Tencent, wachsender Internetgigant !! (Seite 142)
eröffnet am 08.07.14 17:52:58 von
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ISIN: KYG875721634 · WKN: A1138D · Symbol: NNND
32,26
EUR
-1,00 %
-0,33 EUR
Letzter Kurs 23.06.17 Xetra
Neuigkeiten
26.04.24 · wallstreetONLINE Redaktion |
22.04.24 · Markus Weingran |
22.04.24 · Der Aktionär TV |
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20.03.24 · wallstreetONLINE Redaktion |
Werte aus der Branche Internet
Wertpapier | Kurs | Perf. % |
---|---|---|
107,10 | +37,80 | |
40,48 | +21,02 | |
28,60 | +11,28 | |
14,248 | +10,35 | |
0,9350 | +9,36 |
Wertpapier | Kurs | Perf. % |
---|---|---|
57,44 | -11,43 | |
3,5000 | -11,99 | |
9,6000 | -13,51 | |
11,450 | -16,42 | |
100,52 | -17,61 |
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Neben Alibaba der Standardwert für China und zeigt was mit Social Media alles möglich ist.
So extrem breit aufgestellt weswegen man Bewertung noch rechtfertigen kann, siehe auch hier:
So extrem breit aufgestellt weswegen man Bewertung noch rechtfertigen kann, siehe auch hier:
aus den 2020 First Quarter Results vom 15.05.
Business Review and Outlook
In the first quarter of 2020, we harnessed the power of technology to enable users to stay connected, informed and entertained, to help advertisers reach target audiences effectively, and to assist enterprises in achieving service continuity. During these challenging times, we allocated substantial time and resources, including charitable donations, in contribution to COVID-19 relief initiatives in China and globally. And, we delivered solid quarterly operating and financial metrics, demonstrating the resilience of our business model and the platform value of our Company. Looking forward, we expect in-game consumption activities to largely normalise as people return to work, and we see some headwinds for the online advertising industry. Here are some highlights of our key products and business lines:
Communication and Social
Weixin and QQ enabled our users to keep connected with their families and friends during the stay-at-home period, and their respective total daily messages and time spent increased at double-digit percentages on a year-on-year basis. Our communication platforms introduced new functionalities to fulfill evolving user needs in different verticals. For eLearning, teachers can now customise QQ group toolbar with relevant Mini Programs, such as online examination and homework collection tools, to better manage online classes. QQ School-plus-Home groups have become a primary eLearning platform serving tens of millions of teachers, students and parents every day. As users are structurally shifting their behavior from offline to online, Weixin deepened its penetration in daily services via Mini Programs, particularly for grocery shopping and municipal services. This contributed to the rapid growth of Mini Programs, DAU of which exceeded 400 million. Leveraging our extensive reach to consumers and merchants, we assisted local governments and merchants in distributing eVouchers to expedite the recovery in consumption, especially for retailers and restaurants.
Online Games
Games serve important roles in keeping players entertained and connected, especially during the stay-at-home period. For mobile games, our studios released attractive content and our publishing teams ran compelling in-game events and activities, resulting in higher DAU. For example, our upgraded game engine for Honor of Kings enhanced audio and visual quality for in-game items, and a new location-based teamplay system encouraged more user interactions. Peacekeeper Elite ran a successful collaboration with Rocket Girls 101 (an idol girl group managed by Tencent , which emerged from our popular variety show), driving user engagement to a new high and demonstrating cross-IP synergy within Tencent . For PC games, activity in China declined due to temporary closures of internet cafés and the soft performance of DnF. Internationally, PUBG Mobile celebrated its second anniversary and enhanced localisation capabilities to meet diverse user tastes in different regions. Brawl Stars' optimised player-matching algorithm enhanced its user experience. Riot Games released a Teamfight Tactics mobile app, contributing to higher user retention and extended playing time for the League of Legends franchise. It also launched a mobile card game, Legends of Runeterra, and started beta-testing Valorant in April this year. Looking forward, we expect game playing time and in-game consumption activity to largely normalise industry-wide as people return to work, but also believe that games have structurally expanded their long-term audiences and appeal.
Digital Content
Our fee-based VAS subscriptions increased 19% year-on-year to 197 million, reflecting robust growth in video and music subscriptions. This was driven by the popular self-commissioned video content, an expanding paid music library and more user time spent online during the stay-at-home period. Total video subscriptions rose 26% year-on-year to 112 million and music subscriptions grew 50% year-on-year to 43 million. Tencent Video DAU and traffic grew as users were attracted to our platform by the release of popular self-commissioned Chinese anime and drama series, such as The Land of Warriors Season 3 a nd Sansheng Sanshi Pillo w. We strengthened our short-form video content, driving user traffic and consumption of short-form video across Weishi, news feed platforms and Mini Programs. With the appointment of a new management team at China Literature, we intend to deepen cooperation with our subsidiary company in adapting its literature IP into various media formats such as TV series, anime and games, leveraging our distribution capability to broaden its user reach, as well as exploring product innovation and new technologies to strengthen its content ecosystem.
Online Advertising
Our online advertising revenue grew year-on-year, reflecting increased consumer time spent on our key apps during the stay-at-home period and the attractive ROIs (return on investments) we delivered to advertisers. Revenue decreased sequentially as the first quarter is a low season for marketing activities. By industry, games, Internet services and online education advertising spending on our platforms increased as consumption of these services grew during the stay-at-home period; while FMCG, automobile and travel advertising spending declined.
...
Looking forward, we see several likely industry-wide headwinds, including consumer time spent online normalising which will lead to lower advertisement impression growth, online services advertisers adjusting their customer acquisition budgets to reflect revised life time value assumptions, and multinational brands sharply reducing their global marketing budgets as they faced the pandemic in their home markets.
FinTech
Revenue of FinTech services decreased sequentially as payment activities, especially offline transactions, and cash withdrawals reduced during the Chinese New Year and stay-at-home period. Despite lower revenue, our FinTech services margins were stable as our higher-margin revenue streams such as wealth management and lending continued to grow, and as we controlled marketing and subsidy expenses. For the last week of April, our average daily commercial transactions value recovered to late 2019 levels. Our wealth management business expanded at a stable rate in the first quarter, achieving year-on-year and quarter-on-quarter growth in aggregated customer assets. WeiLiDai's loan book remained healthy, reflecting WeBank's prudent risk management.
Cloud and Other Business Services
Project deployment and new accounts acquisition for our cloud business were delayed due to the pandemic, causing a sequential decline in revenue. However, Tencent Meeting achieved breakout success and became a leading video conference app in China . We strengthened its security measures and introduced functions to facilitate discussion and conference management. In March 2020 , we launched an international version, VooV Meeting. WeChat Work enhanced its industry solutions and deepened integration with Weixin, helping us to sign up more key accounts, especially in the retail, education and public sectors, and driving its DAU to grow significantly. We invested heavily in promoting these remote work products and in maintaining a robust cloud infrastructure, to ensure secure and reliable services for our users. Looking forward, we expect the cloud industry to remain challenging in the short term. However, we will continue increasing our investment in these areas and expect to see accelerated cloud services and enterprise software adoption from offline industries and public sectors over the longer term.
About Tencent
Tencent uses technology to enrich the lives of Internet users.
Our communication and social platforms, Weixin and QQ, connect users with each other and with digital content and services, both online and offline, making their lives more convenient. Our targeted advertising platform helps advertisers reach out to hundreds of millions of consumers in China. Our FinTech and business services support our partners' business growth and assist their digital upgrade.
Tencent invests heavily in talent and technological innovation, actively promoting the development of the Internet industry. Tencent was founded in Shenzhen, China , in 1998. Shares of Tencent (00700.HK) are listed on the Main Board of the Stock Exchange of Hong Kong .
Business Review and Outlook
In the first quarter of 2020, we harnessed the power of technology to enable users to stay connected, informed and entertained, to help advertisers reach target audiences effectively, and to assist enterprises in achieving service continuity. During these challenging times, we allocated substantial time and resources, including charitable donations, in contribution to COVID-19 relief initiatives in China and globally. And, we delivered solid quarterly operating and financial metrics, demonstrating the resilience of our business model and the platform value of our Company. Looking forward, we expect in-game consumption activities to largely normalise as people return to work, and we see some headwinds for the online advertising industry. Here are some highlights of our key products and business lines:
Communication and Social
Weixin and QQ enabled our users to keep connected with their families and friends during the stay-at-home period, and their respective total daily messages and time spent increased at double-digit percentages on a year-on-year basis. Our communication platforms introduced new functionalities to fulfill evolving user needs in different verticals. For eLearning, teachers can now customise QQ group toolbar with relevant Mini Programs, such as online examination and homework collection tools, to better manage online classes. QQ School-plus-Home groups have become a primary eLearning platform serving tens of millions of teachers, students and parents every day. As users are structurally shifting their behavior from offline to online, Weixin deepened its penetration in daily services via Mini Programs, particularly for grocery shopping and municipal services. This contributed to the rapid growth of Mini Programs, DAU of which exceeded 400 million. Leveraging our extensive reach to consumers and merchants, we assisted local governments and merchants in distributing eVouchers to expedite the recovery in consumption, especially for retailers and restaurants.
Online Games
Games serve important roles in keeping players entertained and connected, especially during the stay-at-home period. For mobile games, our studios released attractive content and our publishing teams ran compelling in-game events and activities, resulting in higher DAU. For example, our upgraded game engine for Honor of Kings enhanced audio and visual quality for in-game items, and a new location-based teamplay system encouraged more user interactions. Peacekeeper Elite ran a successful collaboration with Rocket Girls 101 (an idol girl group managed by Tencent , which emerged from our popular variety show), driving user engagement to a new high and demonstrating cross-IP synergy within Tencent . For PC games, activity in China declined due to temporary closures of internet cafés and the soft performance of DnF. Internationally, PUBG Mobile celebrated its second anniversary and enhanced localisation capabilities to meet diverse user tastes in different regions. Brawl Stars' optimised player-matching algorithm enhanced its user experience. Riot Games released a Teamfight Tactics mobile app, contributing to higher user retention and extended playing time for the League of Legends franchise. It also launched a mobile card game, Legends of Runeterra, and started beta-testing Valorant in April this year. Looking forward, we expect game playing time and in-game consumption activity to largely normalise industry-wide as people return to work, but also believe that games have structurally expanded their long-term audiences and appeal.
Digital Content
Our fee-based VAS subscriptions increased 19% year-on-year to 197 million, reflecting robust growth in video and music subscriptions. This was driven by the popular self-commissioned video content, an expanding paid music library and more user time spent online during the stay-at-home period. Total video subscriptions rose 26% year-on-year to 112 million and music subscriptions grew 50% year-on-year to 43 million. Tencent Video DAU and traffic grew as users were attracted to our platform by the release of popular self-commissioned Chinese anime and drama series, such as The Land of Warriors Season 3 a nd Sansheng Sanshi Pillo w. We strengthened our short-form video content, driving user traffic and consumption of short-form video across Weishi, news feed platforms and Mini Programs. With the appointment of a new management team at China Literature, we intend to deepen cooperation with our subsidiary company in adapting its literature IP into various media formats such as TV series, anime and games, leveraging our distribution capability to broaden its user reach, as well as exploring product innovation and new technologies to strengthen its content ecosystem.
Online Advertising
Our online advertising revenue grew year-on-year, reflecting increased consumer time spent on our key apps during the stay-at-home period and the attractive ROIs (return on investments) we delivered to advertisers. Revenue decreased sequentially as the first quarter is a low season for marketing activities. By industry, games, Internet services and online education advertising spending on our platforms increased as consumption of these services grew during the stay-at-home period; while FMCG, automobile and travel advertising spending declined.
...
Looking forward, we see several likely industry-wide headwinds, including consumer time spent online normalising which will lead to lower advertisement impression growth, online services advertisers adjusting their customer acquisition budgets to reflect revised life time value assumptions, and multinational brands sharply reducing their global marketing budgets as they faced the pandemic in their home markets.
FinTech
Revenue of FinTech services decreased sequentially as payment activities, especially offline transactions, and cash withdrawals reduced during the Chinese New Year and stay-at-home period. Despite lower revenue, our FinTech services margins were stable as our higher-margin revenue streams such as wealth management and lending continued to grow, and as we controlled marketing and subsidy expenses. For the last week of April, our average daily commercial transactions value recovered to late 2019 levels. Our wealth management business expanded at a stable rate in the first quarter, achieving year-on-year and quarter-on-quarter growth in aggregated customer assets. WeiLiDai's loan book remained healthy, reflecting WeBank's prudent risk management.
Cloud and Other Business Services
Project deployment and new accounts acquisition for our cloud business were delayed due to the pandemic, causing a sequential decline in revenue. However, Tencent Meeting achieved breakout success and became a leading video conference app in China . We strengthened its security measures and introduced functions to facilitate discussion and conference management. In March 2020 , we launched an international version, VooV Meeting. WeChat Work enhanced its industry solutions and deepened integration with Weixin, helping us to sign up more key accounts, especially in the retail, education and public sectors, and driving its DAU to grow significantly. We invested heavily in promoting these remote work products and in maintaining a robust cloud infrastructure, to ensure secure and reliable services for our users. Looking forward, we expect the cloud industry to remain challenging in the short term. However, we will continue increasing our investment in these areas and expect to see accelerated cloud services and enterprise software adoption from offline industries and public sectors over the longer term.
About Tencent
Tencent uses technology to enrich the lives of Internet users.
Our communication and social platforms, Weixin and QQ, connect users with each other and with digital content and services, both online and offline, making their lives more convenient. Our targeted advertising platform helps advertisers reach out to hundreds of millions of consumers in China. Our FinTech and business services support our partners' business growth and assist their digital upgrade.
Tencent invests heavily in talent and technological innovation, actively promoting the development of the Internet industry. Tencent was founded in Shenzhen, China , in 1998. Shares of Tencent (00700.HK) are listed on the Main Board of the Stock Exchange of Hong Kong .
Videospieleboom gibt Tencent Schub
shenzhen Eine hohe Nachfrage nach
Videospielen während der Coronavirus-Pandemie hat den Umsatz des
chinesischen Spiele- und SocialMedia-Giganten Tencent im ersten
Quartal angetrieben. Der Konzern
verbuchte ein Umsatzplus von 26
Prozent auf 108,07 Milliarden Yuan
(umgerechnet gut 14 Milliarden
Euro). Der Gewinn übertraf mit
28,90 Milliarden Yuan die Analystenerwartungen. "Wir erwarten, dass
sich die Konsumaktivitäten bei Onlinespielen weitgehend normalisieren werden, wenn die Leute wieder arbeiten gehen, und sehen
Gegenwind in der Online-Werbeindustrie auf uns zukommen", teilte
Tencent mit. Das VideospielGeschäft, das gut ein Drittel der
Erlöse ausmacht, wuchs um 31 Prozent auf 37,30 Milliarden Yuan. Seit
Jahresbeginn hat die Tencent-Aktie
15 Prozent zugelegt, während der
Leitindex Hang Seng um 15 Prozent
fiel. Reuter
shenzhen Eine hohe Nachfrage nach
Videospielen während der Coronavirus-Pandemie hat den Umsatz des
chinesischen Spiele- und SocialMedia-Giganten Tencent im ersten
Quartal angetrieben. Der Konzern
verbuchte ein Umsatzplus von 26
Prozent auf 108,07 Milliarden Yuan
(umgerechnet gut 14 Milliarden
Euro). Der Gewinn übertraf mit
28,90 Milliarden Yuan die Analystenerwartungen. "Wir erwarten, dass
sich die Konsumaktivitäten bei Onlinespielen weitgehend normalisieren werden, wenn die Leute wieder arbeiten gehen, und sehen
Gegenwind in der Online-Werbeindustrie auf uns zukommen", teilte
Tencent mit. Das VideospielGeschäft, das gut ein Drittel der
Erlöse ausmacht, wuchs um 31 Prozent auf 37,30 Milliarden Yuan. Seit
Jahresbeginn hat die Tencent-Aktie
15 Prozent zugelegt, während der
Leitindex Hang Seng um 15 Prozent
fiel. Reuter
Q1 Zahlen haben die Erwartungen stark übertroffen 👍🏼
Allzeithoch mit sehr schönem Trend!
Was ist heut los mit Tencent?
Hallo, ich verfolge Tencent schon seit vielen Jahren und habe mir mal die Mühe gemacht zu prüfen ob es trotz Corona Krise Sinn macht Tencent jetzt zu kaufen.
Ich hoffe das video gefällt euch. Freue mich auch über jedes Feedback. Schönes Wochenende an alle!
https://youtu.be/zak-8nBAnUk
Ich hoffe das video gefällt euch. Freue mich auch über jedes Feedback. Schönes Wochenende an alle!
https://youtu.be/zak-8nBAnUk
Tencent In The Right Place On Either An Optimistic Or Pessimistic COVID-19 Prognosis
https://seekingalpha.com/article/4333378-tencent-in-right-pl…Ich denke die Aktie hat sich weiter stabilisiert dies wird durch die guten Gesamtzahlen von 2019 nochmals unterstrichen... insbesondere Streaming, Payment sowie Cloud Services werden das Wachstum weiter sichern auch die Analystenschätzungen trotz weltweiter Corona Virus Thematik, sind leicht optimistisch und weisen auf höhere Kurse hin...zur Zeit steht die Aktie bei 359 HKD, ich denke in den nächsten 12 Monaten steht die Aktie bestimmt bei 440 HKD.... bleibe bei dem Segment weiter optimistisch. Ausnahme der Corona Virus kommt zurück und andere Virenerkrankungen folgen in Asien speziell China, Hongkong.
Allen eine gute Zeit und bleibt gesund !
Oberkassel
Tencent’s Profit Missed Before the Coronavirus Struck
https://www.bloomberg.com/news/articles/2020-03-18/tencent-s…
https://www.bloomberg.com/news/articles/2020-03-18/tencent-s…
Ratings, TPs on TENCENT (00700.HK) (Table)
http://www.aastocks.com/en/stocks/news/aafn-con/NOW.996399/c…Sehr stabiler Wert bleibt im Depot, Zahlen kommen am 18.03.2020.
Heute bleibt es weiter rot, denke nicht so schlimm wie gestern, nächste Woche müssen wir abwarten...
Allen ein gutes und erholsames WE
Oberkassel
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