虎牙(HUYA.US)2025年第二季度业绩电话会
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会议摘要
Huya reported a total net revenue of RMB 1.57 billion for Q2 2025, with significant growth in game-related services, advertising, and other revenues contributing over 25% of total net revenues. The company expanded its game portfolio to over 300 titles, entered game publishing, and invested in AI, achieving non-GAAP net income for six consecutive quarters. Huya plans to focus on performance, expansion, and industry alignment to create long-term shareholder value.
会议速览

This meeting discussed the financial and operational results of the company for the second quarter of 2025, emphasizing the potential risks and uncertainties for future development. Management reviewed the company's performance and conducted forward-looking planning for the future. Financial information mentioned in the meeting includes unaudited GAAP and non-GAAP data, and detailed the relationship between non-GAAP metrics and GAAP metrics.

The company has achieved cross-platform user coverage and content distribution through two years of strategic transformation, deepening strategic cooperation with Tencent and other game industry players. Game-related services, advertising, and other revenue have increased significantly, becoming a key growth engine. The company is deepening cooperation with game developers, expanding service scope, exploring overseas markets, strengthening e-sports content production, aiming to achieve broader market coverage and revenue growth in the future.

Updated the AI strategy, enhancing user experience and creating new consumption opportunities through AI, such as AI virtual presenters and gaming companion robots, proving the value of the platform. The plan is to strengthen industry partnerships, expand into international markets, and drive long-term sustainable development.

In the second quarter, net revenue reached 157 million RMB, a year-on-year increase. Among which, live streaming revenue remained stable, while gaming and related services advertising revenue significantly increased. The number of domestic paid users remained stable, and after optimizing content costs, the gross profit margin increased to 13.5%, achieving a break-even point. Non-GAAP net profit was 48 million RMB, marking six consecutive quarters of profit.

As of June 30, 2025, the company's total cash and cash equivalents, short-term and long-term deposits decreased to 377 million pesos, compared to 625 million pesos on March 30, 2025. During this period, the company has repurchased 2.8 million shares through a $100 million share buyback plan, costing $70.25 million, and has distributed approximately $340 million in special cash dividends in the second quarter. In the future, the company will continue to focus on performance, advance expansion plans, deepen industry integration, and create long-term shareholder value.

The dialogue detailed the latest developments in game services, including deepening cooperation with game companies, expanding sales of game accessories and cosmetics, and achieving a 90% year-on-year growth. At the same time, by cooperating with various platforms and products, the influence of high-quality content and services has been strengthened. Strategically entering the game publishing field, successfully promoting the game "Good Goddess of Victory" through a comprehensive online content release strategy, and planning to seek more cooperation opportunities in the gaming industry.

In July, the company partnered with Tencent to launch the first Delta Four Diamond Champions Summer season, inviting 24 top domestic teams to participate. This event showcased the company's technological leadership in 4K ultra-high definition, 120 frames per second streaming, multi-screen viewing, and voice chat, providing fans with a first-class interactive experience. During the finals, viewers watching exclusively through Hoya Life's CDC livestream also had the chance to win rare in-game items, including popular sets such as the You See compound valve, greatly enhancing the enjoyment and immersion of watching the games.

Shared overseas business through mobile application service platform, live broadcast and other products, built game community and local marketing capabilities, accumulated a large number of core users, especially in the FPS and mobile game fields, laying the foundation for seizing the opportunity to serve the rapidly growing overseas market.

The discussion revolves around the company's future AI development plan, emphasizing the use of its own game data sets, deep user insights, and content accumulation to build intelligent game analysis models and large language models to meet specific service needs. AI is integrating into various aspects of operations, from AI live broadcasts to AI services, including real-time interactive AI anchors and AI super robots collaborating with well-known esports teams. The latter can mimic players' appearance and voices, providing virtual training and emotional support. AI robots interact with users based on their emotions and preferences through visual recognition technology and strategic analysis, becoming users' training partners and coaches.

Live streaming business accounted for 74% of total revenue in this quarter, showing a stable trend, and is expected to continue steadily until 2025. Game-related services, advertising, and other revenues will become the main drivers of company growth, with total revenue expected to increase in the second half of the year and throughout the year. Optimizing content costs and revenue growth will drive gross profit margins to increase to 13.5%. The company has achieved profits for six consecutive quarters, and non-GAAP operating profit in 2025 is expected to significantly improve.

The company stated that due to the implementation of large-scale shareholder return measures and market interest rate fluctuations, cash balances have decreased, and it is expected that interest income in the second half of the year will be significantly lower than in the first half. Investors are reminded to consider this factor when forecasting the company's remaining annual net profit.
要点回答
Q:What are the key topics covered in the earnings call?
A:The key topics covered in the earnings call include the company's financial and operational results, strategic alignment with Tencent and the broader gaming industry, the impact of the cross-platform strategy, progress in game live streaming capabilities, and the strengthening of collaborations with third-party content platforms.
Q:What is the impact of the company's cross-platform strategy on game distribution and monetization?
A:The cross-platform strategy has not only extended the company's reach but has also built the foundation for new monetization opportunities in game distribution, in-game item sales, and potentially game publishing.
Q:How has the company's game-related services, advertising, and other revenues grown?
A:The game-related services, advertising, and other revenues have grown significantly, from RMB 122 million in Q2 2023 to RMB 414 million in the current quarter, now contributing over a quarter of the total net revenues and accounting for over 40% of the total transaction value.
Q:How has the company's game streaming community been performing?
A:The company's game streaming community remains a strategic and valuable asset, with the community of game streamers growing both within the Vias ecosystem and across all leading content platforms, maintaining the largest representation among game live streamers.
Q:What is the company's approach to e-sports content production?
A:The company has been investing in e-sport content to drive deeper user engagement and to strengthen its market leadership, live streaming over 100 Russian eSports tournaments and major international events, and producing in-house tournaments and entertainment shows.
Q:What is the company's international expansion strategy and its progress?
A:The company's international expansion strategy is focused on reaching tens of millions of monthly active users through mobile application service platforms and live streaming, building up gaming communities and local marketing capabilities, and accumulating a user base of core game members, particularly in regions like FP and mobile.
Q:What updates on AI strategy were provided?
A:The company's AI strategy includes embedding AI in every aspect of operations, using proprietary gaming data sets, deep user insights, and content to build intelligent gaming analytic models and large language models for specific service needs.
Q:What are the specific AI initiatives that Huya is involved in?
A:Huya is involved in AI initiatives such as AI agent Hu Xiao I, which provides real-time engaging commentary during streams to boost viewer interaction. Huya is also developing an AI-powered virtual live streamer with high fidelity avatar technology to enhance content. Additionally, Huya offers AI-aspiring partners for eSports players, which provides real-time tactical alerts and emotional response support. An industry's first AI game companion robot, the Huya I Silverboom, was introduced to support the Victory Gaming IG team at China Joy, achieving significant market recognition.
Q:How is Huya positioned in the gaming industry and what are its future plans?
A:Huya is positioned not just as a live streaming platform but as a game-related entertainment and service provider that adds value to the entire gaming ecosystem. Future plans include deepening engagement in the gaming industry, strengthening collaborations with industry partners, expanding business boundaries, innovating service offerings, focusing on overseas expansion, and continuing AI initiatives to pave the way for long-term sustainable growth.
Q:What was the revenue growth and margin performance for the second quarter?
A:For the second quarter, Huya's total net revenues reached RMB 1.57 billion, showing year-over-year and quarter-over-quarter increases. Live streaming revenues were RMB 1.15 billion, with a slight sequential increase. Game-related services, advertising, and other revenues grew to RMB 414 million, accounting for 25.6% of total net revenues. The domestic paying user base remained flat at 4.4 million, while overseas paying users also saw improvement. Sequentially, growth margins improved to 13.5%, contributing to reaching a significant profitability milestone.
Q:What are the components of cost of revenues and how did they change from the prior year?
A:Cost of revenues increased by 2.1% to RMB 1.35 billion, primarily due to increased revenue sharing fees and content costs, partially offset by decreased levies and several class fees. A key component of cost of revenue, revenue sharing fees and content costs, increased by 2.6% to RMB 1.2 billion, resulting from increased broadcaster referral costs and lower costs related to licensed eSport content.
Q:What were the changes in gross profit and operating loss from the prior year?
A:Gross profit for the second quarter was RMB 212 million, compared with RMB 250 million in the same period last year, resulting in a decrease in gross margin from 30.9% to 13.5%. Excluding share-based compensation expenses and GAAP, gross profit was RMB 260 million, and the gross margin was 13.8%. Operating loss was RMB 24 million for the second quarter, an improvement from the loss of RMB 26 million in the prior year, despite the recognition of share-based compensation expenses and impairment losses on investments.
Q:What was the change in cash and cash equivalents, and how much was repurchased under the share repurchase program?
A:As of June 30, 2025, Huya had cash and cash equivalents, short-term deposits, and long-term deposits of RMB 3.77 billion, compared with RMB 6.25 billion as of March 30, 2020. Huya has executed its up to US$100 million share repurchase program by repurchasing 2.8 million Hu shares with a total aggregate cost of US$70.254 million as of the end of June 2025.
Q:What was the purpose of the online content publishing strategy for the game 'Good Goddess of Victory, Nicki'?
A:The online content publishing strategy for the game 'Good Goddess of Victory, Nicki' was to showcase gameplay, promote through eSports events, and produce videos in collaboration with content creators, leading to impressive results.
Q:What were the highlights of the Delta Four's Diamond Champions Summer season event?
A:The Delta Four's Diamond Champions Summer season event, launched in July in partnership with Tencent, showcased production and technology leadership with 4K ultra-high definition and 120 frames per second streaming, multi-screen viewing, in-voice chat, and provided a truly premium and interactive experience for fans.
Q:How has the company's overseas initiative contributed to reaching a larger audience?
A:The company's overseas initiatives have contributed to reaching tens of millions of multi-active users internationally through mobile application service platforms, live streaming, and other products, enabling the building of game communities, local marketing capabilities, and a user base of hardcore gamers.
Q:What potential does the company see in the international user base for growth and monetization?
A:The company sees immense potential in the international user base for growth and monetization, which has been witnessed over the past few years.
Q:What is the company's plan for future AI development, especially in live streaming and gaming?
A:The company plans to leverage proprietary gaming data sets, deep user insights, and content years to build intelligent gaming analytic models and large language models for specific service needs. AI is being embedded in operations like AI-assisted streaming and AI services, and creating new consumption opportunities like the Hoya Superbot.
Q:What is the projected trend for live streaming revenues and total company revenue?
A:The projected trend for live streaming revenues is to remain steady as the overall industry and user behavior stabilize. The company expects game-related services, advertising, and other revenues to be the main drivers for total net revenue growth in the second half of the year and the whole year.
Q:What impact will the lower cash balance have on the company's net income in the second half of the year?
A:The lower cash balance resulting from shareholder return measures implemented last year and fluctuations in market interest rates is expected to result in significantly lower interest income in the second half of the year, which may affect the company's net income.

HUYA, Inc.
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