NYSE:HUYA HUYA Q2 2024 Earnings Report $3.44 -0.02 (-0.43%) As of 10:27 AM Eastern This is a fair market value price provided by Polygon.io. Learn more. Earnings HistoryForecast HUYA EPS ResultsActual EPS$0.41Consensus EPS $0.06Beat/MissBeat by +$0.35One Year Ago EPS$0.05HUYA Revenue ResultsActual Revenue$1.54 billionExpected Revenue$1.55 billionBeat/MissMissed by -$10.59 millionYoY Revenue Growth-16.10%HUYA Announcement DetailsQuarterQ2 2024Date8/13/2024TimeBefore Market OpensConference Call DateTuesday, August 13, 2024Conference Call Time8:00AM ETUpcoming EarningsHUYA's Q1 2025 earnings is scheduled for Tuesday, May 13, 2025, with a conference call scheduled at 8:00 AM ET. Check back for transcripts, audio, and key financial metrics as they become available.Q1 2025 Earnings ReportConference Call ResourcesConference Call AudioConference Call TranscriptPress Release (8-K)Earnings HistoryCompany ProfilePowered by HUYA Q2 2024 Earnings Call TranscriptProvided by QuartrAugust 13, 2024 ShareLink copied to clipboard.There are 6 speakers on the call. Operator00:00:02Please be advised that today's webinar is being recorded. The company's financial and operational results were issued earlier today and are posted online. You can also view the earnings press release by visiting the IR website at ir. Huya.com. A replay of the call will be available on the IR website in a few hours. Operator00:00:25Participants of the management on today's call will be Mr. Junghuan Hua, Acting Co CEO and Senior Vice President of Huya and Ms. Ashley Xin Wu, Acting Co CEO and Vice President of Finance. Management will begin with prepared remarks and the call will conclude with a Q and A session. Before we continue, please note that today's discussion will contain forward looking statements made under the Safe Harbor provisions of the U. Operator00:00:53S. Private Securities Litigation Reform Act of 1995. Forward looking statements involve inherent risks and uncertainties. As such, the Company's results may be materially different from the views expressed today. Further information regarding this and other risks and uncertainties is included in the company's prospectus and other public filings, as filed with the U. Operator00:01:18S. Securities and Exchange Commission. The company does not assume any obligation to update any forward looking statements except as required under applicable law. Please also note that Huya's earnings press release and this conference call include discussion of unaudited GAAP financial information as well as unaudited non GAAP financial measures. HUYA's press release contains a reconciliation of the unaudited non GAAP measures to the unaudited most directly comparable GAAP measures. Operator00:01:53With that, I'm pleased to turn the call over to our Co CEO and SVP, Mr. Huang. Please go ahead. Speaker 100:02:01Okay. Hello, everyone. Thank you for joining our earnings conference today. Against the backdrop of persistent uncertainty in the macro environment and industry landscape. We were pleased to resume quarter over quarter growth in total net revenues in the Q2, up 2.5% from the previous quarter to reach RMB1.54 billion, driven by the rapid revenue growth of our game related services, advertising and other businesses. Speaker 100:02:35Notably, game related services, advertising and other revenues reached a milestone, contributing 20% of our total net revenues for the first time. We also sustained our profitability with non GAAP net income of approximately RMB97 1,000,000 solid strategic execution across business and commercialization transformation, content and platform ecology upgrades and technology and product advancement supported this quarter's positive outcomes. Now, let's take a detailed look at our recent operational and strategic progress. First, some user metrics for the Q2 of 2024. WUYA Life's average mobile MA U. Speaker 100:03:29S. Reached $83,500,000 UP from $82,600,000 for the previous quarter $82,900,000 for the same period last year. The growth was mainly driven by the success of several self organized Esports events. Various recent new game launches and our continuous user experience improvement also contributed to enhanced user engagement. As we mentioned on our last call, we are strengthening our cooperation with various platforms and products to enhance our platform ecology and reach a wider range of users. Speaker 100:04:15This includes professionally generated content co production, broadcaster across platform streaming and joint promotion initiatives. As a barrier ranking industry pioneer, we believe we can further increase the Huya platform's influence within this more open content ecosystem. We have already started to selectively bring our live streaming and video content to other content platform as well as various product line within the Tencent ecosystem. In June, Huya content reached a total of approximately 120,000,000 mobile users. We are confident this broadened reach will facilitate the creation of more commercialization opportunities. Speaker 100:05:10Moving on to our strategic transformation. Our game related services continue to expand rapidly as we collaborated with more game titles, leverage our live streaming content and PGC programs and employed innovative operational approaches to drive business development. In the 2nd quarter, revenues from our game related services, advertising and other segment increased by 100 and 52.7 percent year over year and 26.6 percent quarter over quarter to RMB 308,500,000. In terms of game distribution, we continue to expand evergreen games coverage and drive improvement in their user return rates. We also participated in the promotion and distribution of newly launched DNF Mobile in the 2nd quarter. Speaker 100:06:13Specifically, we set up a special pre download area for this game being the game center section of Huya Live app, promoted the game with specially designed programs and exclusive props and gifts, and recruited broadcasters for the games live streaming, all of which help to increase the games' exposure and popularity on our platform. DNF Mobile not only ranked top among this year's new games in live streaming viewership indicators, but also achieved better than expected result in game distribution. In particular, early data shows that, that in game spend per user of Huya distribution channel user for this game was significantly higher than that of broader game channels, highlighting our platform's deeply engaged base of high value gamer users. We also commenced in game item sales for League of Legends, LOL, Wild Rift and Ferrorent in the Q2, innovatively combining game prop sales with corresponding tournaments to fully leverage this game's rich esports content. For example, we sold LOL Champion's game through our LOL Legend Cup live streaming channel, which generated great purchase interest In terms of game advertising, in addition to gearing up for the promotion of this summer's upcoming games, We recently produced Yijing Daoudi, our Competing to the End, an interactive game play variety show that integrates game promotion and entertainment content under different game theme in each episode. Speaker 100:08:12The program successfully engaged users on our platform and proved effective in driving active players to corresponding games. It is worth mentioning that our game related services have also opened up in new income resources for our content creators, gradually improving their income levels. In the first half of this year, several thousand of our broadcasters received revenue sharing and commissions from game distribution and prop sales. As e sports content represent of one of our core offerings, we continuously refine Huya's self organized e sports content events. Our Legend Cup held in the Q2 is a perfect example of our progress in upgrading tournaments, products and operational strategies. Speaker 100:09:13Legend Cup is our premium self organized tournament in cooperation with League Operation Game. This event brought together outstanding retired and active professional players and introduced bold innovations in the competition format and schedule. We live stream the entire event beginning with player selection and team formation and distributed highlight videos across multiple platforms. This enhancement helped attract widespread interest from League of Legends Gamers and Esports viewers, both within and outside Huya's platform. We also introduced a number of special features for the Legend Cup on our Huya Live app. Speaker 100:10:05For example, we set up designated event discussion area to aggregate event hot topics, player news, short videos and official tournament information. In addition, a new rating card function allowed viewers to comment on multiple aspects of players performance, showcasing players diverse characteristics and increasing users' interaction and enjoyment. In terms of event presentation, we created a voice capture live broadcast room for Lease Tournament powered by cutting edge automatic speech recognition technology and an e spot professional vocabulary library. This feature instantly convert oral communication between players into text, immersing the audience in the players' game experience. Furthermore, our Legend Cup was seamlessly integrated into LOL's professional league schedules to complement and enrich the LOL esports content ecosystem. Speaker 100:11:19Legend Cup also provided opportunities for retired professional players to return to the top arena and quickly attract attention, while its entertaining elements drew a diverse crowd of fresh viewers, expanding the esports and the audience. We were pleased to see these events viewership, set a new record for Huya's in house produced content. Its popularity index platform was also comparable to that of top tier licensed professional events. More importantly, through events like this one, we hope to enhance the influence and monetization of Esports event IPs and promote the Esports industry sustainable development. Our successful sale of League of Legends Champion Skin at the Legend Cup demonstrated Huya's proudest in esports event monetization. Speaker 100:12:28Legend Cup's high popularity across platforms and sold out offline finals also underscore our self organized events commercial value. Inspired by this success, we will continue to develop self produced content and create more influential and commercially valuable event IPs. In summary, we have made solid progress despite some external challenges. We will continue to consolidate our foundation and actively develop our business as we explore the industry's long term possibilities. While maintaining our core competitiveness in game live streaming, we will drive game related services development with content and platform ecology upgrades, technology advancement and product innovation, expanding Huya's presence in the game industry value chain. Speaker 100:13:28With that, I will turn the call over to our acting Co CEO and VP of Finance, Aseli Wu to share more details on our results. Aseli, please go ahead. Speaker 200:13:41Thank you, Vincent, and hello, everyone. I'll start with an update on our professional content enrichment. In terms of licensed content, we broadcasted over 80 licensed professional esports tournaments in the Q2 of 2024. The LOL Mid Season Invitational attracted great attention, and the LPL, KPL and CFPL professional leagues remain among our most popular events. The Waterfront Champions 2CM and ESL Pro League Season 19 for Counter Strike 2 were also welcomed by our users. Speaker 200:14:29In addition to covering extensive leading licensed esports events in China, we are expanding the range of international esports content available on our platform. For instance, we are we are broadcasting the inaugural Esports World Cup in Saudi Arabia starting in July, further enriching our high quality esports content library. On the in house content front, we broadcasted over 20 self organized esports tournaments and entertainment PGC shows during the quarter. In addition to the LOL Legend Cup and the Yi Jin DAO Di program that we mentioned earlier, we also co hosted the 1st Thunder Honor Cup for Honor of Kings with another game live streaming platform in the Q2. This event brought together professional teams from KPL to participate, capture massive viewer attention, and demonstrated Huya's increased cooperation with other game players, with other industry players, in professional content co creation. Speaker 200:15:53For esports events targeting community participation, We successfully hosted the Lanning Village Game for Honor of Kings and the Shandong Village Game for Peacekeeper Elite in the Q2. By combining this esports event with local cultural elements, such as traditional costume and food themes. We brought more immersive culture experiences to a broader audience while also promoting esports popularity. Furthermore, we held our annual gala event, Huya Moon Night, in April to recognize and reward our broadcasters. The year's event featured on stage performances by renowned singers and our popular streamers, as well as an all star esports competition. Speaker 200:16:54We also introduced upgraded interactive features for this event to engage both online and offline audience. The number of viewers for this event on our platform once again set a new record. Turning to our financial performance, despite the decline in live streaming revenues, rapid growth in game related services, advertising, and other business revenues drove a quarter over quarter increase in our total revenues for the Q2. This marks our Q1 of sequential revenue growth since the Q4 of 2022. Also, with more users paying for in game items and other services as the game related services business expanded. Speaker 200:17:53Hoya Live paying users continued to grow in the 2nd quarter, up quarter over quarter to 4,500,000. Our 2nd quarter gross profit was affected by lower live streaming revenues and higher content spending. However, with the increased contribution from our higher margin game related services business to total revenues as well as our continued operational efficiency improvements. We further enhanced our operating results and achieved a close to breakevennon GAAPoperating margin. Specifically, we effectively drove savings in sales and marketing expenses and labor costs, reducing our total operating expenses by 26.3% year over year. Speaker 200:18:53Let's move on to our Q2 financial details. Our total net revenues were RMB1.54 billion for Q2 compared with RMB1.84 billion for the same period last year. Live streaming revenues were RMB1.23 billion for Q2 compared with RMB1.72 billion for the same period last year, primarily due to the continuous soft microeconomic and industry environment, as well as our proactive business adjustments to support our strategic transformation and prudent operations. Game related services, advertising and other revenues were RMB 309 1,000,000 for Q2 compared with RMB122 1,000,000 for the same period last year, primarily due to increased revenues from game distribution and advertising services and in game item sales. Cost of revenues decreased by 14% year over year to RMB1.33 billion for Q2, primarily due to decreased revenue sharing fees and content costs as well as bandwidth costs. Speaker 200:20:28Revenue sharing fees and content costs decreased by 13% year over year to RMB1.17 billion for Q2, primarily due to decreased live streaming revenue sharing fees associated with the decline in live streaming revenues, partially offset by increased game related services, advertising and other revenue sharing fees, as well as content costs for in house produced content. Famous costs decreased by 40% year over year to RMB61 1,000,000 for Q2. This was primarily due to improved bandwidth cost management, favorable pricing terms and continued technology enhancement efforts. Gross profit was RMB215 1,000,000 and gross margin was 13.9% for Q2. Excluding share based compensation expenses, non GAAP gross profit was RMB290 1,000,000 and non GAAP gross margin was 14.2% for Q2. Speaker 200:21:49Research and development expenses decreased by 11% year over year to RMB129,000,000 for Q2, primarily due to decreased personnel related expenses and share based compensation expenses. Sales and marketing expenses decreased by 48% year over year to RMB62 1,000,000 for Q2, primarily due to decreased marketing and promotion fees as well as personnel related expenses. General and administrative expenses decreased by 21% year over year to RMB 64,000,000 for Q2, primarily due to decreased professional service fees, personnel related expenses and share based compensation expenses. Other income was RMB 13,000,000 for Q2 compared with RMB24,000,000 for the same period last year, primarily due to lower gun from subsidies. As a result, operating loss was RMB 26 1,000,000 for Q2 compared with RMB 33,000,000 for the same period last year. Speaker 200:23:18Excluding share based compensation expenses and amortization of intangible assets from business acquisitions, Non GAAP operating loss was RMB3 1,000,000 for Q2, and non GAAP operating margin was negative 0.2% for Q2, close to breakeven. Interest income was RMB103 1,000,000 for Q2 compared with RMB 125,000,000 for the same period last year. Net income attributable to HUYA Inc. Was RMB30 1,000,000 for Q2 compared with RMB20 1,000,000 for the same period last year. Excluding share based compensation expenses, impairment loss of investments and amortization of intangible assets from business acquisitions, net of income taxes, Non GAAP net income attributable to HUYA Inc. Speaker 200:24:23Was RMB 97,000,000 for Q2, compared with RMB117 1,000,000 for the same period last year. Non GAAP net margin was 6.3% for Q2. Diluted net income per ADS was RMB 0.13 for Q2. Non GAAP diluted net income per ADS was RMB0.42 for Q2. As of June 30, 2024, the company had cash and cash equivalents, short term deposits, short term investments and long term deposits of RMB 8,200,000,000 compared with RMB 9,400,000,000 as of March 31, 2024. Speaker 200:25:22Finally, let me provide an update on our shareholder returns. Upon review of our financials, business plan, capital requirements and cash position, we are pleased to declare a special cash dividend of US1.08 dollars per ordinary shares or per ADS, totaling approximately 250,000,000 US dollars for our shareholders. Furthermore, under our up to $100,000,000 share repurchase program that began in August 2023, we have repurchased 17,100,000 hoyah shares with a total aggregate consideration of US56.7 million dollars as of the end of June 2024. Hoya's Board of Directors has also authorized the renewal and continued usage of the unutilized quota under the existing share repurchase program of US43.3 million dollars until March 31, 2025. We believe that HUYA's solid balance sheet and improving financial fundamentals will continue to support our ability to deliver shareholder returns going forward. Speaker 200:26:54With that, I'd like to open the call to your questions. Operator00:27:00Thank you, Ashley, and hello everyone. If you are dialing in by phone, please press 5 to ask a question, then press 6 to unmute yourself. If you are accessing the call from Tencent Meeting or both meeting applications, please click the raise hand button at the bottom left. For the benefit of all participants on today's call, if you wish to ask your question to management in Chinese, Today's first question comes from Thomas Chong from Jefferies. Thomas, your line is open. Operator00:27:39Please go ahead. Speaker 300:27:56So I'll transfer myself. Next management for taking my question. My question is on current user strategies. As we saw this quarter year over year and sequential growth of mobile MAU and also sequential growth of paying user? Thanks. Speaker 300:28:49Thank you for your question. In the Q2 of this year, Huya's mobile MAU was 83,500,000 mainly due to the excellent performance of many self made esports events this quarter. In addition, the launch of new games and the continuous improvement of user experience are also conducive to enhancing user activity. Therefore, while we continue to adopt a cautious channel promotion strategy, the number of users has increased compared with Q1 and with the same period last year. In terms of user strategy, we plan to continue to attract and consolidate users through high quality streamer content and professional content, including our pyramid shaped esports event system that is a complete copyright esports events with self organized events and increasing influence as well as mass participation events. Speaker 300:30:46In addition, we will carry the interaction of game users through the games and event communities on our platform to improve the user retention of HUYA and corresponding other game projects. Based on the live broadcast and game data that we have combined with AI capabilities, we can better promote the output of high quality content and the launch of interactive live broadcast gameplay so as to improve our user participation as a whole. On this basis, we focus on construction and upgrading of the platform ecology. In an overall more open industry environment, HUYA acts as a pioneer in breaking industry barriers and we are strengthening cooperation with multiple platforms and products, including professional content co creation, cross platform live broadcasts and commercialization initiatives, so as to reach a wider range of users and further expand the influence of Huya platform. Right now, we have begun to selectively deliver Huya's live broadcast and video content to other live broadcast and short video platforms, as well as multiple product lines in the Tencent ecosystem. Speaker 300:33:08In June this year, the total mobile MAU reached by Huya Content Ecosystem reached about 120,000,000 and this volume continues to grow. Therefore, we do not only serve the users on HUYA but also users on more platforms across the entire environment and market. At the same time, we believe that upgrade of content and platform can bring more commercial opportunities, especially in the process of Huya's transformation from a pure game live broadcast platform to providing more game related services. And the distribution of game content on multiple platforms and the broadcast content can help to drive distribution and promotion of the games and enhance the influence of broadcasters and bring more opportunities for revenue to grow in game distribution, advertising and prop sales. Operator00:35:03Thank you. And our next question comes from Maggie Ye from CLSA. Maggie, please go ahead. Speaker 400:35:40Good evening, management. Thanks for the opportunity to ask question. We declared US250 $1,000,000 special cash dividend this time and also renewed the share repurchase program. And meanwhile, we still have cash deposits and short term investments of RMB8.2 billion as of end of June. Please could you share with us the overall strategy of capital allocation and the use of cash going forward? Speaker 400:36:07Thank you. Speaker 300:36:56As of the end of June this year, Huya held cash and cash equivalents and deposits totaling approximately RMB8.2 billion, equivalent to US1.1 billion dollars of which more than half were still overseas. The change in this amount of funds compared to the end of March was mainly due to the distribution of 150,000,000 dollars in dividends, share repurchase expenses and other payments. After we announced and paid the new special cash dividend of US250 $1,000,000 this time it is estimated that the company will continue to have a cash deposits nearly US900 million dollars with no debt. Regarding the use of cash, we currently have sufficient cash for the company's daily operation and future development. While consolidating the financial fundamentals, we are also expecting operating cash flow to improve. Speaker 300:38:51The company will continue to set aside a portion of funds for potential business development and as a reserve fund in the event of uncertainty in the external environment. In addition, we remain open to investment projects related to the industry chain to seize related development opportunities, so we will also set aside a portion of fund accordingly. At the same time, we will continue to attach importance to shareholder returns, especially cash returns to shareholders. In terms of dividends, in addition to the special dividend of US400 $1,000,000 announced this year, The company's management also intends to continue to share the company's profits and surpluses with our shareholders who support us in the future. Of course, the specific dividend policy, including the amount of the dividend and the timing of payout, is subject to further review and approval by the company's Board of Directors. Speaker 300:40:57In terms of repurchase, our repurchase plan has been extended to the end of March 2025 and there is currently a repurchase quarter of approximately US43 $1,000,000 The company will continue to consider a variety of factors, including market conditions and stock liquidity, to formulate an implementation strategy for our repurchase. Okay, thank you. Operator00:41:28And our next question comes from Richie Sun from HSBC. Hi, Richie. Please go ahead. Speaker 500:42:04And the expectation in the Q3 for this business? Thank you. Speaker 300:42:49In the Q2, revenue from our game related services, advertising and other businesses increased by 152.7% year over year or 26.6 percent quarter over quarter, reaching approximately RMB310 1,000,000 and also reached a milestone of accounting for 20% of the total revenue for the first time. The rapid development of this part of our business is closely related to our cooperation with more game titles, better utilization of live content and PGC programs and adoption of innovative operating methods to promote business development. Looking further into this question, in terms of game distribution, we continue to add coverage of evergreen games to promote the return of users of these games. Amongst recent new games, in Q2 we mainly involved in promoting and distributing the DNF mobile game. The DNF mobile game not only ranks among the top in its new in this year's new game live broadcast viewing indicator numbers on Huya platform, but we also have achieved better than expected results in terms of distribution. Speaker 300:45:29In particular, according to current data available, the in game spend per user of Huya distribution channel users is significantly higher than the overall market, reflecting the high business potential of Huya platform scan users on this game. Our current initial results in game distribution are also due to our continuous efforts to create a unique distribution model based on game content. More accurately, we are able to reach users through our broadcaster groups and focus on product design optimization to increase the conversion rate of game downloads and registrations of users. In the Q2, we also started to selling games of to selling items for games such as League of Legends, League of Legends Mobile and Valorant. For these Esports games, we innovatively integrate the sales of props with corresponding events. Speaker 300:47:38For example, the League of Legends Champion Skin sales in Legend Cup Live broadcast room received very enthusiastic response and was super popular. In terms of game advertising, we are also exploring new directions. For example, we recently launched Competing to the End or Yijing Daode Interactive Variety Show which innovatively combines game promotion and entertainment content. Each episode corresponds to a different game theme and it has currently cooperated with Ming Chao Othe Ringwraiths, DNF Mobile, Aggie Party and other games. While this program is popular among users, it can also effectively help bringing active players to the corresponding games for us. Speaker 300:49:03It is also worth mentioning that our game related services have also brought new sources of income for Huya's broadcasters, helping them to increase their income levels. In the first half of this year, thousands of broadcasters have received income from game distribution and prop sell services. We believe that this will also help HUYA to consolidate and attract broadcasters and enhance the company's content cost to revenue correlation. Summer is generally a peak season for our industry and we are also working hard to seize corresponding opportunities. For games that have covered distributions and prop sales, we will cooperate according to the popularity of the games and the update schedule of the games, and promote related business through live broadcast content and other programs. Speaker 300:50:55There are also many new games coming online this summer and we will further expand the scope of cooperation in different game categories and with different cooperating partners. Overall, we are confident that the game related services business will continue to expand in the future. We currently expect revenue from game related services, advertising and other segments in Q3 to continue to achieve a double digit growth compared to the 2nd quarter. Operator00:51:31Thank you. Now we will take our last question today from Yi Wen Zhang from China Renaissance. Yi Wen, your line is open. Speaker 500:51:54So thanks for taking my question. My question regarding our margin trend. So we see some fluctuation in gross margin in q2, both sequentially and then while so we want to understand how what what are the reasons behind how should we look about future trend? Thank you. Speaker 300:53:25The non GAAP gross profit margin in the Q2 of this year was 14.2%, representing a 0.7% lower than the 1st quarter and 1.8% lower than the same period last year. The slight decline in gross margin in this quarter was mainly due to the decline in live broadcast revenue and the increase in the content production costs. Although the trend of live broadcast revenue has stabilized and the quarter over quarter decline has further narrowed, its scale is still significantly lower than the same period last year. This is mainly because our adjustment of the live broadcast business started in the second half of last year. The year on year base of live broadcast revenue in the first half of the year was still high. Speaker 300:54:21And due to the influence of the macro and industry environment, the recovery of users' consumption willingness to rework is still low. The large investment in self made content in the second quarter has also caused an impact, especially we had Legend Cup and Thunder Owner Cup and other high quality self made events with large scale and influence in this quarter. The live broadcast revenue share ratio remained basically stable this quarter and the amount of broadcasters' contract costs is also being optimized. The proportion of gaming related services, advertising and other revenue in total revenue increased from 6.2% in Q2 last year to 16.2% in the Q1 this year to 20% in the Q2 of this year. As it is still the early stage of our business development, We have introduced some platform specific incentives. Speaker 300:56:23These will cause some fluctuations in our gross margin but the gross margin of this part of business is still significantly higher than that of live broadcast business. So it has a positive impact on our overall gross margin performance, but it is still not big enough to offset the impact of other factors of this quarter. I'd also like to point out that as a content driven company, the content investment plays an important role in attracting and retaining users, While increasing investment in self made content and achieving good results, we have also dynamically adjusted the expenditure of sales expenses. Therefore, sales expenses in the 2nd quarter happened further saved, driving the overall operating expenses decrease by 26.3% year over year and 6.4% quarter over quarter. So from the operating profit perspective, our overall operating performance has improved compared to before and the operating loss has narrowed both year over year and quarter over quarter and the non GAAP operating profit is closing to a breakeven point. Speaker 300:59:22We believe that as the live broadcast revenue becomes stabilized and its negative impact on overall gross profit fluctuation caused by seasonal high cost of large scale events in Q4 will be significantly reduced. In the long run, based on a more balanced revenue structure and the optimization of broadcaster and content costs, we believe that there is still room for further improvement on our gross profit margin. As for this year, we maintain the expectation that the full year gross profit margin will increase compared to 2023 and at the same time full year profit level will also increase. Operator01:00:17Thank you. Thank you, Wenzhou again for joining us today. If you have further questions, please feel free to contact Huya's Investor Relations through the contact information provided on our website opiatefinancialcommunications. This concludes today's call and we look forward to speaking to you again next quarter. Thank you.Read morePowered by Conference Call Audio Live Call not available Earnings Conference CallHUYA Q2 202400:00 / 00:00Speed:1x1.25x1.5x2x Earnings DocumentsPress Release(8-K) HUYA Earnings HeadlinesHUYA Inc. Files 2024 Annual Report with SECApril 22 at 6:32 AM | tipranks.comHUYA Inc. to Report First Quarter 2025 Financial Results on Tuesday, May 13, 2025April 22 at 6:00 AM | prnewswire.comTrump Treasure April 19Thanks to President Trump… A $900 investment across5 specific cryptos… Could gain 12,000% so quickly that, just 12 months later…April 25, 2025 | Paradigm Press (Ad)Critical Comparison: Flutter Entertainment (NYSE:FLUT) and HUYA (NYSE:HUYA)April 20, 2025 | americanbankingnews.comEstimating The Fair Value Of HUYA Inc. (NYSE:HUYA)April 17, 2025 | finance.yahoo.comHUYA Inc. Files 2024 Annual Report on Form 20-FApril 17, 2025 | gurufocus.comSee More HUYA Headlines Get Earnings Announcements in your inboxWant to stay updated on the latest earnings announcements and upcoming reports for companies like HUYA? Sign up for Earnings360's daily newsletter to receive timely earnings updates on HUYA and other key companies, straight to your email. Email Address About HUYAHUYA (NYSE:HUYA), together with its subsidiaries, operates game live streaming platforms in the People's Republic of China. Its platforms enable broadcasters and viewers to interact during live streaming. The company's live streaming content also covers other entertainment content, such as talent shows, anime, outdoor activities, live chats, and other genres. In addition, it operates Nimo TV, a game live streaming platform in international markets. Further, the company provides online advertising, cnt, internet value added, and cultural and creative services. The company was founded in 2014 and is headquartered in Guangzhou, China. 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There are 6 speakers on the call. Operator00:00:02Please be advised that today's webinar is being recorded. The company's financial and operational results were issued earlier today and are posted online. You can also view the earnings press release by visiting the IR website at ir. Huya.com. A replay of the call will be available on the IR website in a few hours. Operator00:00:25Participants of the management on today's call will be Mr. Junghuan Hua, Acting Co CEO and Senior Vice President of Huya and Ms. Ashley Xin Wu, Acting Co CEO and Vice President of Finance. Management will begin with prepared remarks and the call will conclude with a Q and A session. Before we continue, please note that today's discussion will contain forward looking statements made under the Safe Harbor provisions of the U. Operator00:00:53S. Private Securities Litigation Reform Act of 1995. Forward looking statements involve inherent risks and uncertainties. As such, the Company's results may be materially different from the views expressed today. Further information regarding this and other risks and uncertainties is included in the company's prospectus and other public filings, as filed with the U. Operator00:01:18S. Securities and Exchange Commission. The company does not assume any obligation to update any forward looking statements except as required under applicable law. Please also note that Huya's earnings press release and this conference call include discussion of unaudited GAAP financial information as well as unaudited non GAAP financial measures. HUYA's press release contains a reconciliation of the unaudited non GAAP measures to the unaudited most directly comparable GAAP measures. Operator00:01:53With that, I'm pleased to turn the call over to our Co CEO and SVP, Mr. Huang. Please go ahead. Speaker 100:02:01Okay. Hello, everyone. Thank you for joining our earnings conference today. Against the backdrop of persistent uncertainty in the macro environment and industry landscape. We were pleased to resume quarter over quarter growth in total net revenues in the Q2, up 2.5% from the previous quarter to reach RMB1.54 billion, driven by the rapid revenue growth of our game related services, advertising and other businesses. Speaker 100:02:35Notably, game related services, advertising and other revenues reached a milestone, contributing 20% of our total net revenues for the first time. We also sustained our profitability with non GAAP net income of approximately RMB97 1,000,000 solid strategic execution across business and commercialization transformation, content and platform ecology upgrades and technology and product advancement supported this quarter's positive outcomes. Now, let's take a detailed look at our recent operational and strategic progress. First, some user metrics for the Q2 of 2024. WUYA Life's average mobile MA U. Speaker 100:03:29S. Reached $83,500,000 UP from $82,600,000 for the previous quarter $82,900,000 for the same period last year. The growth was mainly driven by the success of several self organized Esports events. Various recent new game launches and our continuous user experience improvement also contributed to enhanced user engagement. As we mentioned on our last call, we are strengthening our cooperation with various platforms and products to enhance our platform ecology and reach a wider range of users. Speaker 100:04:15This includes professionally generated content co production, broadcaster across platform streaming and joint promotion initiatives. As a barrier ranking industry pioneer, we believe we can further increase the Huya platform's influence within this more open content ecosystem. We have already started to selectively bring our live streaming and video content to other content platform as well as various product line within the Tencent ecosystem. In June, Huya content reached a total of approximately 120,000,000 mobile users. We are confident this broadened reach will facilitate the creation of more commercialization opportunities. Speaker 100:05:10Moving on to our strategic transformation. Our game related services continue to expand rapidly as we collaborated with more game titles, leverage our live streaming content and PGC programs and employed innovative operational approaches to drive business development. In the 2nd quarter, revenues from our game related services, advertising and other segment increased by 100 and 52.7 percent year over year and 26.6 percent quarter over quarter to RMB 308,500,000. In terms of game distribution, we continue to expand evergreen games coverage and drive improvement in their user return rates. We also participated in the promotion and distribution of newly launched DNF Mobile in the 2nd quarter. Speaker 100:06:13Specifically, we set up a special pre download area for this game being the game center section of Huya Live app, promoted the game with specially designed programs and exclusive props and gifts, and recruited broadcasters for the games live streaming, all of which help to increase the games' exposure and popularity on our platform. DNF Mobile not only ranked top among this year's new games in live streaming viewership indicators, but also achieved better than expected result in game distribution. In particular, early data shows that, that in game spend per user of Huya distribution channel user for this game was significantly higher than that of broader game channels, highlighting our platform's deeply engaged base of high value gamer users. We also commenced in game item sales for League of Legends, LOL, Wild Rift and Ferrorent in the Q2, innovatively combining game prop sales with corresponding tournaments to fully leverage this game's rich esports content. For example, we sold LOL Champion's game through our LOL Legend Cup live streaming channel, which generated great purchase interest In terms of game advertising, in addition to gearing up for the promotion of this summer's upcoming games, We recently produced Yijing Daoudi, our Competing to the End, an interactive game play variety show that integrates game promotion and entertainment content under different game theme in each episode. Speaker 100:08:12The program successfully engaged users on our platform and proved effective in driving active players to corresponding games. It is worth mentioning that our game related services have also opened up in new income resources for our content creators, gradually improving their income levels. In the first half of this year, several thousand of our broadcasters received revenue sharing and commissions from game distribution and prop sales. As e sports content represent of one of our core offerings, we continuously refine Huya's self organized e sports content events. Our Legend Cup held in the Q2 is a perfect example of our progress in upgrading tournaments, products and operational strategies. Speaker 100:09:13Legend Cup is our premium self organized tournament in cooperation with League Operation Game. This event brought together outstanding retired and active professional players and introduced bold innovations in the competition format and schedule. We live stream the entire event beginning with player selection and team formation and distributed highlight videos across multiple platforms. This enhancement helped attract widespread interest from League of Legends Gamers and Esports viewers, both within and outside Huya's platform. We also introduced a number of special features for the Legend Cup on our Huya Live app. Speaker 100:10:05For example, we set up designated event discussion area to aggregate event hot topics, player news, short videos and official tournament information. In addition, a new rating card function allowed viewers to comment on multiple aspects of players performance, showcasing players diverse characteristics and increasing users' interaction and enjoyment. In terms of event presentation, we created a voice capture live broadcast room for Lease Tournament powered by cutting edge automatic speech recognition technology and an e spot professional vocabulary library. This feature instantly convert oral communication between players into text, immersing the audience in the players' game experience. Furthermore, our Legend Cup was seamlessly integrated into LOL's professional league schedules to complement and enrich the LOL esports content ecosystem. Speaker 100:11:19Legend Cup also provided opportunities for retired professional players to return to the top arena and quickly attract attention, while its entertaining elements drew a diverse crowd of fresh viewers, expanding the esports and the audience. We were pleased to see these events viewership, set a new record for Huya's in house produced content. Its popularity index platform was also comparable to that of top tier licensed professional events. More importantly, through events like this one, we hope to enhance the influence and monetization of Esports event IPs and promote the Esports industry sustainable development. Our successful sale of League of Legends Champion Skin at the Legend Cup demonstrated Huya's proudest in esports event monetization. Speaker 100:12:28Legend Cup's high popularity across platforms and sold out offline finals also underscore our self organized events commercial value. Inspired by this success, we will continue to develop self produced content and create more influential and commercially valuable event IPs. In summary, we have made solid progress despite some external challenges. We will continue to consolidate our foundation and actively develop our business as we explore the industry's long term possibilities. While maintaining our core competitiveness in game live streaming, we will drive game related services development with content and platform ecology upgrades, technology advancement and product innovation, expanding Huya's presence in the game industry value chain. Speaker 100:13:28With that, I will turn the call over to our acting Co CEO and VP of Finance, Aseli Wu to share more details on our results. Aseli, please go ahead. Speaker 200:13:41Thank you, Vincent, and hello, everyone. I'll start with an update on our professional content enrichment. In terms of licensed content, we broadcasted over 80 licensed professional esports tournaments in the Q2 of 2024. The LOL Mid Season Invitational attracted great attention, and the LPL, KPL and CFPL professional leagues remain among our most popular events. The Waterfront Champions 2CM and ESL Pro League Season 19 for Counter Strike 2 were also welcomed by our users. Speaker 200:14:29In addition to covering extensive leading licensed esports events in China, we are expanding the range of international esports content available on our platform. For instance, we are we are broadcasting the inaugural Esports World Cup in Saudi Arabia starting in July, further enriching our high quality esports content library. On the in house content front, we broadcasted over 20 self organized esports tournaments and entertainment PGC shows during the quarter. In addition to the LOL Legend Cup and the Yi Jin DAO Di program that we mentioned earlier, we also co hosted the 1st Thunder Honor Cup for Honor of Kings with another game live streaming platform in the Q2. This event brought together professional teams from KPL to participate, capture massive viewer attention, and demonstrated Huya's increased cooperation with other game players, with other industry players, in professional content co creation. Speaker 200:15:53For esports events targeting community participation, We successfully hosted the Lanning Village Game for Honor of Kings and the Shandong Village Game for Peacekeeper Elite in the Q2. By combining this esports event with local cultural elements, such as traditional costume and food themes. We brought more immersive culture experiences to a broader audience while also promoting esports popularity. Furthermore, we held our annual gala event, Huya Moon Night, in April to recognize and reward our broadcasters. The year's event featured on stage performances by renowned singers and our popular streamers, as well as an all star esports competition. Speaker 200:16:54We also introduced upgraded interactive features for this event to engage both online and offline audience. The number of viewers for this event on our platform once again set a new record. Turning to our financial performance, despite the decline in live streaming revenues, rapid growth in game related services, advertising, and other business revenues drove a quarter over quarter increase in our total revenues for the Q2. This marks our Q1 of sequential revenue growth since the Q4 of 2022. Also, with more users paying for in game items and other services as the game related services business expanded. Speaker 200:17:53Hoya Live paying users continued to grow in the 2nd quarter, up quarter over quarter to 4,500,000. Our 2nd quarter gross profit was affected by lower live streaming revenues and higher content spending. However, with the increased contribution from our higher margin game related services business to total revenues as well as our continued operational efficiency improvements. We further enhanced our operating results and achieved a close to breakevennon GAAPoperating margin. Specifically, we effectively drove savings in sales and marketing expenses and labor costs, reducing our total operating expenses by 26.3% year over year. Speaker 200:18:53Let's move on to our Q2 financial details. Our total net revenues were RMB1.54 billion for Q2 compared with RMB1.84 billion for the same period last year. Live streaming revenues were RMB1.23 billion for Q2 compared with RMB1.72 billion for the same period last year, primarily due to the continuous soft microeconomic and industry environment, as well as our proactive business adjustments to support our strategic transformation and prudent operations. Game related services, advertising and other revenues were RMB 309 1,000,000 for Q2 compared with RMB122 1,000,000 for the same period last year, primarily due to increased revenues from game distribution and advertising services and in game item sales. Cost of revenues decreased by 14% year over year to RMB1.33 billion for Q2, primarily due to decreased revenue sharing fees and content costs as well as bandwidth costs. Speaker 200:20:28Revenue sharing fees and content costs decreased by 13% year over year to RMB1.17 billion for Q2, primarily due to decreased live streaming revenue sharing fees associated with the decline in live streaming revenues, partially offset by increased game related services, advertising and other revenue sharing fees, as well as content costs for in house produced content. Famous costs decreased by 40% year over year to RMB61 1,000,000 for Q2. This was primarily due to improved bandwidth cost management, favorable pricing terms and continued technology enhancement efforts. Gross profit was RMB215 1,000,000 and gross margin was 13.9% for Q2. Excluding share based compensation expenses, non GAAP gross profit was RMB290 1,000,000 and non GAAP gross margin was 14.2% for Q2. Speaker 200:21:49Research and development expenses decreased by 11% year over year to RMB129,000,000 for Q2, primarily due to decreased personnel related expenses and share based compensation expenses. Sales and marketing expenses decreased by 48% year over year to RMB62 1,000,000 for Q2, primarily due to decreased marketing and promotion fees as well as personnel related expenses. General and administrative expenses decreased by 21% year over year to RMB 64,000,000 for Q2, primarily due to decreased professional service fees, personnel related expenses and share based compensation expenses. Other income was RMB 13,000,000 for Q2 compared with RMB24,000,000 for the same period last year, primarily due to lower gun from subsidies. As a result, operating loss was RMB 26 1,000,000 for Q2 compared with RMB 33,000,000 for the same period last year. Speaker 200:23:18Excluding share based compensation expenses and amortization of intangible assets from business acquisitions, Non GAAP operating loss was RMB3 1,000,000 for Q2, and non GAAP operating margin was negative 0.2% for Q2, close to breakeven. Interest income was RMB103 1,000,000 for Q2 compared with RMB 125,000,000 for the same period last year. Net income attributable to HUYA Inc. Was RMB30 1,000,000 for Q2 compared with RMB20 1,000,000 for the same period last year. Excluding share based compensation expenses, impairment loss of investments and amortization of intangible assets from business acquisitions, net of income taxes, Non GAAP net income attributable to HUYA Inc. Speaker 200:24:23Was RMB 97,000,000 for Q2, compared with RMB117 1,000,000 for the same period last year. Non GAAP net margin was 6.3% for Q2. Diluted net income per ADS was RMB 0.13 for Q2. Non GAAP diluted net income per ADS was RMB0.42 for Q2. As of June 30, 2024, the company had cash and cash equivalents, short term deposits, short term investments and long term deposits of RMB 8,200,000,000 compared with RMB 9,400,000,000 as of March 31, 2024. Speaker 200:25:22Finally, let me provide an update on our shareholder returns. Upon review of our financials, business plan, capital requirements and cash position, we are pleased to declare a special cash dividend of US1.08 dollars per ordinary shares or per ADS, totaling approximately 250,000,000 US dollars for our shareholders. Furthermore, under our up to $100,000,000 share repurchase program that began in August 2023, we have repurchased 17,100,000 hoyah shares with a total aggregate consideration of US56.7 million dollars as of the end of June 2024. Hoya's Board of Directors has also authorized the renewal and continued usage of the unutilized quota under the existing share repurchase program of US43.3 million dollars until March 31, 2025. We believe that HUYA's solid balance sheet and improving financial fundamentals will continue to support our ability to deliver shareholder returns going forward. Speaker 200:26:54With that, I'd like to open the call to your questions. Operator00:27:00Thank you, Ashley, and hello everyone. If you are dialing in by phone, please press 5 to ask a question, then press 6 to unmute yourself. If you are accessing the call from Tencent Meeting or both meeting applications, please click the raise hand button at the bottom left. For the benefit of all participants on today's call, if you wish to ask your question to management in Chinese, Today's first question comes from Thomas Chong from Jefferies. Thomas, your line is open. Operator00:27:39Please go ahead. Speaker 300:27:56So I'll transfer myself. Next management for taking my question. My question is on current user strategies. As we saw this quarter year over year and sequential growth of mobile MAU and also sequential growth of paying user? Thanks. Speaker 300:28:49Thank you for your question. In the Q2 of this year, Huya's mobile MAU was 83,500,000 mainly due to the excellent performance of many self made esports events this quarter. In addition, the launch of new games and the continuous improvement of user experience are also conducive to enhancing user activity. Therefore, while we continue to adopt a cautious channel promotion strategy, the number of users has increased compared with Q1 and with the same period last year. In terms of user strategy, we plan to continue to attract and consolidate users through high quality streamer content and professional content, including our pyramid shaped esports event system that is a complete copyright esports events with self organized events and increasing influence as well as mass participation events. Speaker 300:30:46In addition, we will carry the interaction of game users through the games and event communities on our platform to improve the user retention of HUYA and corresponding other game projects. Based on the live broadcast and game data that we have combined with AI capabilities, we can better promote the output of high quality content and the launch of interactive live broadcast gameplay so as to improve our user participation as a whole. On this basis, we focus on construction and upgrading of the platform ecology. In an overall more open industry environment, HUYA acts as a pioneer in breaking industry barriers and we are strengthening cooperation with multiple platforms and products, including professional content co creation, cross platform live broadcasts and commercialization initiatives, so as to reach a wider range of users and further expand the influence of Huya platform. Right now, we have begun to selectively deliver Huya's live broadcast and video content to other live broadcast and short video platforms, as well as multiple product lines in the Tencent ecosystem. Speaker 300:33:08In June this year, the total mobile MAU reached by Huya Content Ecosystem reached about 120,000,000 and this volume continues to grow. Therefore, we do not only serve the users on HUYA but also users on more platforms across the entire environment and market. At the same time, we believe that upgrade of content and platform can bring more commercial opportunities, especially in the process of Huya's transformation from a pure game live broadcast platform to providing more game related services. And the distribution of game content on multiple platforms and the broadcast content can help to drive distribution and promotion of the games and enhance the influence of broadcasters and bring more opportunities for revenue to grow in game distribution, advertising and prop sales. Operator00:35:03Thank you. And our next question comes from Maggie Ye from CLSA. Maggie, please go ahead. Speaker 400:35:40Good evening, management. Thanks for the opportunity to ask question. We declared US250 $1,000,000 special cash dividend this time and also renewed the share repurchase program. And meanwhile, we still have cash deposits and short term investments of RMB8.2 billion as of end of June. Please could you share with us the overall strategy of capital allocation and the use of cash going forward? Speaker 400:36:07Thank you. Speaker 300:36:56As of the end of June this year, Huya held cash and cash equivalents and deposits totaling approximately RMB8.2 billion, equivalent to US1.1 billion dollars of which more than half were still overseas. The change in this amount of funds compared to the end of March was mainly due to the distribution of 150,000,000 dollars in dividends, share repurchase expenses and other payments. After we announced and paid the new special cash dividend of US250 $1,000,000 this time it is estimated that the company will continue to have a cash deposits nearly US900 million dollars with no debt. Regarding the use of cash, we currently have sufficient cash for the company's daily operation and future development. While consolidating the financial fundamentals, we are also expecting operating cash flow to improve. Speaker 300:38:51The company will continue to set aside a portion of funds for potential business development and as a reserve fund in the event of uncertainty in the external environment. In addition, we remain open to investment projects related to the industry chain to seize related development opportunities, so we will also set aside a portion of fund accordingly. At the same time, we will continue to attach importance to shareholder returns, especially cash returns to shareholders. In terms of dividends, in addition to the special dividend of US400 $1,000,000 announced this year, The company's management also intends to continue to share the company's profits and surpluses with our shareholders who support us in the future. Of course, the specific dividend policy, including the amount of the dividend and the timing of payout, is subject to further review and approval by the company's Board of Directors. Speaker 300:40:57In terms of repurchase, our repurchase plan has been extended to the end of March 2025 and there is currently a repurchase quarter of approximately US43 $1,000,000 The company will continue to consider a variety of factors, including market conditions and stock liquidity, to formulate an implementation strategy for our repurchase. Okay, thank you. Operator00:41:28And our next question comes from Richie Sun from HSBC. Hi, Richie. Please go ahead. Speaker 500:42:04And the expectation in the Q3 for this business? Thank you. Speaker 300:42:49In the Q2, revenue from our game related services, advertising and other businesses increased by 152.7% year over year or 26.6 percent quarter over quarter, reaching approximately RMB310 1,000,000 and also reached a milestone of accounting for 20% of the total revenue for the first time. The rapid development of this part of our business is closely related to our cooperation with more game titles, better utilization of live content and PGC programs and adoption of innovative operating methods to promote business development. Looking further into this question, in terms of game distribution, we continue to add coverage of evergreen games to promote the return of users of these games. Amongst recent new games, in Q2 we mainly involved in promoting and distributing the DNF mobile game. The DNF mobile game not only ranks among the top in its new in this year's new game live broadcast viewing indicator numbers on Huya platform, but we also have achieved better than expected results in terms of distribution. Speaker 300:45:29In particular, according to current data available, the in game spend per user of Huya distribution channel users is significantly higher than the overall market, reflecting the high business potential of Huya platform scan users on this game. Our current initial results in game distribution are also due to our continuous efforts to create a unique distribution model based on game content. More accurately, we are able to reach users through our broadcaster groups and focus on product design optimization to increase the conversion rate of game downloads and registrations of users. In the Q2, we also started to selling games of to selling items for games such as League of Legends, League of Legends Mobile and Valorant. For these Esports games, we innovatively integrate the sales of props with corresponding events. Speaker 300:47:38For example, the League of Legends Champion Skin sales in Legend Cup Live broadcast room received very enthusiastic response and was super popular. In terms of game advertising, we are also exploring new directions. For example, we recently launched Competing to the End or Yijing Daode Interactive Variety Show which innovatively combines game promotion and entertainment content. Each episode corresponds to a different game theme and it has currently cooperated with Ming Chao Othe Ringwraiths, DNF Mobile, Aggie Party and other games. While this program is popular among users, it can also effectively help bringing active players to the corresponding games for us. Speaker 300:49:03It is also worth mentioning that our game related services have also brought new sources of income for Huya's broadcasters, helping them to increase their income levels. In the first half of this year, thousands of broadcasters have received income from game distribution and prop sell services. We believe that this will also help HUYA to consolidate and attract broadcasters and enhance the company's content cost to revenue correlation. Summer is generally a peak season for our industry and we are also working hard to seize corresponding opportunities. For games that have covered distributions and prop sales, we will cooperate according to the popularity of the games and the update schedule of the games, and promote related business through live broadcast content and other programs. Speaker 300:50:55There are also many new games coming online this summer and we will further expand the scope of cooperation in different game categories and with different cooperating partners. Overall, we are confident that the game related services business will continue to expand in the future. We currently expect revenue from game related services, advertising and other segments in Q3 to continue to achieve a double digit growth compared to the 2nd quarter. Operator00:51:31Thank you. Now we will take our last question today from Yi Wen Zhang from China Renaissance. Yi Wen, your line is open. Speaker 500:51:54So thanks for taking my question. My question regarding our margin trend. So we see some fluctuation in gross margin in q2, both sequentially and then while so we want to understand how what what are the reasons behind how should we look about future trend? Thank you. Speaker 300:53:25The non GAAP gross profit margin in the Q2 of this year was 14.2%, representing a 0.7% lower than the 1st quarter and 1.8% lower than the same period last year. The slight decline in gross margin in this quarter was mainly due to the decline in live broadcast revenue and the increase in the content production costs. Although the trend of live broadcast revenue has stabilized and the quarter over quarter decline has further narrowed, its scale is still significantly lower than the same period last year. This is mainly because our adjustment of the live broadcast business started in the second half of last year. The year on year base of live broadcast revenue in the first half of the year was still high. Speaker 300:54:21And due to the influence of the macro and industry environment, the recovery of users' consumption willingness to rework is still low. The large investment in self made content in the second quarter has also caused an impact, especially we had Legend Cup and Thunder Owner Cup and other high quality self made events with large scale and influence in this quarter. The live broadcast revenue share ratio remained basically stable this quarter and the amount of broadcasters' contract costs is also being optimized. The proportion of gaming related services, advertising and other revenue in total revenue increased from 6.2% in Q2 last year to 16.2% in the Q1 this year to 20% in the Q2 of this year. As it is still the early stage of our business development, We have introduced some platform specific incentives. Speaker 300:56:23These will cause some fluctuations in our gross margin but the gross margin of this part of business is still significantly higher than that of live broadcast business. So it has a positive impact on our overall gross margin performance, but it is still not big enough to offset the impact of other factors of this quarter. I'd also like to point out that as a content driven company, the content investment plays an important role in attracting and retaining users, While increasing investment in self made content and achieving good results, we have also dynamically adjusted the expenditure of sales expenses. Therefore, sales expenses in the 2nd quarter happened further saved, driving the overall operating expenses decrease by 26.3% year over year and 6.4% quarter over quarter. So from the operating profit perspective, our overall operating performance has improved compared to before and the operating loss has narrowed both year over year and quarter over quarter and the non GAAP operating profit is closing to a breakeven point. Speaker 300:59:22We believe that as the live broadcast revenue becomes stabilized and its negative impact on overall gross profit fluctuation caused by seasonal high cost of large scale events in Q4 will be significantly reduced. In the long run, based on a more balanced revenue structure and the optimization of broadcaster and content costs, we believe that there is still room for further improvement on our gross profit margin. As for this year, we maintain the expectation that the full year gross profit margin will increase compared to 2023 and at the same time full year profit level will also increase. Operator01:00:17Thank you. Thank you, Wenzhou again for joining us today. If you have further questions, please feel free to contact Huya's Investor Relations through the contact information provided on our website opiatefinancialcommunications. This concludes today's call and we look forward to speaking to you again next quarter. Thank you.Read morePowered by