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Tencent Milestones
Launched
Tencent Mobile
Gaming Platform!
2004.6
1999.21998.11
2000.8
2003.8
2005.5
2010.3
2011.1
2011.6
2003.11
Tencent was
founded !
Launched mobile
value-added
services!
Launched 

IM service
QQ !
Launched casual
games portal QQ
game!
Launched web
portal
www.qq.com!
Listed on HK
stock
exchange!
Launched
SNS
platform!
Qzone!
QQ PCU (Peak
Concurrent User)
exceeded 100 million!
Launched open
platform strategy!
Weixin/WeChat
registered user
accounts exceeded
300 million !
2013.1
2013.8
2014.4
Launched
mobile social
communication
service Weixin!
!
QQ PCU
over 200
million
!
!
Weixin/WeChat MAU
over 468 million and
QQ MAU over 820
million
2014.9
Corporate
Development
Group
(CDG)
Mobile
Internet Group
(MIG)
Interactive
Entertainment
Group
(IEG)
Online Media
Group
(OMG)
Social Network
Group
(SNG)
Technology
and
Engineering
Group (TEG)
Diversified Online Services
WeChat Group
(WXG)
China Overview
800
600
400
160
510
719
200
0
14Q1
698
496
154
13Q4
645
445
161
13Q3
576
386
150
13Q2
480
322
130
13Q1
399
267
108
14Q2
Android
Others
iOS
220
600
500
400
300
200
100
0
2014E
510
367
135
2013
390
118
2012
254
Others
Android
iOS
China Smartphone Device
(2013Q1-2014Q2, M)
Source:iResearch, iiMedia, CNNIC, Tencent Analysis
China Mobile Game User Base
(2012-2014E, M)
710
590
290
800
600
400
200
0
2014E20132012
China Mobile Internet User Base
(2012-2014E, M)
5,000
469
4,000
3,000
2012
2,000
1,000 640
0
2014E
327
163
3,607
2,480
1,078
2013
1,475
938
Others
Android
iOS
China Mobile Game Market Size
(2012-2014E, M)
Fragmented Devices & Complex Network Environment
Requires More Work by Game Developers
Mobile Phone Hardware Specs
2013-14
China Network Usage
2014
0
20
40
60
80
100%
C hina
Low End
20%
M id R ange
45%
H igh End
35%
0%
17%
22%
61%
4G3G2GWiFi
Mobile Phone Hardware by Brand
2013-14
0
20
40
60
80
100%
C hina
A pple 19%
Sam sung 16%
Lenovo 11%
C oolpad 10%
H uaw ei9%
Xiaom i6%
H TC 5%
Z TE 4%
O P P O 4%
O thers 16%
Source:iResearch
Chinese Gamers are Becoming More Mature
0%
10%
20%
30%
4h+2h-4h1h-2h30min-
1h
20-30
min
10-20
min
1-10min
Average Time Spent on Mobile Games Daily
2014Q1
28%
23%
13%
9%
0%
10%
20%
30%
40%
2013Q42013Q32013Q22013Q1
% of Users Spending More than 1 hour per day
25%
62%
89%
8%
23%
41%
At least 10
At least 5
At least 3
2013Q12013Q4
% of Users Playing Different GamesMonthly Pay Rate for Mobile Games
0%
2%
4%
6%
Oct-
13
Sep-
13
Aug-
13
Apr-
14
Mar-
14
Feb-
14
Jan-
14
Dec-
13
Nov-
13
Source:Umeng, Tencent Analysis
Tencent Mobile Games Platform Milestone
Tencent Mobile Games
Platform Strategy
Announced
2013.5
First Game Launched o
n Tencent Mobile
Games Platform
2013.8
100 Million
Registered Users
2013.9
Tencent Mobile Games
Platform became the
Largest Distribution
Channel in China and
MyApp 4.0 Launched
2014.1
35 Games and
Continuing
Now
500 Million
Registered Users
2014.4
Tencent Mobile Platform Performance
Top Spot on iOS Download Chart Top Spot on iOS Download and
Grossing Chart
7 out of 10
Top Grossing Mobile Games from Tencent
4.8 Billion
Tencent Mobile Games Revenue 2014H1
19 Games 9 Games
Source: App Annie 2014Q2
China Mobile Game Market Monthly Revenue
and Tencent Proportion
Rapid Growth Opportunities in the China Market
>50M
>30M
>10M
>5M
WeFight WeChat Dash WeFly
Thunder
Fighter
WeChat Speed
We HeroesWater Margin WeTown
Top China Mobile Games by Average
Monthly Revenue
2013-14
DOTA
Legend
SanGuo
Unleashed
Boom Beach Gedou
Jianghu
Sword of
God
Mini Journey
to the West
49%49%50%55%
60%
53%55%
49%
2014
07
2014
06
2014
05
2014
04
2014
03
2014
02
2014
09
Tencent
Action RPG
Casual &
Puzzle Strategy
Tencent Non-Tencent
2014
08
Others
Source: Tencent Analysis
0
300
600
900
1,200
1,500
1,800
2,100
Tencent SNDA Netease GA Cyou PWRD
Strengthening Competitive Advantages
(USD in millions)
Revenue of Top Game Companies in China
(2008Q1-2014Q2)
Source: Company Annual Report & Newzoo report
66
83
138150
191
243
375
0
100
200
300
400
Market Capitalizations of Largest Internet
Companies October 2014
EbayBaiduTencentFacebookGoogle AmazonAlibaba
(USD in billions)
$2.5
$2.2
$2.4
$1.7
$2.0
$1.1
$0.7 $0.7 $0.7 $0.8
$3.5
$2.3
$2.1 $2.0 $2.0 $1.9
$1.4
$1.2
$0.9 $0.8
Tencent EA Activision
Blizzard
Sony Microsoft Apple Google King GungHo Nexon
Comparison of Top 10 Public Companies by H1 2014
and H1 2013 Game Revenues ($Bn)
H1 2013
H1 2014
Coverage of Massive User Base
One-stop Payment Solution
Social Marketing
Analytics and
Fine-tuned Operations
Key Capabilities in Mobile Publishing
Security Solution
Mobile Platform
PC Platform
Unparalleled Platform Resources
of the Platforms has over 10 million DAU 10 million
Social Network Matters
40%
50%
60%
70%
80%
90%
Number of in-game friends
Next Day Retention Rate
6
7
8
9
10
11
12
13
Number of in-game Friends
Number of Sessions Played per Day
Number of Sessions Played for WeChat DashRetention Rate We Heroes
Market Average 42% Market Average 6.6
Source: Tencent Analysis
Analytics for Game Operations
Tutorial
Leveling
PVP
Social
Fine-tuned
Operations
Experience
Monetization
Targeted
Marketing
Visuals
Tencent
Analytics
User Behavior
Data
Offline Locations
•  Support cash top-up at
1.  Convenient stores
2.  Supermarkets
3.  Post Offices
4.  Door-to-door top-up
service
One-Stop Payment Solution
Pre-paid Cards
•  Pre-paid QQ/Mobile top-
up card available at
newsstands,
bookstores, computer
stores, online etc.
Easy Mobile Payment
•  One-click payment for WeChat
users
•  QR Code payment reduces
steps needed
•  Card reader for additional ease
Supports over 25 ebanking services
Ebanking
Online Payment Solution Offline Payment Solution
QQ Coins
(The most used virtual currency in China)
Security and Back-End Supports
•  200 people team to prevent games from hacking and Trojan, and to protect user's
account security and virtual currency
•  On a company level we provide multi-level, multi-dimensional real-time and offline
security analysis
•  Product security, information security, and operational security
•  Proprietary Tencent Protect System with 10 years of experience in anti-hack
Resource
Isolation
Security
Enforcement
Network Security
Data Security
Account
Security
TenProtect System
Case Studies: Thunder Fighter and WeChat Dash
•  Launched in China March 2014
•  Top 5 game since launch
•  DAU 10+M
•  Key Success Factors
−  Unique gameplay (Shooting & RPG)
−  Outstanding optimization (UI,
monetization, constellation and tutorial)
•  Launched in China September 2013
•  Top grossing action and casual game since
launch, consecutively for 5 months
•  DAU 70+M
•  Key Success Factors
−  New game modes
−  Increase monetization
−  Easy controls but hard to master
Case Studies: Candy Crush and WeQuiz
•  Launched in China August 2014
•  DAU 4+M
•  Key Success Factors
−  Outstanding game quality
−  Logical localization
−  Multifaceted monetization
−  Celebrity effect
•  Plan to launch in China November 24th, 2014
•  Key Factors
−  Outstanding game quality
−  Excellent developing team
−  Logical localization
−  Strong social features
−  Multifaceted marketing promotion
Case Studies: Blade & Soul and League of Legends
•  Launched in China Nov 2013
•  PCU: 1.7M
•  MAU: 7+M
•  Key Success Factors:
–  Localized game contents
–  Economy system backed by analytics
–  Strong user community
•  Launched in China Sep 2011
•  PCU: 5M
•  MAU: 40+M
•  Key Success Factors
–  Back-end infrastructure to support massive
user-base
–  Monetization system and seasonal
promotions
–  E-sports and tournaments
Together, We Can Make Wonders!
Tencent - NOAH14 London

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Tencent - NOAH14 London

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  • 3. Tencent Milestones Launched Tencent Mobile Gaming Platform! 2004.6 1999.21998.11 2000.8 2003.8 2005.5 2010.3 2011.1 2011.6 2003.11 Tencent was founded ! Launched mobile value-added services! Launched 
 IM service QQ ! Launched casual games portal QQ game! Launched web portal www.qq.com! Listed on HK stock exchange! Launched SNS platform! Qzone! QQ PCU (Peak Concurrent User) exceeded 100 million! Launched open platform strategy! Weixin/WeChat registered user accounts exceeded 300 million ! 2013.1 2013.8 2014.4 Launched mobile social communication service Weixin! ! QQ PCU over 200 million ! ! Weixin/WeChat MAU over 468 million and QQ MAU over 820 million 2014.9
  • 4. Corporate Development Group (CDG) Mobile Internet Group (MIG) Interactive Entertainment Group (IEG) Online Media Group (OMG) Social Network Group (SNG) Technology and Engineering Group (TEG) Diversified Online Services WeChat Group (WXG)
  • 5. China Overview 800 600 400 160 510 719 200 0 14Q1 698 496 154 13Q4 645 445 161 13Q3 576 386 150 13Q2 480 322 130 13Q1 399 267 108 14Q2 Android Others iOS 220 600 500 400 300 200 100 0 2014E 510 367 135 2013 390 118 2012 254 Others Android iOS China Smartphone Device (2013Q1-2014Q2, M) Source:iResearch, iiMedia, CNNIC, Tencent Analysis China Mobile Game User Base (2012-2014E, M) 710 590 290 800 600 400 200 0 2014E20132012 China Mobile Internet User Base (2012-2014E, M) 5,000 469 4,000 3,000 2012 2,000 1,000 640 0 2014E 327 163 3,607 2,480 1,078 2013 1,475 938 Others Android iOS China Mobile Game Market Size (2012-2014E, M)
  • 6. Fragmented Devices & Complex Network Environment Requires More Work by Game Developers Mobile Phone Hardware Specs 2013-14 China Network Usage 2014 0 20 40 60 80 100% C hina Low End 20% M id R ange 45% H igh End 35% 0% 17% 22% 61% 4G3G2GWiFi Mobile Phone Hardware by Brand 2013-14 0 20 40 60 80 100% C hina A pple 19% Sam sung 16% Lenovo 11% C oolpad 10% H uaw ei9% Xiaom i6% H TC 5% Z TE 4% O P P O 4% O thers 16% Source:iResearch
  • 7. Chinese Gamers are Becoming More Mature 0% 10% 20% 30% 4h+2h-4h1h-2h30min- 1h 20-30 min 10-20 min 1-10min Average Time Spent on Mobile Games Daily 2014Q1 28% 23% 13% 9% 0% 10% 20% 30% 40% 2013Q42013Q32013Q22013Q1 % of Users Spending More than 1 hour per day 25% 62% 89% 8% 23% 41% At least 10 At least 5 At least 3 2013Q12013Q4 % of Users Playing Different GamesMonthly Pay Rate for Mobile Games 0% 2% 4% 6% Oct- 13 Sep- 13 Aug- 13 Apr- 14 Mar- 14 Feb- 14 Jan- 14 Dec- 13 Nov- 13 Source:Umeng, Tencent Analysis
  • 8. Tencent Mobile Games Platform Milestone Tencent Mobile Games Platform Strategy Announced 2013.5 First Game Launched o n Tencent Mobile Games Platform 2013.8 100 Million Registered Users 2013.9 Tencent Mobile Games Platform became the Largest Distribution Channel in China and MyApp 4.0 Launched 2014.1 35 Games and Continuing Now 500 Million Registered Users 2014.4
  • 9. Tencent Mobile Platform Performance Top Spot on iOS Download Chart Top Spot on iOS Download and Grossing Chart 7 out of 10 Top Grossing Mobile Games from Tencent 4.8 Billion Tencent Mobile Games Revenue 2014H1 19 Games 9 Games Source: App Annie 2014Q2
  • 10. China Mobile Game Market Monthly Revenue and Tencent Proportion Rapid Growth Opportunities in the China Market >50M >30M >10M >5M WeFight WeChat Dash WeFly Thunder Fighter WeChat Speed We HeroesWater Margin WeTown Top China Mobile Games by Average Monthly Revenue 2013-14 DOTA Legend SanGuo Unleashed Boom Beach Gedou Jianghu Sword of God Mini Journey to the West 49%49%50%55% 60% 53%55% 49% 2014 07 2014 06 2014 05 2014 04 2014 03 2014 02 2014 09 Tencent Action RPG Casual & Puzzle Strategy Tencent Non-Tencent 2014 08 Others Source: Tencent Analysis
  • 11. 0 300 600 900 1,200 1,500 1,800 2,100 Tencent SNDA Netease GA Cyou PWRD Strengthening Competitive Advantages (USD in millions) Revenue of Top Game Companies in China (2008Q1-2014Q2) Source: Company Annual Report & Newzoo report 66 83 138150 191 243 375 0 100 200 300 400 Market Capitalizations of Largest Internet Companies October 2014 EbayBaiduTencentFacebookGoogle AmazonAlibaba (USD in billions) $2.5 $2.2 $2.4 $1.7 $2.0 $1.1 $0.7 $0.7 $0.7 $0.8 $3.5 $2.3 $2.1 $2.0 $2.0 $1.9 $1.4 $1.2 $0.9 $0.8 Tencent EA Activision Blizzard Sony Microsoft Apple Google King GungHo Nexon Comparison of Top 10 Public Companies by H1 2014 and H1 2013 Game Revenues ($Bn) H1 2013 H1 2014
  • 12. Coverage of Massive User Base One-stop Payment Solution Social Marketing Analytics and Fine-tuned Operations Key Capabilities in Mobile Publishing Security Solution
  • 13. Mobile Platform PC Platform Unparalleled Platform Resources of the Platforms has over 10 million DAU 10 million
  • 14. Social Network Matters 40% 50% 60% 70% 80% 90% Number of in-game friends Next Day Retention Rate 6 7 8 9 10 11 12 13 Number of in-game Friends Number of Sessions Played per Day Number of Sessions Played for WeChat DashRetention Rate We Heroes Market Average 42% Market Average 6.6 Source: Tencent Analysis
  • 15. Analytics for Game Operations Tutorial Leveling PVP Social Fine-tuned Operations Experience Monetization Targeted Marketing Visuals Tencent Analytics User Behavior Data
  • 16. Offline Locations •  Support cash top-up at 1.  Convenient stores 2.  Supermarkets 3.  Post Offices 4.  Door-to-door top-up service One-Stop Payment Solution Pre-paid Cards •  Pre-paid QQ/Mobile top- up card available at newsstands, bookstores, computer stores, online etc. Easy Mobile Payment •  One-click payment for WeChat users •  QR Code payment reduces steps needed •  Card reader for additional ease Supports over 25 ebanking services Ebanking Online Payment Solution Offline Payment Solution QQ Coins (The most used virtual currency in China)
  • 17. Security and Back-End Supports •  200 people team to prevent games from hacking and Trojan, and to protect user's account security and virtual currency •  On a company level we provide multi-level, multi-dimensional real-time and offline security analysis •  Product security, information security, and operational security •  Proprietary Tencent Protect System with 10 years of experience in anti-hack Resource Isolation Security Enforcement Network Security Data Security Account Security TenProtect System
  • 18. Case Studies: Thunder Fighter and WeChat Dash •  Launched in China March 2014 •  Top 5 game since launch •  DAU 10+M •  Key Success Factors −  Unique gameplay (Shooting & RPG) −  Outstanding optimization (UI, monetization, constellation and tutorial) •  Launched in China September 2013 •  Top grossing action and casual game since launch, consecutively for 5 months •  DAU 70+M •  Key Success Factors −  New game modes −  Increase monetization −  Easy controls but hard to master
  • 19. Case Studies: Candy Crush and WeQuiz •  Launched in China August 2014 •  DAU 4+M •  Key Success Factors −  Outstanding game quality −  Logical localization −  Multifaceted monetization −  Celebrity effect •  Plan to launch in China November 24th, 2014 •  Key Factors −  Outstanding game quality −  Excellent developing team −  Logical localization −  Strong social features −  Multifaceted marketing promotion
  • 20. Case Studies: Blade & Soul and League of Legends •  Launched in China Nov 2013 •  PCU: 1.7M •  MAU: 7+M •  Key Success Factors: –  Localized game contents –  Economy system backed by analytics –  Strong user community •  Launched in China Sep 2011 •  PCU: 5M •  MAU: 40+M •  Key Success Factors –  Back-end infrastructure to support massive user-base –  Monetization system and seasonal promotions –  E-sports and tournaments
  • 21. Together, We Can Make Wonders!