financial statements contained in this earnings release. Non-IFRS Financial Measure The Company uses non-IFRS net profit for the period, which is a non-IFRS financial measure, in evaluating its operating results and for financial and operational decision-making purposes. TME believes that non-IFRS net profit helps identify underlying trends in the Company's business that could otherwise be distorted by the effect of certain expenses that the Company includes in its profit for the period. TME believes that non-IFRS net profit for the period provides useful information about its results of operations, enhances the overall understanding of its past performance and future prospects and allows for greater visibility with respect to key metrics used by its management in its financial and operational decision-making. Non-IFRS net profit for the period should not be considered in isolation or construed as an alternative to operating profit, net profit for the period or any other measure of performance or as an indicator of its operating performance. Investors are encouraged to review non-IFRS net profit for the period and the reconciliation to its most directly comparable IFRS measure. Non-IFRS net profit for the period presented here may not be comparable to similarly titled measures presented by other companies. Other companies may calculate similarly titled measures differently, limiting their usefulness as comparative measures to the Company's data. TME encourages investors and others to review its financial information in its entirety and not rely on a single financial measure. Non-IFRS net profit for the period represents profit for the period excluding amortization of intangible and other assets arising from business acquisitions or combinations, share-based compensation expenses, net losses/gains from investments and related income tax effects. Please see the "Unaudited Non-IFRS Financial Measure" included in this press release for a full reconciliation of non-IFRS net profit for the period to its net profit for the period. [1] Non-IFRS net profit attributable to equity holders of the Company was arrived at after excluding the combined effect of amortization of intangible assets and other assets arising from business acquisitions or combinations, share-based compensation expenses, net losses/gains from investments, and related income tax effects. [2] Names grouped by artists and bands, sorted in alphabetical order by family names. About Tencent Music Entertainment Tencent Music Entertainment Group (NYSE: TME and HKEX: 1698) is the leading online music and audio entertainment platform in China, operating the country's highly popular and innovative music apps: QQ Music, Kugou Music, Kuwo Music and WeSing. TME's mission is to create endless possibilities with music and technology. TME's platform comprises online music, online audio, online karaoke, music-centric live streaming and online concert services, enabling music fans to discover, listen, sing, watch, perform and socialize around music. For more information, please visit Safe Harbor Statement This press release contains forward-looking statements. These statements are made under the "safe harbor" provisions of the U.S. Private Securities Litigation Reform Act of 1995. Statements that are not historical facts, including statements about the Company's beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties, and a number of factors could cause actual results to differ materially from those contained in any forward-looking statement. In some cases, forward-looking statements can be identified by words or phrases such as "may," "will," "expect," "anticipate," "target," "aim," "estimate," "intend," "plan," "believe," "potential," "continue," "is/are likely to" or other similar expressions. Further information regarding these and other risks, uncertainties or factors is included in the Company's filings with the SEC and the HKEX. All information provided in this press release is as of the date of this press release, and the Company does not undertake any duty to update such information, except as required under applicable law. Investor Relations Contact Tencent Music Entertainment Groupir@ +86 (755) 8601-3388 ext. 885034 TENCENT MUSIC ENTERTAINMENT GROUP CONSOLIDATED INCOME STATEMENTSThree Months Ended June 30Six Months Ended June 302024202520242025 RMB RMB US$ RMB RMB US$ Unaudited Unaudited Unaudited Unaudited Unaudited Unaudited (in millions, except per share data)(in millions, except per share data) RevenuesOnline music services 5,4246,85495710,43112,6581,767 Social entertainment services and others 1,7361,5882223,4973,1404387,1608,4421,17813,92815,7982,205 Cost of revenues (4,150)(4,693)(655)(8,147)(8,807)(1,229) Gross profit 3,0103,7495235,7816,991976 Selling and marketing expenses (210)(216)(30)(397)(415)(58) General and administrative expenses (938)(940)(131)(1,887)(1,884)(263) Total operating expenses (1,148)(1,156)(161)(2,284)(2,299)(321) Interest income 3042543558255177 Other gains, net 3213118782,571359 Operating profit 2,1982,9784164,1577,8141,091 Share of net profit of investments accountedfor using equity method 5416236395 Finance cost (26)(12)(2)(56)(37)(5) Profit before income tax 2,2262,9824164,1377,8161,091 Income tax expense (432)(515)(72)(813)(961)(134) Profit for the period 1,7942,4673443,3246,855957 Attributable to:Equity holders of the Company 1,6822,4093363,1046,700935 Non-controlling interests 11258822015522 Earnings per share for Class A and Class Bordinary sharesBasic 0.540.790.111.012.190.31 Diluted 0.540.780.110.992.160.30 Earnings per ADS (2 Class A shares equal to 1 ADS)Basic 1.091.570.222.024.380.61 Diluted 1.071.550.221.994.320.60 Shares used in earnings per Class A and Class B ordinary share computation:Basic 3,087,608,7983,059,783,0733,059,783,0733,072,305,4553,057,167,2913,057,167,291 Diluted 3,138,833,8163,102,937,5473,102,937,5473,122,535,4633,098,531,9423,098,531,942 ADS used in earnings per ADS computationBasic 1,543,804,3991,529,891,5371,529,891,5371,536,152,7281,528,583,6451,528,583,645 Diluted 1,569,416,9081,551,468,7731,551,468,7731,561,267,7321,549,265,9711,549,265,971 TENCENT MUSIC ENTERTAINMENT GROUP UNAUDITED NON-IFRS FINANCIAL MEASUREThree Months Ended June 30Six Months Ended June 302024202520242025 RMB RMB US$ RMB RMB US$ Unaudited Unaudited Unaudited Unaudited Unaudited Unaudited (in millions, except per share data)(in millions, except per share data) Profit for the period 1,7942,4673443,3246,855957 Adjustments:Amortization of intangible and other assets arising from business acquisitions or combinations* 103891222119427 Share-based compensation 1641472135730843 (Gains)/ losses from investments** (21)(2)-16(2,377)(332) Income tax effects*** (55)(61)(9)(121)(114)(16) Non-IFRS Net Profit 1,9852,6403693,7974,866679 Attributable to:Equity holders of the Company 1,8732,5743593,5774,698656 Non-controlling interests 11266922016823 Earnings per share for Class A and Class B ordinary sharesBasic 0.610.840.121.161.540.21 Diluted 0.600.830.121.151.520.21 Earnings per ADS (2 Class A shares equal to 1 ADS)Basic 1.211.680.232.333.070.43 Diluted 1.191.660.232.293.030.42 Shares used in earnings per Class A and Class B ordinary share computation:Basic 3,087,608,7983,059,783,0733,059,783,0733,072,305,4553,057,167,2913,057,167,291 Diluted 3,138,833,8163,102,937,5473,102,937,5473,122,535,4633,098,531,9423,098,531,942 ADS used in earnings per ADS computationBasic 1,543,804,3991,529,891,5371,529,891,5371,536,152,7281,528,583,6451,528,583,645 Diluted 1,569,416,9081,551,468,7731,551,468,7731,561,267,7321,549,265,9711,549,265,971 * Represents the amortization of identifiable assets, including intangible assets such as domain name, trademark, copyrights, supplier resources, corporate customer relationships and non-compete agreement etc., and fair value adjustment on music content (i.e., signed contracts obtained for the rights to access to the music contents for which the amount was amortized over the contract period), resulting from business acquisitions or combination. ** Including the net gains/losses on deemed disposals/disposals of investments, fair value changes arising from investments, impairment provision of investments and other expenses in relation to equity transactions of investments. *** Represents the income tax effects of Non-IFRS adjustments. TENCENT MUSIC ENTERTAINMENT GROUP CONSOLIDATED BALANCE SHEETSAs at December 31, 2024As at June 30, 2025 RMB RMB US$ Audited Unaudited Unaudited (in millions) ASSETS Non-current assets Property, plant and equipment803963134 Land use rights2,3642,327325 Right-of-use assets29531043 Intangible assets2,0493,047425 Goodwill19,64720,4652,857 Investments accounted for using equity method 4,6691,859260 Financial assets at fair value through other comprehensive income 14,49834,2544,782 Other investments30930843 Prepayments, deposits and other assets42526337 Deferred tax assets42243160 Term deposits10,41912,7691,782 55,90076,99610,748Current assets Inventories23324 Accounts receivable3,5083,729521 Prepayments, deposits and other assets3,7934,900684 Other investments46507 Term deposits13,99911,1471,556 Restricted Cash 11203 Cash and cash equivalents13,16410,9991,535 34,54430,8774,310Total assets90,444107,87315,058 EQUITY Equity attributable to equity holders of the Company Share capital220 Additional paid-in capital29,03529,4634,113 Shares held for share award schemes(520)(545)(76) Treasury shares (550)(939)(131) Other reserves19,84530,8614,308 Retained earnings20,05125,0363,495 67,86383,87811,709 Non-controlling interests1,8632,497349Total equity69,72686,37512,057LIABILITIES Non-current liabilities Notes payables3,5723,559497 Other payables and other liabilities-34548 Deferred tax liabilities19861686 Lease liabilities21923232 Deferred revenue 17925035 4,1685,002698Current liabilities Accounts payable 6,8796,956971 Other payables and other liabilities3,3813,010420 Notes payables2,1542,147300 Current tax liabilities934851119 Lease liabilities10610415 Deferred revenue3,0963,428479 16,55016,4962,303Total liabilities20,71821,4983,001Total equity and liabilities90,444107,87315,058 TENCENT MUSIC ENTERTAINMENT GROUP CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWSThree Months Ended June 30Six Months Ended June 30 2024202520242025 RMB RMB US$ RMB RMB US$ Unaudited Unaudited Unaudited Unaudited Unaudited Unaudited (in millions)(in millions)Net cash provided by operating activities 2,9441,6382295,6304,157580 Net cash provided by/(used in) investing activities 693(633)(88)(4,805)(3,854)(538) Net cash used in financing activities(1,611)(2,056)(287)(2,133)(2,512)(351) Net increase/(decrease) in cash and cash equivalents 2,026(1,051)(147)(1,308)(2,209)(308) Cash and cash equivalents at beginning of the period10,21812,0221,67813,56713,1641,838 Exchange differences on cash and cash equivalents7284(8)446 Cash and cash equivalents at end of the period12,25110,9991,53512,25110,9991,535 View original content: SOURCE Tencent Music Entertainment Group

TENCENT GAMES RETURNS TO GAMESCOM 2025 WITH ITS BIGGEST EVER LINEUP OF GLOBAL GAMES
TENCENT GAMES RETURNS TO GAMESCOM 2025 WITH ITS BIGGEST EVER LINEUP OF GLOBAL GAMES

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time11-08-2025

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TENCENT GAMES RETURNS TO GAMESCOM 2025 WITH ITS BIGGEST EVER LINEUP OF GLOBAL GAMES

COLOGNE, Germany, Aug. 11, 2025 /CNW/ -- Tencent Games, a leading global platform for game development, publishing and operations, is thrilled to announce its participation in gamescom 2025, taking place in Cologne, Germany, from August 20 to 24. This year's showcase represents the company's most expansive presence to date, spotlighting over a dozen groundbreaking titles from across its owned and partner studios and publishing divisions. From iconic franchises to bold original creations and cutting-edge gaming technologies, Tencent Games is shaping the future of gaming by driving innovation and fostering deeper connections across the global gaming community. Tencent Games' presence at gamescom 2025 Kicking off its most ambitious gamescom yet, Tencent Games is playing a leading role in shaping a sustainable future for the gaming industry. Rick Li, Producer of PUBG MOBILE, will speak at the Playing for the Planet (P4P) Panel at the gamescom congress on August 21. Joining fellow industry leaders from Ubisoft, Unity Technologies and Xbox, Li will contribute to the panel "Level up for impact: How Consoles, Engines and AAA games are driving efficiency upstream and inspiring action downstream with players." This discussion will highlight how different parts of the video games industry can contribute upstream by reducing emissions, while also engaging players downstream to raise environmental awareness and inspire meaningful action. In addition, Tencent Games will share valuable insights at devcom, gamescom's developer conference running from August 18 to 19. On August 18, sessions will explore technological innovations such as AI and anti-cheat, followed by a deep dive into the role of the audiovisual language in Delta Force: Black Hawk Down on August 19. Further, VISVISE, Tencent Games' AI-powered game development solution will make its global debut at gamescom and devcom; the AI tools, GoSkinning and MotionBlink, will transform production pipelines and enhance development efficiency by automating character skinning workflow and motion capture. These highly anticipated new innovations and proprietary tools will be showcased at the Tencent Games B2B booth (Hall 4 & 4.2), underscoring its commitment to global collaboration and technological development. Bringing beloved gaming titles to the global stage On the show floor, TiMi Studio Group together with Tencent's other studios will be presenting a wave of new game titles and updates across a wide range of genres. Here's what fans can expect from Tencent at gamescom this year: Fate Trigger (Saroasis Studios) – Combining anime flair with tactical action, Fate Trigger offers a fresh twist to the Battle Royale genre, a game that's easy to jump into, rewarding to master and welcoming to gamers of all skill levels. In its recent Closed Beta Test, the game rolled out major updates including new playable characters, game modes and powerful items. Bringing more surprises to players at gamescom, Fate Trigger will debut a new trailer at the Opening Night Live alongside exciting hands-on experiences at Hall 6, Booth B-051. Honor of Kings: World (TiMi Studio Group) – This highly anticipated new multiplayer adventure RPG, a stunning Eastern Fantasy reimagining the Honor of Kings universe, will be revealed at gamescom Opening Night Live 2025. Visitors will have an exclusive opportunity to experience this brand-new world at the Honor of Kings: World Booth (Hall 9, Booth B040), featuring a hands-on demo with mouse and keyboard or controller support, on-stage boss challenge, and fun photo opportunities. Interstellar Utopia (Pixel Software) – Previously known as Silicon Universe, Interstellar Utopia is a cross-platform open cosmic sandbox that invites players to explore vast, boundless galaxies without loading screens or server barriers. Fans of space exploration and interstellar experiences can now explore vast galaxies inhabited by different civilizations and cyborgs, in a hands-on demo of the game available during gamescom at Hall 10.1 B-053. PUBG MOBILE (Co-developed by LIGHTSPEED STUDIOS of Tencent Games and KRAFTON, Inc.) – PUBG MOBILE continues to innovate, evident by its highly anticipated new ghost-themed gameplay. Coming to Version 4.0, this all-new experience will offer players a variety of ghost abilities and mechanics they will need to master. Unfail, the brand-new Asymmetric PvP mode, is also scheduled to launch with Version 4.0. PUBG MOBILE's commitment to providing its community with fresh and engaging content means it now offers an experience that goes beyond Battle Royale. Hands-on demo experiences will be offered to players during gamescom at Hall 6.1 Booth C-071-A070. Rust Mobile (Officially licensed by Facepunch Studios) – Staying true to the uncompromising spirit of the original, Rust Mobile delivers a survival experience fans know and love. From open-world exploration and ruthless PvP combat, to base building and the tension of trust and betrayal, the mobile version captures the essence of Rust. Players will get a chance to be among the first to try an exclusive hands-on demo of Rust Mobile at gamescom at Hall 6 C-051g, revisiting the expansive world of Rust on mobile. Terminull Brigade (PewPew Games) – Set inside a collapsing virtual-reality construct known as the Nullverse, Terminull Brigade casts players as Rogueteers, a band of digital warriors fighting to free the Nullverse from malevolent shadow algorithms. This Co-op Action-Roguelike Shooter has officially launched globally on July 30, and PewPew Games will bring an immersive experience for players during gamescom, including hands-on and more surprises at Hall 6 C-051g. Join Tencent Games at gamescom 2025 to see and experience first-hand how it's collaborating with its studios to build the future of global gaming. About Tencent Games Tencent Games was launched in 2003, and has since grown into a leading global platform for game development, publishing and operation, as well as the operator of the largest online game community in China. It is dedicated to offering engaging and high quality interactive entertainment experiences for players around the world. Tencent Games now offers more than 170 in-house developed and licensed games across 200 countries and regions, which provides hundreds of millions of users with cross-platform interactive entertainment experiences. Honor of Kings, PUBG MOBILE, League of Legends, Call of Duty: Mobile and Brawl Stars are some of our most popular titles around the world. ### APPENDIX: Details on Tencent Games' Devcom Speaking Slots Tencent Games @ Devcom Developer Conference The Invisible War Against Mobile Game Cheats – A Global Defense Perspective Monday, August 18 | 2025 12:45 PM to 1:15 PM at Stage 2 - Mobile Track | Confex Level 1 Yue Wang, Director of Anti-Cheat Operations at Tencent Games AI Redefining Animation Production – End-to-end Innovation in Character AnimationMonday, August 18 | 2025 1:45 PM to 2:15 PM at Stage 5 - Confex Level 2 Zijiao Zeng, Principle AI Researcher at Tencent Games Smoke and Echoes: The Violence and Poetry of Sound Narrative in 'Delta Force: Black Hawk Down'Tuesday, August 19 | 2025 11:15 AM to 12:15 at Stage 1 - Confex Level 1 Merle Chen, Audio Lead at Tencent Games Shuai Zhen, Sound Designer at Tencent Games Luke Wang, Audio Designer at Tencent Games View original content to download multimedia: SOURCE Tencent Games View original content to download multimedia: Sign in to access your portfolio

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