A Cross Industry View on the Impact of COVID in China
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Universal Music Group and Tencent Music Entertainment Group Enter Into Strategic Agreement Significantly Expanding Chinese Music Market
UNIVERSAL MUSIC GROUP AND TENCENT MUSIC ENTERTAINMENT GROUP ENTER INTO STRATEGIC AGREEMENT SIGNIFICANTLY EXPANDING CHINESE MUSIC MARKET – Provides Vast Multi-Platform Distribution and Marketing Opportunities Across China – Companies to Develop Abbey Road Studios China to Create World-Class Recording Studio and Accelerate Development of Local Talent SHENZHEN and SANTA MONICA, MAY 16, 2017 – Universal Music Group (UMG), the world leader in music-based entertainment, and Tencent Music Entertainment Group (TME), a leading digital music distribution platform in China, today announced the signing of a landmark licensing agreement that will significantly expand the Chinese music market. Under the terms of the multi-year agreement, TME will distribute music from UMG’s roster of record labels and global recording stars on its streaming platforms QQ Music, KuGou and Kuwo. TME will also be UMG’s master distribution and licensing partner to exclusively sub-license UMG’s content to third- party music service providers in China. Both parties will work together to find new ways to develop artists, to innovate business models and to reinforce a robust copyright protection environment. In addition, TME will support UMG artists to promote their music, leveraging Tencent online properties and other media channels. In China, TME is one of the largest music platforms, providing over 17 million songs to 600 million monthly active users. TME is a strong advocate of authorized music and has earned industry recognition for driving growth in the digital music industry, with more than 15 million paying subscribers. UMG represents one of the most comprehensive catalogues of recordings and songs across every music genre. -
Prospering in the Pandemic: the Top 100 Companies the First in an FT Series on Corporate Resilience in a Year of Human and Economic Devastation
FRIDAY 19 JUNE 2020 FT SERIES Coronavirus economic impact Prospering in the pandemic: the top 100 companies The first in an FT series on corporate resilience in a year of human and economic devastation In a dismal year for single day in April, up from 20m drawing more users into an most companies, a 1. Amazon in late 2019. ever-expanding ecosystem of minority have shone: wearables and services. pharmaceutical groups SECTOR: ECOMMERCE Apple executives predicted boosted by their hunt HQ: SEATTLE, US $269.9bn sales of some items would even for a Covid-19 vaccine; MARKET CAP ADDED accelerate, as millions of technology giants buoyed Key stat: Amazon anticipates consumers working from home by the trend for working it could spend $4bn to keep its Microsoft’s shift to the cloud would opt to upgrade their from home; and retailers logistics running during the under Satya Nadella has left it electronics. Investors crowned offering lockdown coronavirus crisis. well-placed for a world where Apple the first $1.5tn company. necessities online. large numbers of people are Patrick McGee in San Francisco Public companies working remotely. The Teams had the tailwind of a $401.1bn communication app has MARKET CAP ADDED become a way for workers to surprisingly robust stock stay in touch. The Azure cloud 4. Tesla market — which many As world leaders ordered their computing platform has become believe is a bubble. citizens indoors, Amazon became a more critical part of the digital SECTOR: AUTOS To rank companies the emergency port of call for backbone for many companies. -
Global Music Report 2018 ANNUAL STATE of the INDUSTRY
Global Music Report 2018 ANNUAL STATE OF THE INDUSTRY Global top 10 recording artists of 2017 Untitled-3 1 3/4/18 3:58 PM GLOBAL MUSIC REPORT 2018: STATE OF THE INDUSTRY Welcome · 3 Welcome As an artist, I am privileged to perform One of the crucial roles for record com- before audiences around the world and panies is to support and invest in artists see first-hand how essential music is for and to help them develop for their greatest people from every walk of life. creative and commercial success, so that But even as music’s essence is endur- their music can be enjoyed by fans around ing, much about music is changing. the world. The IFPI Global Music Report tells the It is therefore essential that all music cre- PLÁCIDO DOMINGO story of recorded music’s ongoing journey. ators are fairly compensated for their work. I CHAIRMAN, IFPI Today, artists are reaching music fans in have met with policymakers in Europe and ways I never could have imagined when I elsewhere to call on them to back legislation began my own career. Music is global and that would support this by addressing the increasingly digital. This transformation value gap, thereby ensuring a fair and bal- has been fundamental and rapid and offers anced digital marketplace for all. great opportunities. We are living in an incredibly exciting But we can never forget that music time for recorded music. We must persevere does not just happen. It requires the hard with our efforts to ensure its journey benefits work, commitment, investment and artist- the music creators and fans of today, and ry of so many people. -
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET Officers Millicent Tu, VGM, IR Cussion Pang, CEO Tony Yip, CSO Shirley Hu, CFO Analysts John Egbert, Stifel, Nicolaus Alex Yao, JPMorgan Chase Eddie Leung, Bank of America Merrill Lynch Piyush Mubayi, Goldman Sachs Group Thomas Chong, Jefferies Hans Chung, KeyBanc Capital Markets Gary Yu, Morgan Stanley Presentation [Technical Difficulty] Operator: Ladies and gentlemen, good evening and good morning, and thank you for standing by. Welcome to the Tencent Music Entertainment Group's Second Quarter 2019 Earnings Conference Call. At this time, all participants are in listen-only mode. (Operator Instructions). Today you will hear discussions from the management team of Tencent Music Entertainment Group, followed by a question-and-answer session. (Operator Instructions). Please be advised that this conference is being recorded today. If you have any objections, you may disconnect at this time. Now, I will turn the conference over to your speaker host today, Ms. Millicent Tu. Please go ahead. Millicent Tu: Thank you, operator. Hello, everyone, and thank you all for joining us on today's call. Tencent Music Entertainment Group announced its financial results for the second quarter of 2019 today after the market close. An earnings release is now available on our IR website at ir.tencentmusic.com, as well as via newswire services. Today you will hear from Mr. Cussion Pang, our CEO, who will start off the call with an overview of our recent achievements and growth strategy. He will be followed by Mr. -
Anti-Cheat Expert Product Introduction
Anti-Cheat Expert Anti-Cheat Expert Product Introduction Product Documentation ©2013-2019 Tencent Cloud. All rights reserved. Page 1 of 7 Anti-Cheat Expert Copyright Notice ©2013-2019 Tencent Cloud. All rights reserved. Copyright in this document is exclusively owned by Tencent Cloud. You must not reproduce, modify, copy or distribute in any way, in whole or in part, the contents of this document without Tencent Cloud's the prior written consent. Trademark Notice All trademarks associated with Tencent Cloud and its services are owned by Tencent Cloud Computing (Beijing) Company Limited and its affiliated companies. Trademarks of third parties referred to in this document are owned by their respective proprietors. Service Statement This document is intended to provide users with general information about Tencent Cloud's products and services only and does not form part of Tencent Cloud's terms and conditions. Tencent Cloud's products or services are subject to change. Specific products and services and the standards applicable to them are exclusively provided for in Tencent Cloud's applicable terms and conditions. ©2013-2019 Tencent Cloud. All rights reserved. Page 2 of 7 Anti-Cheat Expert Contents Product Introduction Overview Features ©2013-2019 Tencent Cloud. All rights reserved. Page 3 of 7 Anti-Cheat Expert Product Introduction Overview Last updated:2021-06-22 11:17:30 Overview of the Mobile Game Market Market size According to a third-party data source, China's mobile game industry reported a total revenue of 102.28 billion CNY in 2016. With the rise of online gaming, game virtual social system, PVP system, and high-value game economy system are becoming more and more prevalent in mobile games, posing considerable security risks to the industry. -
For Immediate Release
For Immediate Release TENCENT ANNOUNCES 2020 FIRST QUARTER RESULTS Hong Kong, May 13, 2020 – Tencent Holdings Limited (“Tencent” or the “Company”, 00700.HK), a leading provider of Internet value added services in China, today announced the unaudited consolidated results for the first quarter (“1Q2020”) ended March 31, 2020. 1Q2020 Key Highlights Revenues: +26% YoY, non-IFRS1 profit attributable to equity holders of the Company: +29% YoY ▪ Total revenues were RMB108,065 million (USD15,252 million2), an increase of 26% over the first quarter of 2019 (“YoY”). ▪ On a non-IFRS basis, which is intended to reflect core earnings by excluding certain one-time and/or non-cash items: - Operating profit was RMB35,575 million (USD5,021 million), an increase of 25% YoY. Operating margin remained stable at 33%. - Profit for the quarter was RMB27,984 million (USD3,950 million), an increase of 29% YoY. Net margin increased to 26% from 25% last year. - Profit attributable to equity holders of the Company for the quarter was RMB27,079 million (USD3,822 million), an increase of 29% YoY. - Basic earnings per share were RMB2.858. Diluted earnings per share were RMB2.817. ▪ On an IFRS basis: - Operating profit was RMB37,260 million (USD5,259 million), an increase of 1% YoY. Operating margin decreased to 34% from 43% last year. - Profit for the period was RMB29,403 million (USD4,150 million), an increase of 6% YoY. Net margin decreased to 27% from 33% last year. - Profit attributable to equity holders of the Company for the quarter was RMB28,896 million (USD4,078 million), an increase of 6% YoY. -
GAME CHANGER Brands and Gaming
Gamefluencer, a recent phenomenon reshaping the brand's marketing strategy for many sectors as it becoming the ‘GAME CHANGER’ This report is about Brands and Gaming: The Unlikely Partnership Set To Explode In 2020 2 Gaming The Next Frontier For Brand Activations After the halt of new game licenses that paused the Luxury and lifestyle brands and the video games industry in late 2018, new licenses finally resumed in industry are set to become increasingly 2019, although at a slower pace than before. This intertwined as high-end brands find new ways to slowdown in the industry allowed the Chinese market, “engage and excite millennials”. previously the largest and fastest growing in the world, to slip back into slot #2 going into 2020. PP / / 2 2 Capitalize On The Increasingly Lucrative Market According to a new report from investment banking giant Jefferies, luxury brands are set to drive this unlikely partnership forward over the coming years as they seek to capitalize on the increasingly lucrative market. China is the number one games market in the world accounting for 25 percent of the market, and Jefferies expects the Chinese cluster to account for 80 percent growth in the luxury industry in 2020. P / 3 Women Lead The Way Over a third of China’s population play some sort of video game 630 million people with women representing over 58 percent of those players, this figure is expected to grow by another 55 million in two years. P / 4 The Next Generation of Luxury Consumers With current market revenues at approximately $21.4 billion, China surpasses all other countries when it comes to mobile games. -
Defence of Chinese State-Sanctioned History Against Perceived Attacks from Honor of Kings
Defence of Chinese state-sanctioned history against perceived attacks from Honor of Kings Bjarke Liboriussen University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8992 [email protected] Paul Martin University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8172 [email protected] Keywords China, Honor of Kings, MOBA, history, social media, Zhihu Honor of Kings (wangzhe rongyao, Tencent 2015) is a multiplayer online battle arena game (MOBA), released in the Chinese market in 2015 and internationally under the name Arena of Valor, in 2017. Like other MOBA games such as League of Legends (Riot Games 2009), Honor of Kings involves players selecting heroes and competing against each other in teams or, more rarely, individually to attack their opponent’s territory and defend their own. Honor of Kings is a mobile game, and its gameplay is less complex than League of Legends. It is also the first major MOBA game to be produced in mainland China. Honor of Kings has been very successful in China, with some reports putting the registered users at 200 million (Shijia 2017; Cowley 2017). With this success has come government scrutiny. From March 2017 critical articles begin to appear in the society, culture and opinion sections of The People’s Daily, the official mouthpiece of the Chinese Communist Party (CCP), as well as a widely discussed article in Guangming Daily (Zhang 2017). The most widely reported of these critical articles (Li, G. 2017) led to a short-term drop in Tencent’s share price, and prompted Tencent to introduce systems to prevent young players spending too much time at the game (Reuters 2017). -
A Method to Detect Malware Based on Behavior Using Formal Concept Analysis
2016 International Conference on Mathematical, Computational and Statistical Sciences and Engineering (MCSSE 2016) ISBN: 978-1-60595-396-0 A Method to Detect Malware Based on Behavior Using Formal Concept Analysis Shao-ming CHEN*, Yi-yang WANG and Bin LIANG Guangdong branch of National Computer Network Emergency Response Technical Team/Coordination Center of China, No. 4 middle road, Tianhe District, Guangzhou, China *Corresponding author Keywords: Malware detection, App’s behavior, Permissions, FCA. Abstract. Malware threats have recently become a real concern. To solve this problem, we propose a new approach in this paper. The method analyzes the apps’ used history and constructs a Formal Concept Lattice based on the permissions which the app is used. The concepts of Formal concept Lattice are used to be compared with the permissions which a new application required before installed. So we can find an optimal concept and identify malwares and inform users about the risk of apps which are about to be installed. An experiment illustrates that our method can effectively identify malicious apps and to protect the user's information security. Introduction Android is one of the most popular platforms for phones today and majority of these devices are unprotected. It is not surprising that the majority malicious mobile attacks are designed for the Android mobile operating system [1]. Malware is a generic term that refers to any code added, changed, or removed from a software system to intentionally cause harm or subvert the system’s intended function. It compromises a system’s security, damages a system or obtains sensitive information without the user’s permission [2]. -
Expected Outstanding Growth in Online Games Business
股 票 研 [Table_Title] Jason Zhou 周桓葳 Company Report: Tencent (00700 HK) 究 (852) 2509 5347 Equity Research 公司报告: 腾讯控股 (00700 HK) [email protected] 26 June 2020 Expected[Table_Summary] Outstanding Growth in Online Games Business 预计较好的在线游戏业务增长 China’s mobile games market maintained its growth momentum in May, Rating:[Table_Rank] Buy although user time spent is expected to have declined from its peak Maintained 公 during the quarantine period. According to CNG, China’s mobile games market scale increased 11.9% mom in May, reaching RMB17.68 billion. We 司 评级: 买入 (维持) believe that the new titles supply will be the growth engine of the mobile 报 games market in 2H20. 6[Table_Price]-18m TP 目标价 : HK$555.00 告 We have revised up 2020-2022 online games revenue by 2.4%, 2.0% and HK$500.00 Company Report 3.5%, respectively, due to 1) expected strong performance of Tencent signature smatphone games such as HoK and Peacekeeper Elite, and 2) the Share price 股价: HK$485.000 newly launched game Brawl Stars. In addition, we found that the Company has a good balance within their smartphone games portfolio structure in terms of game lifetime and cash generated capability. Stock performance 股价表现 We believe that WeChat Channels ("Channels") could further amplify WeChat's content ecosystem and enhance users' time spend. We view 50.0 % of return Channels more than a short video platform. In addition, we believe that 40.0 Channels will strengthen the Company's online advertising business and 30.0 fintech and business services in the long run. -
The Changing Face of China's Music Market Musicdish*China, May 2017 China’S Old Music Industry Changing Landscape
THE CHANGING FACE OF CHINA'S MUSIC MARKET MUSICDISH*CHINA, MAY 2017 CHINA’S OLD MUSIC INDUSTRY CHANGING LANDSCAPE • 2013 estimated value of recorded music industry of US$82.6 million (5.6% increase), 21st largest (IFPI) • 2015 estimated value of recorded music industry of US$169.7 million (63.8% increase), 14th largest (IFPI) • 2016 value of recorded music industry grew 20.3% on 30.6% increase in streaming revenue, 12th largest (IFPI) • Digital music industry compound annual growth rate (2011-15): +28.5% (Nielsen) • Government policy: copyright law and enforcement • Market consolidation & music licensing • Shift to smartphone, lower mobile data cost, increased connectivity 40 Tencent: QQ + Kugou + Kuwo ~ 78% 30 Netease 9% 20 Xiami (Alibaba) 10 4% Other: Baidu, Apple Music,… 9% 0 QQ Kugou Kuwo Netease Xiami Other STEFANIE SUN & APPLE MUSIC • EP “RAINBOW BOT” EXCLUSIVELY ON APPLE MUSIC • EXCLUSIVE 3 MINUTE DOCUMENTARY • RANKED NUMBER 4 FOR “5 CAN’T-MISS APPLE MUSIC EXCLUSIVE ALBUM” STREAMING WARS: TENCENT VS. NETEASE • 10th most valued company, world’s largest video game company by revenue, WeChat has 889M active users • Tencent has 600M active monthly users and over 15M paying music subscribers • QQ Music has 200M active monthly users • Combined with Kuwo and Kugou (CMC acquisition), control 77% of music streaming market • NetEase Music Cloud recently joined ranks of unicorns • Netease has over 300M active monthly users MOBILE MUSIC LANDSCAPE • 2015 mobile music industry US$945 million • Estimated 2016 mobile music industry US$1.4 billion -
Downloads on Ios and Android Combined
Call of Duty: Mobile Opens to Massive Launch October 4, 2019 Achieves #1 App Ranking on iOS in Over 100 Countries and Regions Surpasses More Than 35 Million Downloads on iOS and Android Combined SANTA MONICA, Calif.--(BUSINESS WIRE)--Oct. 4, 2019-- Activision’s Call of Duty®: Mobile has surpassed 35 million downloads faster than any other mobile First Person or Third Person Action games on App Store and Google Play.i Published by Activision, and developed by Tencent Games’ award-winning TiMi Studios, the new title has achieved the #1 app ranking on App Store based on downloads in over 100 countries and regions since launch.ii Call of Duty: Mobile delivers the definitive, free-to-play, first person action experience on mobile, bringing together the most beloved maps, competitive modes, iconic characters and signature weapons from across the franchise, including the Modern Warfare® and Black Ops universes, in one epic experience. “The response from fans across both Android and iOS has been amazing. Already, Call of Duty: Mobile has surpassed 35 million downloads on its way to becoming the #1 ranked iOS app in downloads overall, not only among games, but also among all apps, in 100 countries,” stated Rob Kostich, president, Activision. “This is an incredibly fun experience, and we’re only getting started. Congratulations to the teams at Activision and at our partner Tencent’s TiMi Studios for making such a great game for players. And special thanks to our fans for their continued support. There is a ton more to look forward to as we release more content and updates.” The title includes full head-to-head competitive Multiplayer modes, as well as an all-new Battle Royale experience, including classic locations from Call of Duty® featuring land, sea and air vehicles.