Chinese language social media, video games and video large Tencent posted revenues of RMB192.9 billion ($27.1 billion) for the third quarter of 2025, marking a 15% year-over-year improve as the corporate’s strategic AI investments proceed to pay dividends throughout its gaming and promoting companies.
The web and know-how firm reported non-IFRS internet revenue attributable to fairness holders of RMB70.6 billion ($9.9 billion), up 18% year-over-year, based on unaudited outcomes launched. Non-IFRS figures exclude sure one-time and non-cash gadgets reminiscent of share-based compensation and acquisition-related prices, offering what administration considers a clearer view of core operational efficiency in comparison with outcomes ready below Worldwide Monetary Reporting Requirements, the worldwide accounting framework.
“Through the third quarter of 2025, we achieved stable income and earnings progress, reflecting wholesome traits throughout video games, advertising companies, and fintech and enterprise companies,” mentioned Ma Huateng, chair and CEO of Tencent. “Our strategic investments in AI are benefitting us in enterprise areas reminiscent of advert focusing on and recreation engagement, in addition to in effectivity enhancement areas reminiscent of coding, and recreation and video manufacturing.”
Ma highlighted the corporate’s progress with its HunYuan basis mannequin, noting that its picture and 3D technology capabilities are actually {industry} main. The corporate can also be specializing in rising adoption of its Yuanbao AI assistant and growing agentic AI capabilities inside its Weixin super-app.
Tencent’s gaming division delivered sturdy efficiency, with value-added companies revenues climbing 16% year-over-year to RMB95.9 billion ($13.5 billion). Home video games revenues reached RMB42.8 billion ($6 billion), up 15% year-over-year, pushed by just lately launched titles together with “Delta Pressure,” which ranked among the many prime three video games industry-wide by gross receipts in the course of the quarter. The cell model of “Valorant” has develop into China’s most profitable cell recreation launch year-to-date, based on QuestMobile and Sensor Tower knowledge.
Worldwide video games revenues surged 43% year-over-year to RMB20.8 billion ($2.9 billion), with Supercell’s “Conflict Royale” attaining all-time highs for month-to-month each day lively customers and gross receipts in September. Newly launched title “Dying Gentle: The Beast” has earned a “very optimistic” 87% participant assessment rating on Steam.
Advertising and marketing companies revenues jumped 21% year-over-year to RMB36.2 billion ($5.1 billion), benefiting from elevated person engagement, larger advert load, and improved eCPMs pushed by AI-powered advert focusing on. The corporate launched its automated advert marketing campaign resolution AIM+, which permits advertisers to automate focusing on, bidding, placement and advert creation optimization.
FinTech and enterprise companies revenues grew 10% year-over-year to RMB58.2 billion ($8.2 billion), with industrial cost quantity accelerating in comparison with the second quarter as each on-line and offline cost traits improved.
Working metrics confirmed the mixed month-to-month lively customers of Weixin and WeChat reached 1.414 billion as of Sept. 30, up 2% year-over-year. Tencent Video maintained its {industry} lead with 114 million subscriptions, whereas Tencent Music held 126 million subscriptions.
On a non-IFRS foundation, working revenue elevated 18% year-over-year to RMB72.6 billion ($10.2 billion), with working margin increasing to 38% from 37% within the prior 12 months interval. Free money movement remained flat at RMB58.5 billion ($8.2 billion), whereas the corporate’s internet money place totaled RMB102.4 billion ($14.4 billion), up 7% year-over-year.
Tencent repurchased roughly 35.4 million shares on the Hong Kong Inventory Trade in the course of the quarter for combination consideration of roughly HKD21.1 billion ($2.7 billion).

















