Tencent 0700 03 (Aug 18 - Sep 21)

Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Fri Aug 31, 2018 9:01 pm

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Tencent's tumble

Shares in the world's top gaming company fell nearly 5% on Friday after China announced plans to limit the number of new online games and restrict the amount of time kids spend playing on electronic devices. The government hopes to reduce nearsightedness among young people.

A huge part of Tencent's business comes from China, where it was already facing regulatory hurdles. Its stock has plunged nearly 30% since January, wiping out more than $160 billion in market value.

Tencent has still not gained approval from Chinese authorities to make money from some of its most popular mobile games such as "PlayerUnknown's Battlegrounds." Regulators also blocked a game called "Monster Hunter: World" for which big sales were expected.

Source: CNN Money
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Mon Sep 03, 2018 7:47 am

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QQ, the grandaddy of China’s social media scene, gains new life by appealing to Generation Z

In China’s fast-changing technology space where new options pop up almost every day, the ability of platforms to maintain a loyal following can often mean life or death

“I do not want to be monitored by my parents [who are WeChat rather than QQ friends] when I start my university life. It is a major reason why I use QQ”.

“All these entertaining tools make QQ very attractive to me … Communicating in QQ is a lot of fun. I can swap cartoon faces and can change the voice into words when having a video talk with friends”.

User numbers peaked at 899 million in 2016, fell to 783 million in the fourth quarter of 2017, and settled at just over 800 million in 2018.

Tencent’s move in 2016 to target the consumption habits of younger users with innovative new features, such as entertainment-focused news feed Kandian, is bearing fruit.

Short videos, personalisation features, gaming, anime content and celebrity news all seem to be breathing new life into the grandaddy of China’s ever-changing social media landscape.

Daily active users of QQ Kandian, the algorithm-driven entertainment news feed within QQ, surpassed 80 million in the first quarter of 2018, according to a first-time release of data from Tencent.

And 70 per cent of those users belong to the generation born after 1990. Kandian targets the entertainment-oriented information needs of young users by aggregating rich content related to anime, comics and games, pop stars, extreme sports, fashion, beauty and technology.

QQ also incorporates NOW Live, a Tencent-powered mobile live-streaming service, which serves up original user-generated content and WeiShi, a mini video app, where users showcase their talents and life moments via short videos – incorporating themes such as music, gaming, sports and variety shows.

QQ also offers access to Penguin e-Sports, Tencent’s mobile e-sports live streaming platform, which hosts gaming competitions such as QGC and TGA with professional anchors.

QQ has also introduced a series of features such as facial beautifying tools, painting-styled photos, animated video stickers, face swap effects and video chat filters designed to make interaction and communication on its social platform more fun and entertaining.


Source: SCMP

https://www.scmp.com/tech/article/21622 ... neration-z
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Sat Sep 08, 2018 8:31 pm

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Back in September 2016, Steve first told DailyWealth readers about this "little-known company." Today, more and more investors are becoming aware of Tencent. Its market cap has risen from about $250 billion back then to around $400 billion today.

Tencent has long had its hand in the world of online games. Back in 2011, the company acquired a majority stake in Riot Games (League of Legends).

The following year, it purchased a minority stake in Epic Games (Fortnite). And in 2016, Tencent bought a stake worth nearly 5% in Activision Blizzard.

Plus, Tencent has its own portfolio of games, including Fortnite competitor PlayerUnknown's Battlegrounds ("PUBG") and other mobile games for smartphones. For example, multiplayer online battle game Honor of Kings generated nearly $2 billion of revenue in China last year alone.

All told, Tencent's online-games segment made about $16 billion in revenue over the past four quarters – nearly 40% of the company's total sales.

Gaming has long been a big part of Tencent's success. And this trend still has plenty of room to run. Gaming and esports market-intelligence firm Newzoo estimates that the global games market will reach $180 billion in 2021... up from about $122 billion in 2017, or an increase of nearly 50% in just four years.

Unfortunately, Tencent's video-game segment has run into some recent headwinds...

Revenue shrunk 12% versus the prior quarter, even though it grew 6% year-over-year. The market was caught off-guard when the company posted its first quarterly decline in profits in more than a decade.

Plus, Chinese regulators recently halted the sale of one of Tencent's games. The Chinese government has even outlined plans to limit the amount of time kids spend playing online games.

As a result, Tencent shares have pulled back, and we've stopped out of the position across some of our publications. But that doesn't change our long-term thesis that Tencent will become a household name one day soon... and potentially make investors a fortune along the way.

Source: Daily Wealth
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Sat Sep 08, 2018 8:31 pm

vested

Back in September 2016, Steve first told DailyWealth readers about this "little-known company." Today, more and more investors are becoming aware of Tencent. Its market cap has risen from about $250 billion back then to around $400 billion today.

Tencent has long had its hand in the world of online games. Back in 2011, the company acquired a majority stake in Riot Games (League of Legends).

The following year, it purchased a minority stake in Epic Games (Fortnite). And in 2016, Tencent bought a stake worth nearly 5% in Activision Blizzard.

Plus, Tencent has its own portfolio of games, including Fortnite competitor PlayerUnknown's Battlegrounds ("PUBG") and other mobile games for smartphones. For example, multiplayer online battle game Honor of Kings generated nearly $2 billion of revenue in China last year alone.

All told, Tencent's online-games segment made about $16 billion in revenue over the past four quarters – nearly 40% of the company's total sales.

Gaming has long been a big part of Tencent's success. And this trend still has plenty of room to run. Gaming and esports market-intelligence firm Newzoo estimates that the global games market will reach $180 billion in 2021... up from about $122 billion in 2017, or an increase of nearly 50% in just four years.

Unfortunately, Tencent's video-game segment has run into some recent headwinds...

Revenue shrunk 12% versus the prior quarter, even though it grew 6% year-over-year. The market was caught off-guard when the company posted its first quarterly decline in profits in more than a decade.

Plus, Chinese regulators recently halted the sale of one of Tencent's games. The Chinese government has even outlined plans to limit the amount of time kids spend playing online games.

As a result, Tencent shares have pulled back, and we've stopped out of the position across some of our publications. But that doesn't change our long-term thesis that Tencent will become a household name one day soon... and potentially make investors a fortune along the way.

Source: Daily Wealth
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Mon Sep 10, 2018 1:04 pm

<Research Report>M Stanley: TENCENT Rated Overweight as Repurchase Shows Confidence on Long-term Prospect

TENCENT (00700.HK) made its first repurchase in four years of 22,700 shares on 7 September, Morgan Stanley said in its report, viewing the buyback shows the company's confidence in its long-term outlook, although the scale is not big.

The research house added that the recent repurchase of TENCENT underpins its view that the share price of the group may be marching towards the flicking point after approximately 30% of correction since January 2018.

Morgan Stanley also noted that the game approval procedure will resume eventually, which means the regulatory worries may be overdone.

The rating was kept at Overweight with target price of $420.

Source: AAStocks Financial News
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Mon Sep 10, 2018 1:04 pm

<Research Report>M Stanley: TENCENT Rated Overweight as Repurchase Shows Confidence on Long-term Prospect

TENCENT (00700.HK) made its first repurchase in four years of 22,700 shares on 7 September, Morgan Stanley said in its report, viewing the buyback shows the company's confidence in its long-term outlook, although the scale is not big.

The research house added that the recent repurchase of TENCENT underpins its view that the share price of the group may be marching towards the flicking point after approximately 30% of correction since January 2018.

Morgan Stanley also noted that the game approval procedure will resume eventually, which means the regulatory worries may be overdone.

The rating was kept at Overweight with target price of $420.

Source: AAStocks Financial News
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Wed Sep 12, 2018 7:59 am

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Tencent steps up share repurchase efforts after recent market rout in first buy-back since 2014

The Shenzhen-based company said it bought 124,000 shares for HK$39.1 million (US$5 million) on September 10, more than five times the amount it spent on Friday.

The previous time Tencent bought stock was in April 2014, when it spent HK$77 million buying shares and spurred a three-day rally.


Source: SCMP

https://www.scmp.com/tech/article/21636 ... t-buy-back
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Wed Sep 12, 2018 8:13 pm

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Tencent under pressure to step up its game as regulatory restrictions bite

by Sijia Jiang

Tencent Holdings, which has lost some $200 billion in market value this year, is facing fresh criticism from analysts and investors unnerved by regulatory roadblocks, a fuzzy overseas strategy and growing debt.

As of 2016, Tencent was getting just 5 percent of its revenue from international operations.

Once PUBG Mobile is approved in China, it could bring up to $1 billion of revenue a year for Tencent, while Honour of Kings already generates $2 billion a year.


Source: Reuters

https://www.reuters.com/article/us-tenc ... i=65859372
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Sat Sep 15, 2018 8:12 am

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Tencent, Lego look to pull China’s games market out of the doldrums with new offering

“After a strategic cooperation in January, Tencent and Lego Group will unveil a co-developed game on September 19.”

It covers the creation of a Lego video zone for children on the Tencent Video platform as well as the development, publication and operation of Lego-branded licensed games.

It also includes the publication and operation of the online operation system for Lego Boost – a building and coding set that lets children bring their Lego brick toy creations to life – and the joint development of Lego Life, a safe social network for children in China.


Tencent has “at least 15 games in our portfolio that have been approved [by the government] for monetising”.


Source: SCMP

https://www.scmp.com/tech/enterprises/a ... ldrums-new
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Re: Tencent 0700 02 (Jan 15 - Dec 18)

Postby winston » Mon Sep 17, 2018 1:34 pm

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TENCENT (00700.HK) Starts Stringent Real-Name Control on 'Honor of Kings'

TENCENT (00700.HK)'s game "Honor of Kings" announced on its official website that it had further upgraded the health system on 15 September, after months of development and examination.

From that onward, all new users of "Honor of Kings" will have to go through the strictest real-name policy at their first registration, which will be linked to the data platform of Public Security, whereby the system will have check if the user is a minor, so that it can decide whether to include the account into the anti-addiction system.

Users will be categorized as youth aged under 12 during the period pending identification and will be allowed playing time of only one hour per day.

Source: AAStocks Financial News
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