
Picture source @Visual China
Text | Weiwei Kunlunxia
Tencent and Apple are two companies I like very much, and they are also the two money printing machines companies with the strongest certainty and the best business model.
There are many similarities between the two companies, such as Apple is a consumer goods company dressed in the guise of technology, and Tencent can also be regarded as a consumer goods company dressed in the guise of Internet.
Furthermore, both families rely on their strong ecological power to build a solid moat. Apple's ecosystem is based on iOS system, and Tencent's ecosystem is based on WeChat. As for the better ecosystem of iOS and WeChat, it is up to the wise to see.
Due to various reasons, Tencent's stock price has experienced a continuous decline of one and a half years. The stock price is more than 50% lower than the high level, and its valuation is at a historical low. The situation at this time reminds me of Buffett when he bought Apple in 2016, and there are many similarities.
Because Tencent has a large number of businesses and its business model is relatively complex, this article mainly conducts a comprehensive and in-depth analysis from the following angles (a long, ten thousand words hard-core article, recommended to collect and read), and compare it with the situation that Buffett faced when he bought Apple in 2016:
01 The reasons behind the amazing historical stock price return
Tencent Holdings was listed on the Hong Kong main board in June 2004, and it has been 18 years since then. Open the homepage of Tencent’s prospectus and it seems like I’m reading the time travel novel. In an instant, I was shocked by a number, with an issue price of HK$3.7 per share! Yes, read it right, it's 3.7 yuan. Last year, Tencent's stock price was close to 800 yuan.

Considering the previous distribution shares, the current share price is 360 yuan (halved from the high level) according to the later re-rights calculation is equivalent to 1,900 yuan. If an investor buys at the price of 3.7 yuan at the time of IPO (the lowest price of 3.4 in that year), he will not sit still for 18 years, and the annualized return rate of stock price rise is as high as 41.4%, not including dividends. What a terrifying rate of return!
Tencent Holdings IPO in 2004, raising HK$1.55 billion. The company's total shares before the IPO was 1.26 billion shares. The shares issued in this IPO accounted for approximately 25% of the total shares after the issuance (total 1.68 billion shares). The company's post-investment valuation was HK$6.2 billion, corresponding to a net profit of 320 million in 2003, and the issuance price-to-earnings ratio was 19.4 times.
From the perspective of the entire company's fundamentals: the company's market value has increased from 6.2 billion at the IPO in 2004 to 3.5 trillion in April 2022, an increase of 565 times, with an annualized rate of return of 42.2% over the past 18 years!
has been decomposed, and the company's net profit has increased from 320 million in 2003 to 224.8 billion in 2021, an increase of 703 times; the company's price-to-earnings ratio has dropped from 19.4 times at the time of issuance to 15.6 times at the current level, a decrease of 20%. In terms of dividends from
, the company has raised a total of 2.2 billion yuan since its listing and 70.2 billion yuan in cash dividends. In addition, the 102.5 billion JD stocks sold at the end of last year, a total dividend of 172.7 billion yuan. Considering that the IPO issued 25% of new shares, which means that secondary market investors as a whole can get 1727*0.25=43.2 billion yuan, far higher than the 2.2 billion yuan that the company has "circled" over the years.

From this we can draw at least the following conclusions:
02 Company Profile
Tencent was founded in 1998 and is headquartered in Shenzhen, China. It is a company that mainly produces and sells digital content. Its products and businesses can be roughly divided into two categories: individual users (To C) and enterprises and institutions (To B/G).
is aimed at individual users. Tencent connects more than 1.2 billion people around the world through free WeChat and QQ communication and social services, helping them connect with relatives and friends and enjoy convenient shopping, travel, payment and entertainment life.

Tencent has released a number of popular electronic games and other high-quality digital content, bringing rich interactive entertainment experience to global users.

Tencent also provides a series of enterprise services such as cloud computing, advertising, financial technology , etc., to support partners to realize digital transformation and promote business development.
Tencent achieved revenue of 560.1 billion yuan in 2021. Its products and services mainly cover four major areas: value-added services (including games, social networks), online advertising, financial technology and enterprise services, and the sales share tends to be balanced.

Among them, games were the largest source of income in previous years, accounting for half of the market in 2016. By the end of 2021, the revenue contribution has dropped to 31%, of which 23% of domestic games and 8% of foreign games.
social network mainly includes member service revenue such as Tencent Video , QQ Music , and its revenue share has remained above 20%.
Online advertising revenue is mainly divided into social advertising and media advertising. Since Tencent has always been relatively restrained in advertising considering its user experience, its revenue share has always fluctuated between 15% and 20%.
Financial technology and enterprise service revenue are mainly divided into payment business, cloud computing and enterprise service revenue. It is the fastest-growing sector in recent years, and its revenue accounts for about 30%.
03 Is Tencent a foreign company or a Chinese company
The major shareholder of Tencent is the foreign-funded company MIH, which currently holds 2.769 billion shares of Tencent. MIH is a wholly-owned subsidiary of Prosus, a listed company listed in Dutch , and the controlling shareholder of Prosus is the South African newspaper group, which is often mentioned in the media.
So after the equity penetration, South Africa's media group Naspers is Tencent's actual largest shareholder, holding 28.82% of Tencent's shares (as of the end of the first quarter of 2022).

. Tencent's major shareholder has been in a hot topic recently and is not MIH that has betrayed his promise to reduce his holdings in Tencent shares, but the South African newspaper group Naspers (listed in South Africa) and its holding subsidiary Prosus (listed in the Netherlands).
Previously, there was a very widely circulated saying in China that , Industrial and Commercial Bank of China, , is Tencent’s largest shareholder, which is a rumor. ICBC initially invested in a South African bank with US$5 billion, called South African Standard Bank , and is currently the largest shareholder of South African Standard Bank. However, Standard Bank of South Africa is not a shareholder of the South African Press Group.
and Xiaoma Ge , Ma Huateng is one of the main founders of Tencent Company, currently the chairman and CEO of the board of directors, and is fully responsible for the company's strategic planning, positioning and management. Xiao Ma Ge currently holds more than 800 million shares of Tencent shares through a wholly-owned company, accounting for 8.39%, ranking as the company's second largest shareholder.
So why is Tencent Holdings a major shareholder a foreign company? Is Tencent’s actual controller MIH or Ma Huateng from South Africa? This has caused many people to ask whether Tencent is a foreign company or a Chinese company? The problem of
is actually a common phenomenon in Chinese Internet companies. The largest shareholder behind Tencent is the South African company MIH, while Alibaba's largest shareholder is Japan's SoftBank Group.
This is mainly due to the business model of Internet companies. The network effect of the Internet industry causes the value of the company to be proportional to the square of the number of users. Only when the number of users reaches a certain order of magnitude will it have obvious value and profitability.
This also leads to the fact that most Internet companies are in a situation where users make money but not money in the early stages of their entrepreneurship. The capital chain is very tight and external capital transfusions are needed to survive.
Tencent’s history can be traced back to the company “Tencent Computer”. Tencent Computer was established in China in November 1998 and was founded by Ma Huateng and Zhang Zhidong , Zeng Li Qing , Xu Chenye , Chen Yidan , and Chen Yidan . This is also what the people later called Tencent Five Tigers, all of which are Chinese.
After a year, in November 1999, the number of QQ registered users reached 1 million, which was a gratifying development, but also faced the dilemma of making money from users but not making money. The founder team still had to keep paying money to the company, and the capital chain was extremely tight. By then, the Internet will be a new thing in the country, but in the Nasdaq market in the United States, it will be very popular.
In 1999, Hong Kong Yingke Telecom, controlled by Li Ka-shing 's eldest son Li Zekai , obtained 20% of Tencent's equity for US$2.2 million. Then, due to the Internet investment bubble in 2000, Li Zekai chose to sell 20% of Tencent's equity, and South Africa MIH acquired part of Tencent's equity for more than US$12 million.
Then MIH purchased part of the equity from another investment institution IDG and its founder team. Before going public in 2004, MIH and Tencent’s management team each held 50% of the shares, and MIH became the single largest shareholder.
So why did Tencent adopt the worst equity structure of 5:5? Because Tencent’s founding team and MIH have a control agreement.
At that time, Chinese law did not allow foreign-invested enterprises to provide telecommunications and Internet value-added services in China, so Tencent carried out business restructuring and established "Tencent Holdings" overseas as the group's holding company, indirectly achieving the purpose of operating domestic telecommunications and Internet value-added services.
also passed a series of agreements (VIE structure) signed with the major shareholder MIH. The Tencent management team led by Ma Huateng has the right to nominate the CEO and the seat on the board of directors cannot be lower than MIH. MIH mainly appoints the financial director to supervise the company's operations. This also means that Brother Ma is actually still in control of Tencent.

To sum up, Tencent Holdings is a management team led by Ma Huateng who has achieved control over the company through the "VIE architecture" (rather than equity). Tencent is a Chinese company with foreign shareholders involved.
At the same time, VIE, a model of evading some domestic supervision by establishing overseas holding companies has been in a vague state in the domestic legal community for many years.
On December 24 last year, China Securities Regulatory Commission released a draft of the draft for overseas listing management measures, which clearly recognized the legitimacy of the protocol control architecture (VIE) model. This is good news for Tencent and other companies that want to go public overseas.
04 Analyze Tencent’s business model and business attributes
Although there is no distinction between high and low work, business is really divided into different levels. Some businesses are naturally easier to make money than other businesses. The goal of a good investor is to find those top-notch businesses and then join the company at a reasonable price.
Tencent’s business model is mainly to obtain massive C-end personal users by providing free Internet social products WeChat and QQ, and then achieve commercial monetization through games, Internet advertising, payment and cloud services. The business model of
is actually the third-stage rocket model, which is widely used in the Internet industry (first proposed by Zhang Yunfan, director of Perfect World Holdings Group and CEO of Zongheng Literature). Whether it is the foreign Google , Facebook, Amazon , or Chinese Internet giant BATJ, the shadow of the third-stage rocket model can be seen.
three-stage rocket mode is usually divided into 3 steps: the first stage, build high-frequency head traffic; the second stage, accumulate business scenarios for certain types of users; the third stage, complete the business closed loop and monetize.

Take the example of Chinese Internet giant BATJ. They do search, e-commerce, social networking, and news respectively. From a business perspective, the above is not BATJ's "product". We have never paid for searching, selecting products, socializing, and watching news.
Because search, e-commerce, social networking, and news are just BATJ's "traffic products". The purpose is to obtain the same resource: traffic. That is the time for Internet users. BATJs make money by selling traffic, but their respective traffic-driving products [First-class Rockets] are different.
- Baidu 's profit products are bidding rankings and advertising, etc.
- Alibaba's profit products are e-commerce advertising and search rankings, etc.
- Tencent's profit products are games and advertising, etc.
- headlines' profit products are advertising,
This is their second and third-level rocket, which has found the scene of precipitating users and created a business closed loop.
Back to Tencent’s third-stage rocket:
Tencent’s first-stage rocket: is a free online communication product WeChat and QQ.
is absolutely high frequency and urgent need. Using this rocket to become the national social product with the largest number of users across the PC era and the mobile Internet era. It has acquired a large number of users, although users cannot sell money directly.
Tencent’s second stage rocket launches QQ space and WeChat Moments.
has been upgraded from a free communication product to a social network platform, effectively accumulating a large number of users through content socialization.
Take WeChat as an example. Since we have had WeChat Moments, many people have changed their purpose and methods to use WeChat. They have begun to post their own photos and life insights, and browse the Moments posted by friends.
WeChat started with communication tools and started with content. This content is produced spontaneously by users. The more users, the more content it has, the more it has. This content creates user stickiness and generates information accumulation.
was originally a social software, but its sociality, stickiness, and user's virtual self-feeling are not that strong. With the circle of friends, the situation became different.
At this stage, Tencent launched a third-level rocket: making money from digital content such as games and music, and the most famous one is games. Games are still the most powerful way to monetize on the entire Internet so far, no doubt about it. It is very difficult to directly push games with WeChat on
, and using social games through the circle of friends, especially light casual games, is very suitable for this platform. Since then, Tencent has embarked on the path of the king of digital entertainment content.
I wonder if you still remember a few years ago, the built-in "airplane masturbation" game " Airplane vs. " when the WeChat version 5.0 was released, it attracted the attention of many players. The casual gameplay in the game and the fun of competing scores between players in fair mode were a wave of people masturbation at that time.
Tencent’s third-stage rocket is the commercial closed loop it ultimately carries. It uses the huge traffic of WeChat and QQ to obtain operating profits from games, Tencent music/video membership services, advertising, etc.
So the question is, why do you need to do the third-stage rocket? Is the first-stage rocket possible?
Regarding this, I have seen a very interesting point in a public account called Operation Research Society. Let me share: the third-stage rocket model looks very powerful, but if I describe it like this, it feels a little problem:
first makes a money-loss product, then extends the second money-loss product, and finally transitions to a scene where you can make money.
In other words, in order to make money in the end, I have to make 2 money-lossing products first. The logic of
is quite suspicious. I think there are at least 2 questions that need to be discussed:

answer is: It's hard.
Because once you start making money, it will attract a lot of people to compete with you. In homogeneous competition, unless your product is much better, there will be no chance of success. What's more fatal is that once you verify that this is a money-making business, someone will definitely use free tactics to beat you - his purpose is not to make money, but to kill you.
You can only learn from Lei Feng when you come up and do something that is not profitable (such as QQ and WeChat). Others think this is a money-losing product, so they will let you go and give you room to develop.
is waiting for you to achieve the second-level Rockets, and you are not sure that you can make money.
You can't start making money until you reach the third stage Rockets, and you can make money with more confidence. Why
?
Because you have laid a solid foundation in front and the user needs are transitioned very clearly, others cannot copy your third level directly.
For example, if you are jealous of WeChat, you have also formed a team to create one, claiming that it is easier to use than WeChat. Can it be done? Can't make it. WeChat's network effect has been formed, and the conversion cost of users is too high.
In fact, the Mi Chat launched by Xiaomi had a complete chance to defeat WeChat, but in the end it missed the best opportunity.
Because through WeChat and QQ, two money-losing products, Tencent has established a huge social network of 1.2 billion people, and you can't shake it at all.
The following figure is the important financial information of Tencent in the past four years that I have counted. Through the financial statements, we can see how this business is.



Looking back a few years ago, Tencent's gross profit margin was at the level of 60%+ and 40%+, mainly because Tencent's main business was mainly high-profit games and advertising.
In 2018, Tencent began to focus on the cloud computing business, with low gross profit margin and still in the loss stage, which greatly lowered the overall gross profit and net profit margin performance.


This is mainly because the company issued about 300 billion long-term overseas bonds. Because the company's cash flow and excellent credit, the interest rates of these bonds are only about 3%, and the maturity is also very long. This actually reflects the company's high operating level and capital use efficiency.
looks for about 3% of long-term low-cost funds, and then invest it in a business with an annualized return of about 12%. This is the secret to making money in Buffett's Berkshire Empire. Therefore, Tencent is also nicknamed Tencent by some investors as Tencent Hasa "Geese".


- . The company's ROE is close to 30% for a long time, which is the result of the combined effect of high net profit margin and moderate leverage , reflecting a very high corporate operation and profitability.
- Baidu 's profit products are bidding rankings and advertising, etc.
- Alibaba's profit products are e-commerce advertising and search rankings, etc.
- Tencent's profit products are games and advertising, etc.
- headlines' profit products are advertising,
Overall, the company has excellent business model, light assets, strong profitability, abundant free cash flow, no additional large amount of capital investment, and strong industrial competitive advantages.
also noticed that the company's revenue and profit growth slowed down, approaching the characteristics of a mature company. We must check whether there is still a lot of room for expansion in the business space.
05 Industry development space and competitive landscape
In the above analysis, we see that Tencent’s business model is still good, but another important aspect that determines its intrinsic value is its growth potential. If it has a broad space for growth and combined with its excellent business model, then this is a good investment target.
Of course, the development space is a long-term general qualitative character. Think about where the ceiling of the company is? What level of growth will be compared with the current revenue and profit scale in the future? 1x or 10x? This determines whether we regard it as growth stocks or value stocks. It can also help us determine what stage of the business cycle it is in. If
is a value stock, its investment value is more due to falling, and cheap is the most important thing; if it is a growth stock, then cheap is not the most important factor. It is even more important to further analyze how much incremental value it can create.
Due to Tencent’s three-stage rocket business model, we need to examine the future development space and competitive landscape from the two dimensions of users (providing traffic) and customers (revenue source).
In Tencent’s basic platform (first-class rocket) social communication software field, Tencent has an absolute monopoly position in China and its moat is very solid, thanks to its national-level applications, WeChat and QQ, as well as the powerful ecosystem derived.
, 2022 first quarter report shows that WeChat (including overseas version) has 1.288 billion monthly active users, an increase of 3.8% year-on-year. Although the number of users is close to the ceiling, its domestic dominance is unshakable.

Combined with the total population of 1.4 billion in my country and the changes in the monthly active users of WeChat QQ in recent years, it is not difficult to see the absolute advantages of WeChat and QQ in social products, as well as the judgment that it has entered the mature stage of operations, it is difficult to see a large increase in the number of users in the future.
There is not no domestic manufacturer that has ever taken the idea of socializing as a golden track. Whether it is ByteDance’s “ multi-flash ”, “Flying Chat”, or the flashy “bullet text message”, it has never posed a substantial threat to WeChat from beginning to end.
In this regard, Jin Yechen, the founder of Red Sofa, once gave a view: in the history of Chinese social networking, the successful migration of social overlords only occurred once, that is, from QQ to WeChat. The reason why this migration was successful was because QQ opened its relationship chain to WeChat without reservation.
However, from the perspective of global competitive landscape, there are about 4.6 billion Internet users worldwide. With the natural advantages of English and mergers and acquisitions, Facebook has formed a luxurious combination of Facebook+Ins+WhatApp+Messenger, with more than 3 billion global users and is an absolute global leader in the social field. Tencent’s nearly 1.3 billion users can only be the second, but it also accepts all Chinese-speaking users.
Due to the strong network effect of social software, it is impossible for users to easily change social software. In addition, due to information security reasons, it is impossible for foreign-funded enterprises to master personal sensitive information at the national level. Therefore, it is difficult for Facebook or WeChat to grab each other's business. In the future, the global social field will be a dual-oligarch situation formed by Facebook and Tencent. The biggest variable of

may be caused by ByteDance and Tiktok. At present, as WeChat video accounts gradually become stronger, Tiktok may have a greater threat to Facebook, but it is also difficult to shake the current competitive landscape.
In addition, from the perspective of the revenue that brings actual revenue to Tencent, Tencent’s product line is very wide. According to the official perspective, it can be divided into three major areas: value-added services, online advertising, financial technology and enterprise services. In terms of subdivisions, it can be divided into: online games, social services, online advertising, financial technology, and cloud computing services. In addition, there is a huge industrial investment business, so it is also jokingly said that buying Tencent is equivalent to buying the entire Chinese Internet industry.
Tencent’s value-added services mainly include member service revenue such as online games, Tencent videos, music, etc., of which game revenue accounts for about 70%, making it Tencent’s largest revenue and profit source for a long time. Therefore, we mainly analyze the development space and competitive landscape of the game business.
online games, as an important entertainment method in modern life, can bring players a sense of accomplishment and pleasure, which is in line with human nature of playing. At the same time, some games also have strong social attributes and addictiveness, and users have a high willingness to pay. They are the business form with the strongest monetization ability in digital economy , no doubt about it.
From 2016 to 2020, the global game market size continued to grow. According to preliminary estimates from Newzoo, the global game market size reached US$93.2 billion in 2021, an increase of about 7.2% over 2020.

In 2021, the actual sales revenue of the Chinese game market was 296.513 billion yuan, an increase of 17.826 billion yuan from last year, a year-on-year increase of 6.4%. Although revenue still maintains growth, the growth rate has shrunk by nearly 15% year-on-year compared with last year's year-on-year under the influence of the gradual decline in the home economy and the decline in the number of hot products.

In 2021, the number of domestic game users was 666 million, an increase of 0.22% year-on-year. From 2014 to 2021, the user scale has increased continuously in single-digit growth. The number of users is gradually becoming saturated. In addition, other entertainment products such as live broadcasts and talent shows are also very fierce in competition for users' attention. Therefore, the demographic dividend of the domestic game market is close to the top, and it has entered the stock era from the incremental era.

Next, let’s take a look at the logic of industry growth.
Since the number of game users has entered the era of stock, price increase has become the core driving force for the market's growth. The industry's professional term is ARPU value (average income per paid user).
According to NEWZOO data, the ARPU of gaming in North America in 2021 is US$16.7 per month, the global average is US$5.0, and the ARPU of mobile gaming in China is US$4.4, which still has some room for improvement.With the improvement of economic level brought about by the improvement of production efficiency, people's demand and expenditure for entertainment will increase.
With the trend of increasing per capita disposable income of and increasing game quality, users' willingness to pay will further increase. It is expected that the growth of the game market in the future will continue to rely on the growth of user spending.

Therefore, as far as the industry is concerned, focusing on improving the content quality and cultural value of game products, so that users are willing to pay and are willing to pay more are the key to development.
In addition, in the long run, we have to pay attention to the significant impact of the meta-universe concept on the gaming industry.

The metaverse can be favored by companies like Facebook and Tencent. First, the metaverse is a product form that represents the future recognized by the Internet and the game industry. It is in line with everyone's common understanding of future usage scenarios and can greatly improve the user experience of existing games and social products.
Second, the product form of the metaverse is more favorable to Internet giants like Tencent and Facebook, which have both game platforms and social platforms, game distribution business and even game research and development capabilities.
Although the metaverse is still in the early concept stage, the game, as the business form closest to the metaverse, is expected to benefit first. In the movie "The Number One", which was very popular a few years ago, there is a virtual world called "Oasis". Players can experience the most realistic gameplay in this virtual world, as if they have gone to another world.
In March 2021, Roblox, known as the first stock in the metaverse, was officially listed on New York Stock Exchange. Its only game, Roblox, is considered to be the prototype of the metaverse game, with more than 100 million monthly active players worldwide, which is extremely popular.
In the medium and short term, the growth of the game market will continue to be driven by the growth of user spending. In the long run, more meta-universe games are expected to appear in the future. At that time, the online game industry will usher in a new era. Games will no longer be exclusive to the male group, the user group will be greatly expanded, and the ARPU value brought by the game duration will also increase significantly.
From the perspective of market size, the mobile game market size in the Asia-Pacific region accounted for more than 60% in 2021, ranking first, and North American ranked second with a market size of US$16.4 billion, accounting for 18%.

China's mobile game market size is the world's largest
China's mobile game market size in 2021 exceeds US$30 billion, twice the size of the US mobile game market, and occupying a dominant position in the global market.

According to the data of Guohai Securities , in 2021, the market concentration of of the top five mobile games in the world was close to 11%, and the overall market was relatively scattered.
Tencent has the highest market share of mobile games in the world in 2021, with more than 20%, followed by NetEase 7%. The leading European and American mobile game manufacturers Activision Blizzard and Zynga accounted for 3.4% and 2.9% respectively.

In contrast, the domestic game market is a different scene, with a very high market concentration. Data from Guohai Securities shows that Tencent’s domestic mobile games account for around 40% in the past three years, and its leading position is stable. NetEase's market share is less than 20%, followed closely by CR2, with a total share of up to 60%, and the market share of other companies' gaming businesses is less than 10%.

Since most of the leading companies have strong development capabilities, operation capabilities and strong capital reserve research and development, they have obvious advantages in the competition in the era of game stocks and have the logic that the strong will always be strong. Small and medium-sized game teams are an important driving force for industrial innovation and can bring opportunities to break through by focusing on segmented tracks.
The global game market is vast, and going overseas has become a must-fight place
In 2021, the number of global game players is close to 3 billion, far exceeding the number of domestic players.We believe that thanks to the good payment habits of players in mature markets and the gradual cultivation of considerable game paying players in emerging markets, the global layout of Chinese game manufacturers has become a clear trend.
According to gamma data , the actual sales revenue of China's independently developed games in the overseas market reached US$18.01 billion in 2021, an increase of 16.6% year-on-year, and the growth rate continued to be higher than the domestic market, and the proportion of overseas revenue/domestic revenue reached 45.4%, close to half of the domestic market size.
Considering that the overseas game market is large in scale, relatively scattered in concentration, and relatively loose policies, going overseas has become a must-fight place for domestic game manufacturers. The contribution of overseas market revenue to Chinese game companies will continue to increase.
version number review is becoming stricter and accelerates the survival of the fittest in the industry, and the company is gone.
html On the evening of June 7, National Press and Publication Administration announced the approval information for domestic online games in June this year, with a total of 60 games obtained version numbers. Domestic game leaders Tencent and NetEase continue to be absent. Perfect World, mihayou , Changyou and other companies are listed, and the rest are mostly products of small and medium-sized game companies."Let small and medium-sized game companies have more room to move around first, which is an inevitable tilt to restart the version number." After all, because large companies have games that continue to operate and have a lot of revenue, the new games brought by the distribution of version numbers are mostly just icing on the cake for their development.
However, there are also "lucky people" who have been approved for game version number before the release of the version number. Many small and medium-sized game companies have fallen into abnormal operations or changes in their main business before obtaining the version number.
More than a thousand game companies in Guangdong have been cancelled since July last year. -day eye check data shows that from July 2021 to the present, more than 3,500 online game-related companies have been cancelled. Guangdong Province has the largest number of related enterprises, with more than 1,200 related enterprises cancelled, accounting for more than 35%, with Zhejiang and Hunan ranking second and third respectively; more than 66% of enterprises have registered capital below 2 million.
"Restarting the version number and tightening the distribution quantity are a catalyst for the survival of the fittest for the entire game industry." Small and medium-sized game companies are often too extensive in R&D and operation capabilities, and occasionally hot products may not be able to obtain more benefits. At the same time, as the game industry is becoming increasingly boutique, the strength of R&D and innovation capabilities, the number of game products, and whether the operational capabilities meet user experience have put most of the small and medium-sized game companies that are single products to conquer the world and hit popular products face great pressure.
The game industry is actually the core of two aspects: one is the research and development of games, and the other is the distribution of games. undoubtedly, Tencent has the strongest competitiveness in both aspects.
game development belongs to the cultural and creative industry, and the individual project has extremely high uncertainty. The success of a game is accidental, and no one can predict where the next popular game will come from.
is aware of this. Tencent has introduced internal competition and horse racing mechanisms very early in the field of game research and development. Tencent has five game studio groups: Tianmei, Photon, Northern Lights, Rubik's Cube, and Boston. In addition to building its own teams, it also acquires some high-quality domestic and foreign teams through investments, such as investments in Riot, EPIC, Suprecell, etc. Most of the world's top game studios are either internal to Tencent or invested in Tencent. By maintaining competition and diversification between teams, Tencent currently has the world's strongest game R&D team.
Tencent's great success in the game field is inseparable from the management's deep understanding of the game industry. Tencent has nearly 20 years of experience in the game industry. Whether it attaches importance to the game business or the understanding of all links of the game industry chain (know-how), Tencent is far better than most competitors.
Tencent’s entire management team is playing games in large quantities.
For example, Tencent CEO Ma Huateng is a master of racing games and music games, and he also plays chicken and kings. A popular music game, he can even compete with professional players and is a real player.
Tencent President Liu Chi-ping is the top 100 players in the world rankings of "War of Royal Family", but the two above are not the most powerful. Tencent's most powerful player is actually Tencent's general legal counsel (Tencent Vice President Brent Irvin). He once ranked second in the world rankings of "War of Royal Family".
, and Tencent Games Head Ma Xiaoyi (Senior Vice President of Tencent) also plays many games, including playing more than 2,500 games in "League of Legends". After the advent of the mobile game era, mobile games and social interaction are closely connected. The currently popular "Honor of Kings" and "Chicken Eating" mobile games all have strong social genes, and Tencent's social platform is undoubtedly the most effective source of this gene. Its own social matrix is conducive to competitive products completing social fission.
social products have a significant driving force on competitive categories, which can be clearly seen from the 2017 Spring Festival fission of "Honor of Kings". As a Tencent-based product, "Peace Elite" is conducive to the promotion of game through Tencent's own interface, thereby causing fission in acquaintance social interactions.
is backed by two major social platforms: WeChat and QQ, and Tencent Games has obvious advantages in social channels. Players can directly log in to Tencent’s games with WeChat and QQ accounts. They can not only view friends’ dynamics and rankings, but also invite friends to join the game through WeChat and QQ. They can also get game rewards when interacting with friends and family in the game. Such social attributes in the game help increase the duration of players' gaming, stimulate player consumption, and improve user retention and stickiness.
In April 2022, the approval of the version number, which had been interrupted for 10 months, was restarted again, with the first batch of version numbers of 45, a significant decrease from the previous number of 80 per batch. Behind the tightening of game regulatory signals, regulators’ expectations for effective supply of high-quality and high-level games. According to Sensor Tower data, Tencent ranked first in China's mobile game publisher revenue in January 2022. Tencent has sufficient resources in terms of talent and game IP.
Tencent has the ability to actively innovate the core gameplay of the game, and at the same time it can invest high R&D funds and wait for a long development cycle to produce high-quality games, which relatively reduces the possibility of violations such as "skin replacement", and provides solid guarantees for Tencent in legal and standardized operations.
In June 2022, the second batch of game version numbers will be issued. A total of 60 games have been approved, and there are still no games from Tencent and NetEase. However, the launch of the second batch of version numbers proves that game approval has returned to the normalization process, which is a favorable message for the industry. As a game promotion platform Tencent will also benefit from it.
Given that there are many applications in the previous area, it is reasonable for regulatory authorities to give priority to small factories that can wait for money to save their lives. However, some media reported that a certain company's game was approved for approval this time, but unfortunately the company had closed down three months ago.
As domestic games enter the era of stock competition, in order to attract more users to pay, the quality and large-scale games have become a trend, which is beneficial to leading manufacturers such as Tencent and NetEase with strong R&D capabilities and strong funds.
The advertising industry is a barometer of the national economy, and the growth rate of the advertising market remains fluctuating in the same direction as GDP. Since the advertising market is mainly introduced by advertisers from all walks of life in the national economy, the overall growth rate of the advertising market is highly synchronized with the GDP growth rate.


According to Group M's forecast, it is expected that the annual compound growth rate of the global advertising market in the next five years will be around 5%, entering a low-speed steady growth range, slightly higher than the global GDP growth rate. In terms of share, Internet advertising will continue to seize the share of other forms of advertising, and the growth of Internet advertising will exceed the growth of the advertising market.
From the perspective of advertising revenue share, e-commerce advertising maintained its market share in 2020. Display advertising saw a decline of 6.58% for the first time in the past five years, and its market share also fell from 34% last year to 29% this year; search advertising continued to be weak, and its market share fell to 11.9% for three consecutive years; due to the continued popularity of the video live broadcast market, video advertising continued to grow strongly, with the market share reaching 20.4%, and the annual growth rate also further increased compared with the previous year, reaching 52.68%.

competitive landscape - Why does Tencent’s traffic do not match advertising revenue?
The current time point, the growth rate of Internet user scale and user duration slowed down, the mobile Internet traffic dividend gradually faded, and the growth is expected to enter a low-speed range and enter a stage of stock competition. Various platforms are accelerating internal conversion, and their business scope is gradually approaching the transaction conversion end. The competition among leading platforms for brand owners may become more intense.
Affected by the epidemic and overall economic situation, the concentration of advertising market has not decreased but increased in 2021. The market share of the top ten companies in the industry rebounded from 92.42% in 2020 to 94.85%, while the market share of the top four giant companies in the industry further increased to 78.2%; among the top four companies in the industry, the growth rate of the top three is slowing down. Affected by market supervision and anti-monopoly trends, Alibaba's advertising business revenue growth has further slowed down; although ByteDance's growth rate has slowed down, its market share has further expanded, and it is gradually narrowing the gap with Alibaba, with a trend of catching up;
Tencent's advertising revenue growth has also slowed down, stabilizing in the third place, but from the perspective of traffic, Tencent is still the leader in China, and its advertising monetization ability is positively correlated with the size of traffic, and Tencent has the potential to tap.
According to Quest Mobile, Tencent ranked first in the 2021 mobile Internet enterprise traffic ranking, with traffic of 1.105 billion, followed by Alibaba, with traffic of 1.066 billion. In terms of user time proportion, affected by the rapid rise of short videos by Byte and Kuaishou, Tencent has shown a slight downward trend, but the user time proportion is still ranked first, accounting for 35.7% in December 2021, and the second-ranked Byte system is 21.0%

Tencent's traffic and user usage time are leading, and its life scenarios cover a full range. However, in the past five years, Tencent's advertising revenue has hovered at 15% to 20%, which is lower than Weibo, Pinduoduo, Baidu, Alibaba, and Kuaishou.

This is mainly because product logic affects the efficiency of advertising monetization, and Tencent is more restrained in its attitude towards advertising monetization. Tencent’s traffic is mainly concentrated in social communication volume, which belongs to private domain traffic, and has a large limit on loading rate. Alibaba's e-commerce and ByteDance's short videos all focus on public domain traffic and have high advertising loading rates. Therefore, Tencent’s advertising monetization efficiency is not as efficient as Alibaba and ByteDance.
In addition, in order to ensure the product's user experience, Tencent has actively restricted the advertising loading rate. For example, for WeChat Moments advertisements, since they were launched in 2015, they have only increased to 5 items per day. Moreover, the advertising review in the circle of friends is relatively strict, and the advertiser types are mainly high-end brands and luxury goods.
While Tencent holds huge traffic, Tencent Advertising has not fully tapped its advertising monetization capabilities. For example, the vast traffic pool of Video Account has not yet achieved large-scale monetization. The mini-program ecosystem is still in the development stage and has more open-ended advertising spaces. Enterprise WeChat can realize the combination of advertising and enterprise services. After such advertising monetization processes gradually mature, it is expected to release the monetization potential of Tencent traffic.
Tencent Financial Report's business is actually composed of two independent businesses: financial technology and enterprise services. Tencent only disclosed cloud service revenue in its 2018 and 2019 financial reports, which were 9.1 billion yuan and 17 billion yuan respectively. From this, it can be estimated that the financial technology business revenue in 2018 and 2019 was approximately 64 billion yuan and 84.4 billion yuan respectively. It is expected that the revenue share of the two is roughly 8:2 now.
Tencent’s financial technology business mainly includes payment, financial management, credit and insurance businesses. Most of the revenue comes from payment business. So we mainly look at the market space and competitive landscape of payment business.

The third-party mobile payment market has experienced a period of rapid growth, and the market has gradually matured. The year-on-year growth rate gradually fell back to about 20% from 2018 to 2021.From the perspective of quarterly transaction scale, except for the decrease in quarterly transactions due to the epidemic in 2020Q1, the quarterly transaction scale of third-party mobile payment market has maintained a trend of increasing month-on-month.
As third-party mobile payment institutions continue to expand users and cooperative merchants, the continuous development of digital technology and the continuous upgrading of the network, the third-party mobile payment market is expected to grow steadily.

payment market structure: WeChat and Alipay each have their own advantages, and the WeChat payment market share is expected to increase
The overall market structure of China's third-party mobile payment is stable. WeChat Pay and Alipay form a double-oligarchical structure, with Alipay exceeding 50%, and WeChat Pay close to 40%. The third place is Yi Wallet, a subsidiary of Ping An. In the third quarter of 2021, the market share was only 1.19%.

According to the 2019 iMedia Consulting Research results, there are the following differences between WeChat Pay and Alipay in different application scenarios: in the small payment scenario (50 yuan and below), more than 70% of users tend to use WeChat payment, and in the large payment scenario (50 yuan or above), nearly 60% of users tend to use Alipay payment. In the online consumption scenario of
, about 60% of users use Alipay, while in the offline consumption scenario, about 65% of users use WeChat payment. In terms of commercial payments, the average daily payment of WeChat payments reached about 1.5 billion, exceeding Alipay. Compared with Alipay, WeChat still has traffic advantages and more active users. Although Ant Group's current market share of payment business is slightly higher than WeChat Pay, given the existing advantages of WeChat Pay, including user traffic, payment ecosystem, etc., the market share of WeChat Pay is expected to increase slightly in the future.
Internet companies usually expand their business with traffic monetization as their core business logic, and cloud services seem to be a business unit that is separated from the mainstream. In fact, they are all derived from the maturity and overflow of their main business capabilities. Amazon's AWS, Alibaba's Alibaba Cloud, etc. are all like this, and Tencent Cloud is no exception.
Internet companies will involve a large amount of data calculation, storage and transmission during their business development. Taking Alibaba as an example, its IT system needs to solve the high explosion demand during the peak season of Double 11 e-commerce, and redundancy will occur in the off-season. In order to solve the problem of idleness, public cloud services have been expanded through the form of renting.
Tencent Cloud was the predecessor of the QQ Space team's Tencent open platform. At that time, QQ, as the largest social software in China, had the ability to serve a large number of users. It began to provide cloud services (including CDN, etc.) to the outside world in 2010.
So we see that most of the world's Internet giants carry out cloud computing business, and its essence is to efficiently utilize and monetize the IT resources and technologies accumulated through business development.
The epidemic in early 2020 accelerated the process of digital transformation of traditional enterprises, and the new infrastructure policy further set off a wave of digital transformation of traditional enterprises, building a digital economy and improving GDP The proportion requires the comprehensive support of cloud computing. Coupled with the natural cost reduction and efficiency improvement and elastic scaling characteristics of cloud computing, the demands of the times are intertwined, setting off this wave of comprehensive cloudization.

iMedia Consulting data shows that the scale of China's cloud computing market reached 233.06 billion yuan in 2021, and is expected to reach 298.34 billion yuan in 2022. Affected by policies such as new infrastructure and the increase in demand for digital transformation of enterprises, enterprises' demand for cloud computing services continues to grow, and will continue to maintain a rapid growth of more than 20% in the next 3-5 years, and the industry has huge room for development.

In addition, according to the "Cloud Computing White Paper" of the Academy of Information and Communications Technology, from 2017 to 2020, China's cloud computing market maintained accelerated growth, especially the strong demand for cloud access brought by the epidemic in 2020, recording a year-on-year growth of 57% that year, 2016-2020 In five years, the CAGR reached 42%, twice the CAGR of the global cloud computing market size during the same period.

The cloud penetration rate of domestic enterprises in 2019 was 6%, and 8.8% in 2020. There is still a lot of room for growth, especially the sinking market outside first- and second-tier cities that have not yet been widely covered, as well as small and medium-sized enterprises with SaaS demand. At present, there is still a rich digital demand in various industries to promote the development of China's cloud computing market.
The second quarter report of China's cloud computing market released by Canalys, an authoritative market research company, shows that China's cloud infrastructure market grew by 54% to US$6.6 billion in the second quarter of 2021. As China's three major cloud computing giants, Alibaba Cloud has a 33.8% share, making it the well-deserved leader. Tencent Cloud and Huawei Cloud are in line with each other, ranking second and third, with the three giants accounting for 70% of the total cloud computing expenditure.

From the perspective of business focus, Alibaba Cloud focuses on enterprise-level and industry cloud computing, Tencent Cloud focuses on social, games, live broadcast and other fields, and Huawei Cloud has more advantages in the government and enterprise fields. At present, the leading domestic cloud computing manufacturers mainly provide IaaS services with low profit margins, with serious homogeneity of products and little differences.
, especially Huawei, is not good at PaaS and SaaS, while Tencent has an advantage in the latter. It is expected that the two companies will maintain their current growth trend and develop steadily.
Overall, this is different from some games, advertising and other markets that have entered the stock competition. Since the entire plate continues to grow, the ceiling of the industry leader is very high, and the opponent's obstacles encountered by growth will not be particularly strong, and the certainty of growth is high. As long as the company can maintain or increase its market share, growth is a natural result.
06 Tencent's evolution - core competitive advantage
WeChat is a typical product with network effect. For a user, the more friends they use WeChat, the greater the value of WeChat to it, and it will attract more people to use WeChat.
According to the latest financial report, WeChat's monthly active users in the first quarter of 2022 have reached 1.288 billion, which is a national-level product. It can be said that WeChat has built an extremely solid castle for Tencent, which is difficult to defeat and replace. According to Aurora Big Data, the monthly retention rate of WeChat users has reached an astonishing 98%.
For users, the good user experience and social relationships are all on WeChat, so the replacement cost is too high. The network effect that the free strategy + the huge user group has formed is enough to discourage competitors.
The power of WeChat can be proved from another aspect. On August 6, 2020, then-US President Trump issued a decree prohibiting all individuals and businesses within Tencent's US jurisdiction from participating in "any transactions related to WeChat." After the ban on
was issued, a survey was conducted on Weibo asking whether users would change their phones or continue to use their iPhone without WeChat on the App Store. The result is that of the 1.3 million respondents, 1.2 million responded that they were willing to give up using iPhones for WeChat. The respondents said that losing an iPhone would not have any impact on life, but that you cannot survive without WeChat.
After that, more than a dozen American giants including Apple, Intel, Disney, Walmart, Goldman Sachs, and Ford have clearly expressed their opposition to the government for the above-mentioned WeChat executive orders, and Apple expects its sales to plummet by more than 30%. The Chinese-American community living in the United States also sued the U.S. government, and the ban ended in vain.
If WeChat is just a social product, then you can’t rest assured. After all, from a global perspective, there is also Facebook, the global social leader. If Facebook is allowed to enter China one day, it will still be a great threat to WeChat.
However, Tencent did not stop there, but moved forward on the road to enriching and extending WeChat functions, connecting various modules in the WeChat ecosystem such as mini programs, video accounts, public accounts, corporate WeChat, Tencent meetings, etc., and has formed a huge ecological system covering all aspects of work, life, entertainment, etc.
It is no exaggeration to say that Tencent-based products are ubiquitous in the lives of Chinese people. It has become a super app that provides users with all basic life service facilities and connects online and offline. User stickiness has been greatly enhanced and it is difficult for competitors to break from the outside.

This epidemic has given me a deeper understanding of the huge "connection" role of WeChat. The community in Shanghai where I live has been under control for almost two months. My biggest feeling is that the epidemic has greatly brought the relationship between neighbors closer.
Picture source @Visual China
Text | Weiwei Kunlunxia
Tencent and Apple are two companies I like very much, and they are also the two money printing machines companies with the strongest certainty and the best business model.
There are many similarities between the two companies, such as Apple is a consumer goods company dressed in the guise of technology, and Tencent can also be regarded as a consumer goods company dressed in the guise of Internet.
Furthermore, both families rely on their strong ecological power to build a solid moat. Apple's ecosystem is based on iOS system, and Tencent's ecosystem is based on WeChat. As for the better ecosystem of iOS and WeChat, it is up to the wise to see.
Due to various reasons, Tencent's stock price has experienced a continuous decline of one and a half years. The stock price is more than 50% lower than the high level, and its valuation is at a historical low. The situation at this time reminds me of Buffett when he bought Apple in 2016, and there are many similarities.
Because Tencent has a large number of businesses and its business model is relatively complex, this article mainly conducts a comprehensive and in-depth analysis from the following angles (a long, ten thousand words hard-core article, recommended to collect and read), and compare it with the situation that Buffett faced when he bought Apple in 2016:
01 The reasons behind the amazing historical stock price return
Tencent Holdings was listed on the Hong Kong main board in June 2004, and it has been 18 years since then. Open the homepage of Tencent’s prospectus and it seems like I’m reading the time travel novel. In an instant, I was shocked by a number, with an issue price of HK$3.7 per share! Yes, read it right, it's 3.7 yuan. Last year, Tencent's stock price was close to 800 yuan.

Considering the previous distribution shares, the current share price is 360 yuan (halved from the high level) according to the later re-rights calculation is equivalent to 1,900 yuan. If an investor buys at the price of 3.7 yuan at the time of IPO (the lowest price of 3.4 in that year), he will not sit still for 18 years, and the annualized return rate of stock price rise is as high as 41.4%, not including dividends. What a terrifying rate of return!
Tencent Holdings IPO in 2004, raising HK$1.55 billion. The company's total shares before the IPO was 1.26 billion shares. The shares issued in this IPO accounted for approximately 25% of the total shares after the issuance (total 1.68 billion shares). The company's post-investment valuation was HK$6.2 billion, corresponding to a net profit of 320 million in 2003, and the issuance price-to-earnings ratio was 19.4 times.
From the perspective of the entire company's fundamentals: the company's market value has increased from 6.2 billion at the IPO in 2004 to 3.5 trillion in April 2022, an increase of 565 times, with an annualized rate of return of 42.2% over the past 18 years!
has been decomposed, and the company's net profit has increased from 320 million in 2003 to 224.8 billion in 2021, an increase of 703 times; the company's price-to-earnings ratio has dropped from 19.4 times at the time of issuance to 15.6 times at the current level, a decrease of 20%. In terms of dividends from
, the company has raised a total of 2.2 billion yuan since its listing and 70.2 billion yuan in cash dividends. In addition, the 102.5 billion JD stocks sold at the end of last year, a total dividend of 172.7 billion yuan. Considering that the IPO issued 25% of new shares, which means that secondary market investors as a whole can get 1727*0.25=43.2 billion yuan, far higher than the 2.2 billion yuan that the company has "circled" over the years.

From this we can draw at least the following conclusions:
02 Company Profile
Tencent was founded in 1998 and is headquartered in Shenzhen, China. It is a company that mainly produces and sells digital content. Its products and businesses can be roughly divided into two categories: individual users (To C) and enterprises and institutions (To B/G).
is aimed at individual users. Tencent connects more than 1.2 billion people around the world through free WeChat and QQ communication and social services, helping them connect with relatives and friends and enjoy convenient shopping, travel, payment and entertainment life.

Tencent has released a number of popular electronic games and other high-quality digital content, bringing rich interactive entertainment experience to global users.

Tencent also provides a series of enterprise services such as cloud computing, advertising, financial technology , etc., to support partners to realize digital transformation and promote business development.
Tencent achieved revenue of 560.1 billion yuan in 2021. Its products and services mainly cover four major areas: value-added services (including games, social networks), online advertising, financial technology and enterprise services, and the sales share tends to be balanced.

Among them, games were the largest source of income in previous years, accounting for half of the market in 2016. By the end of 2021, the revenue contribution has dropped to 31%, of which 23% of domestic games and 8% of foreign games.
social network mainly includes member service revenue such as Tencent Video , QQ Music , and its revenue share has remained above 20%.
Online advertising revenue is mainly divided into social advertising and media advertising. Since Tencent has always been relatively restrained in advertising considering its user experience, its revenue share has always fluctuated between 15% and 20%.
Financial technology and enterprise service revenue are mainly divided into payment business, cloud computing and enterprise service revenue. It is the fastest-growing sector in recent years, and its revenue accounts for about 30%.
03 Is Tencent a foreign company or a Chinese company
The major shareholder of Tencent is the foreign-funded company MIH, which currently holds 2.769 billion shares of Tencent. MIH is a wholly-owned subsidiary of Prosus, a listed company listed in Dutch , and the controlling shareholder of Prosus is the South African newspaper group, which is often mentioned in the media.
So after the equity penetration, South Africa's media group Naspers is Tencent's actual largest shareholder, holding 28.82% of Tencent's shares (as of the end of the first quarter of 2022).

. Tencent's major shareholder has been in a hot topic recently and is not MIH that has betrayed his promise to reduce his holdings in Tencent shares, but the South African newspaper group Naspers (listed in South Africa) and its holding subsidiary Prosus (listed in the Netherlands).
Previously, there was a very widely circulated saying in China that , Industrial and Commercial Bank of China, , is Tencent’s largest shareholder, which is a rumor. ICBC initially invested in a South African bank with US$5 billion, called South African Standard Bank , and is currently the largest shareholder of South African Standard Bank. However, Standard Bank of South Africa is not a shareholder of the South African Press Group.
and Xiaoma Ge , Ma Huateng is one of the main founders of Tencent Company, currently the chairman and CEO of the board of directors, and is fully responsible for the company's strategic planning, positioning and management. Xiao Ma Ge currently holds more than 800 million shares of Tencent shares through a wholly-owned company, accounting for 8.39%, ranking as the company's second largest shareholder.
So why is Tencent Holdings a major shareholder a foreign company? Is Tencent’s actual controller MIH or Ma Huateng from South Africa? This has caused many people to ask whether Tencent is a foreign company or a Chinese company? The problem of
is actually a common phenomenon in Chinese Internet companies. The largest shareholder behind Tencent is the South African company MIH, while Alibaba's largest shareholder is Japan's SoftBank Group.
This is mainly due to the business model of Internet companies. The network effect of the Internet industry causes the value of the company to be proportional to the square of the number of users. Only when the number of users reaches a certain order of magnitude will it have obvious value and profitability.
This also leads to the fact that most Internet companies are in a situation where users make money but not money in the early stages of their entrepreneurship. The capital chain is very tight and external capital transfusions are needed to survive.
Tencent’s history can be traced back to the company “Tencent Computer”. Tencent Computer was established in China in November 1998 and was founded by Ma Huateng and Zhang Zhidong , Zeng Li Qing , Xu Chenye , Chen Yidan , and Chen Yidan . This is also what the people later called Tencent Five Tigers, all of which are Chinese.
After a year, in November 1999, the number of QQ registered users reached 1 million, which was a gratifying development, but also faced the dilemma of making money from users but not making money. The founder team still had to keep paying money to the company, and the capital chain was extremely tight. By then, the Internet will be a new thing in the country, but in the Nasdaq market in the United States, it will be very popular.
In 1999, Hong Kong Yingke Telecom, controlled by Li Ka-shing 's eldest son Li Zekai , obtained 20% of Tencent's equity for US$2.2 million. Then, due to the Internet investment bubble in 2000, Li Zekai chose to sell 20% of Tencent's equity, and South Africa MIH acquired part of Tencent's equity for more than US$12 million.
Then MIH purchased part of the equity from another investment institution IDG and its founder team. Before going public in 2004, MIH and Tencent’s management team each held 50% of the shares, and MIH became the single largest shareholder.
So why did Tencent adopt the worst equity structure of 5:5? Because Tencent’s founding team and MIH have a control agreement.
At that time, Chinese law did not allow foreign-invested enterprises to provide telecommunications and Internet value-added services in China, so Tencent carried out business restructuring and established "Tencent Holdings" overseas as the group's holding company, indirectly achieving the purpose of operating domestic telecommunications and Internet value-added services.
also passed a series of agreements (VIE structure) signed with the major shareholder MIH. The Tencent management team led by Ma Huateng has the right to nominate the CEO and the seat on the board of directors cannot be lower than MIH. MIH mainly appoints the financial director to supervise the company's operations. This also means that Brother Ma is actually still in control of Tencent.

To sum up, Tencent Holdings is a management team led by Ma Huateng who has achieved control over the company through the "VIE architecture" (rather than equity). Tencent is a Chinese company with foreign shareholders involved.
At the same time, VIE, a model of evading some domestic supervision by establishing overseas holding companies has been in a vague state in the domestic legal community for many years.
On December 24 last year, China Securities Regulatory Commission released a draft of the draft for overseas listing management measures, which clearly recognized the legitimacy of the protocol control architecture (VIE) model. This is good news for Tencent and other companies that want to go public overseas.
04 Analyze Tencent’s business model and business attributes
Although there is no distinction between high and low work, business is really divided into different levels. Some businesses are naturally easier to make money than other businesses. The goal of a good investor is to find those top-notch businesses and then join the company at a reasonable price.
Tencent’s business model is mainly to obtain massive C-end personal users by providing free Internet social products WeChat and QQ, and then achieve commercial monetization through games, Internet advertising, payment and cloud services. The business model of
is actually the third-stage rocket model, which is widely used in the Internet industry (first proposed by Zhang Yunfan, director of Perfect World Holdings Group and CEO of Zongheng Literature). Whether it is the foreign Google , Facebook, Amazon , or Chinese Internet giant BATJ, the shadow of the third-stage rocket model can be seen.
three-stage rocket mode is usually divided into 3 steps: the first stage, build high-frequency head traffic; the second stage, accumulate business scenarios for certain types of users; the third stage, complete the business closed loop and monetize.

Take the example of Chinese Internet giant BATJ. They do search, e-commerce, social networking, and news respectively. From a business perspective, the above is not BATJ's "product". We have never paid for searching, selecting products, socializing, and watching news.
Because search, e-commerce, social networking, and news are just BATJ's "traffic products". The purpose is to obtain the same resource: traffic. That is the time for Internet users. BATJs make money by selling traffic, but their respective traffic-driving products [First-class Rockets] are different.
This is their second and third-level rocket, which has found the scene of precipitating users and created a business closed loop.
Back to Tencent’s third-stage rocket:
Tencent’s first-stage rocket: is a free online communication product WeChat and QQ.
is absolutely high frequency and urgent need. Using this rocket to become the national social product with the largest number of users across the PC era and the mobile Internet era. It has acquired a large number of users, although users cannot sell money directly.
Tencent’s second stage rocket launches QQ space and WeChat Moments.
has been upgraded from a free communication product to a social network platform, effectively accumulating a large number of users through content socialization.
Take WeChat as an example. Since we have had WeChat Moments, many people have changed their purpose and methods to use WeChat. They have begun to post their own photos and life insights, and browse the Moments posted by friends.
WeChat started with communication tools and started with content. This content is produced spontaneously by users. The more users, the more content it has, the more it has. This content creates user stickiness and generates information accumulation.
was originally a social software, but its sociality, stickiness, and user's virtual self-feeling are not that strong. With the circle of friends, the situation became different.
At this stage, Tencent launched a third-level rocket: making money from digital content such as games and music, and the most famous one is games. Games are still the most powerful way to monetize on the entire Internet so far, no doubt about it. It is very difficult to directly push games with WeChat on
, and using social games through the circle of friends, especially light casual games, is very suitable for this platform. Since then, Tencent has embarked on the path of the king of digital entertainment content.
I wonder if you still remember a few years ago, the built-in "airplane masturbation" game " Airplane vs. " when the WeChat version 5.0 was released, it attracted the attention of many players. The casual gameplay in the game and the fun of competing scores between players in fair mode were a wave of people masturbation at that time.
Tencent’s third-stage rocket is the commercial closed loop it ultimately carries. It uses the huge traffic of WeChat and QQ to obtain operating profits from games, Tencent music/video membership services, advertising, etc.
So the question is, why do you need to do the third-stage rocket? Is the first-stage rocket possible?
Regarding this, I have seen a very interesting point in a public account called Operation Research Society. Let me share: the third-stage rocket model looks very powerful, but if I describe it like this, it feels a little problem:
first makes a money-loss product, then extends the second money-loss product, and finally transitions to a scene where you can make money.
In other words, in order to make money in the end, I have to make 2 money-lossing products first. The logic of
is quite suspicious. I think there are at least 2 questions that need to be discussed:

answer is: It's hard.
Because once you start making money, it will attract a lot of people to compete with you. In homogeneous competition, unless your product is much better, there will be no chance of success. What's more fatal is that once you verify that this is a money-making business, someone will definitely use free tactics to beat you - his purpose is not to make money, but to kill you.
You can only learn from Lei Feng when you come up and do something that is not profitable (such as QQ and WeChat). Others think this is a money-losing product, so they will let you go and give you room to develop.
is waiting for you to achieve the second-level Rockets, and you are not sure that you can make money.
You can't start making money until you reach the third stage Rockets, and you can make money with more confidence. Why
?
Because you have laid a solid foundation in front and the user needs are transitioned very clearly, others cannot copy your third level directly.
For example, if you are jealous of WeChat, you have also formed a team to create one, claiming that it is easier to use than WeChat. Can it be done? Can't make it. WeChat's network effect has been formed, and the conversion cost of users is too high.
In fact, the Mi Chat launched by Xiaomi had a complete chance to defeat WeChat, but in the end it missed the best opportunity.
Because through WeChat and QQ, two money-losing products, Tencent has established a huge social network of 1.2 billion people, and you can't shake it at all.
The following figure is the important financial information of Tencent in the past four years that I have counted. Through the financial statements, we can see how this business is.



Looking back a few years ago, Tencent's gross profit margin was at the level of 60%+ and 40%+, mainly because Tencent's main business was mainly high-profit games and advertising.
In 2018, Tencent began to focus on the cloud computing business, with low gross profit margin and still in the loss stage, which greatly lowered the overall gross profit and net profit margin performance.


This is mainly because the company issued about 300 billion long-term overseas bonds. Because the company's cash flow and excellent credit, the interest rates of these bonds are only about 3%, and the maturity is also very long. This actually reflects the company's high operating level and capital use efficiency.
looks for about 3% of long-term low-cost funds, and then invest it in a business with an annualized return of about 12%. This is the secret to making money in Buffett's Berkshire Empire. Therefore, Tencent is also nicknamed Tencent by some investors as Tencent Hasa "Geese".


- . The company's ROE is close to 30% for a long time, which is the result of the combined effect of high net profit margin and moderate leverage , reflecting a very high corporate operation and profitability.
Overall, the company has excellent business model, light assets, strong profitability, abundant free cash flow, no additional large amount of capital investment, and strong industrial competitive advantages.
also noticed that the company's revenue and profit growth slowed down, approaching the characteristics of a mature company. We must check whether there is still a lot of room for expansion in the business space.
05 Industry development space and competitive landscape
In the above analysis, we see that Tencent’s business model is still good, but another important aspect that determines its intrinsic value is its growth potential. If it has a broad space for growth and combined with its excellent business model, then this is a good investment target.
Of course, the development space is a long-term general qualitative character. Think about where the ceiling of the company is? What level of growth will be compared with the current revenue and profit scale in the future? 1x or 10x? This determines whether we regard it as growth stocks or value stocks. It can also help us determine what stage of the business cycle it is in. If
is a value stock, its investment value is more due to falling, and cheap is the most important thing; if it is a growth stock, then cheap is not the most important factor. It is even more important to further analyze how much incremental value it can create.
Due to Tencent’s three-stage rocket business model, we need to examine the future development space and competitive landscape from the two dimensions of users (providing traffic) and customers (revenue source).
In Tencent’s basic platform (first-class rocket) social communication software field, Tencent has an absolute monopoly position in China and its moat is very solid, thanks to its national-level applications, WeChat and QQ, as well as the powerful ecosystem derived.
, 2022 first quarter report shows that WeChat (including overseas version) has 1.288 billion monthly active users, an increase of 3.8% year-on-year. Although the number of users is close to the ceiling, its domestic dominance is unshakable.

Combined with the total population of 1.4 billion in my country and the changes in the monthly active users of WeChat QQ in recent years, it is not difficult to see the absolute advantages of WeChat and QQ in social products, as well as the judgment that it has entered the mature stage of operations, it is difficult to see a large increase in the number of users in the future.
There is not no domestic manufacturer that has ever taken the idea of socializing as a golden track. Whether it is ByteDance’s “ multi-flash ”, “Flying Chat”, or the flashy “bullet text message”, it has never posed a substantial threat to WeChat from beginning to end.
In this regard, Jin Yechen, the founder of Red Sofa, once gave a view: in the history of Chinese social networking, the successful migration of social overlords only occurred once, that is, from QQ to WeChat. The reason why this migration was successful was because QQ opened its relationship chain to WeChat without reservation.
However, from the perspective of global competitive landscape, there are about 4.6 billion Internet users worldwide. With the natural advantages of English and mergers and acquisitions, Facebook has formed a luxurious combination of Facebook+Ins+WhatApp+Messenger, with more than 3 billion global users and is an absolute global leader in the social field. Tencent’s nearly 1.3 billion users can only be the second, but it also accepts all Chinese-speaking users.
Due to the strong network effect of social software, it is impossible for users to easily change social software. In addition, due to information security reasons, it is impossible for foreign-funded enterprises to master personal sensitive information at the national level. Therefore, it is difficult for Facebook or WeChat to grab each other's business. In the future, the global social field will be a dual-oligarch situation formed by Facebook and Tencent. The biggest variable of

may be caused by ByteDance and Tiktok. At present, as WeChat video accounts gradually become stronger, Tiktok may have a greater threat to Facebook, but it is also difficult to shake the current competitive landscape.
In addition, from the perspective of the revenue that brings actual revenue to Tencent, Tencent’s product line is very wide. According to the official perspective, it can be divided into three major areas: value-added services, online advertising, financial technology and enterprise services. In terms of subdivisions, it can be divided into: online games, social services, online advertising, financial technology, and cloud computing services. In addition, there is a huge industrial investment business, so it is also jokingly said that buying Tencent is equivalent to buying the entire Chinese Internet industry.
Tencent’s value-added services mainly include member service revenue such as online games, Tencent videos, music, etc., of which game revenue accounts for about 70%, making it Tencent’s largest revenue and profit source for a long time. Therefore, we mainly analyze the development space and competitive landscape of the game business.
online games, as an important entertainment method in modern life, can bring players a sense of accomplishment and pleasure, which is in line with human nature of playing. At the same time, some games also have strong social attributes and addictiveness, and users have a high willingness to pay. They are the business form with the strongest monetization ability in digital economy , no doubt about it.
From 2016 to 2020, the global game market size continued to grow. According to preliminary estimates from Newzoo, the global game market size reached US$93.2 billion in 2021, an increase of about 7.2% over 2020.

In 2021, the actual sales revenue of the Chinese game market was 296.513 billion yuan, an increase of 17.826 billion yuan from last year, a year-on-year increase of 6.4%. Although revenue still maintains growth, the growth rate has shrunk by nearly 15% year-on-year compared with last year's year-on-year under the influence of the gradual decline in the home economy and the decline in the number of hot products.

In 2021, the number of domestic game users was 666 million, an increase of 0.22% year-on-year. From 2014 to 2021, the user scale has increased continuously in single-digit growth. The number of users is gradually becoming saturated. In addition, other entertainment products such as live broadcasts and talent shows are also very fierce in competition for users' attention. Therefore, the demographic dividend of the domestic game market is close to the top, and it has entered the stock era from the incremental era.

Next, let’s take a look at the logic of industry growth.
Since the number of game users has entered the era of stock, price increase has become the core driving force for the market's growth. The industry's professional term is ARPU value (average income per paid user).
According to NEWZOO data, the ARPU of gaming in North America in 2021 is US$16.7 per month, the global average is US$5.0, and the ARPU of mobile gaming in China is US$4.4, which still has some room for improvement.With the improvement of economic level brought about by the improvement of production efficiency, people's demand and expenditure for entertainment will increase.
With the trend of increasing per capita disposable income of and increasing game quality, users' willingness to pay will further increase. It is expected that the growth of the game market in the future will continue to rely on the growth of user spending.

Therefore, as far as the industry is concerned, focusing on improving the content quality and cultural value of game products, so that users are willing to pay and are willing to pay more are the key to development.
In addition, in the long run, we have to pay attention to the significant impact of the meta-universe concept on the gaming industry.

The metaverse can be favored by companies like Facebook and Tencent. First, the metaverse is a product form that represents the future recognized by the Internet and the game industry. It is in line with everyone's common understanding of future usage scenarios and can greatly improve the user experience of existing games and social products.
Second, the product form of the metaverse is more favorable to Internet giants like Tencent and Facebook, which have both game platforms and social platforms, game distribution business and even game research and development capabilities.
Although the metaverse is still in the early concept stage, the game, as the business form closest to the metaverse, is expected to benefit first. In the movie "The Number One", which was very popular a few years ago, there is a virtual world called "Oasis". Players can experience the most realistic gameplay in this virtual world, as if they have gone to another world.
In March 2021, Roblox, known as the first stock in the metaverse, was officially listed on New York Stock Exchange. Its only game, Roblox, is considered to be the prototype of the metaverse game, with more than 100 million monthly active players worldwide, which is extremely popular.
In the medium and short term, the growth of the game market will continue to be driven by the growth of user spending. In the long run, more meta-universe games are expected to appear in the future. At that time, the online game industry will usher in a new era. Games will no longer be exclusive to the male group, the user group will be greatly expanded, and the ARPU value brought by the game duration will also increase significantly.
From the perspective of market size, the mobile game market size in the Asia-Pacific region accounted for more than 60% in 2021, ranking first, and North American ranked second with a market size of US$16.4 billion, accounting for 18%.

China's mobile game market size is the world's largest
China's mobile game market size in 2021 exceeds US$30 billion, twice the size of the US mobile game market, and occupying a dominant position in the global market.

According to the data of Guohai Securities , in 2021, the market concentration of of the top five mobile games in the world was close to 11%, and the overall market was relatively scattered.
Tencent has the highest market share of mobile games in the world in 2021, with more than 20%, followed by NetEase 7%. The leading European and American mobile game manufacturers Activision Blizzard and Zynga accounted for 3.4% and 2.9% respectively.

In contrast, the domestic game market is a different scene, with a very high market concentration. Data from Guohai Securities shows that Tencent’s domestic mobile games account for around 40% in the past three years, and its leading position is stable. NetEase's market share is less than 20%, followed closely by CR2, with a total share of up to 60%, and the market share of other companies' gaming businesses is less than 10%.

Since most of the leading companies have strong development capabilities, operation capabilities and strong capital reserve research and development, they have obvious advantages in the competition in the era of game stocks and have the logic that the strong will always be strong. Small and medium-sized game teams are an important driving force for industrial innovation and can bring opportunities to break through by focusing on segmented tracks.
The global game market is vast, and going overseas has become a must-fight place
In 2021, the number of global game players is close to 3 billion, far exceeding the number of domestic players.We believe that thanks to the good payment habits of players in mature markets and the gradual cultivation of considerable game paying players in emerging markets, the global layout of Chinese game manufacturers has become a clear trend.
According to gamma data , the actual sales revenue of China's independently developed games in the overseas market reached US$18.01 billion in 2021, an increase of 16.6% year-on-year, and the growth rate continued to be higher than the domestic market, and the proportion of overseas revenue/domestic revenue reached 45.4%, close to half of the domestic market size.
Considering that the overseas game market is large in scale, relatively scattered in concentration, and relatively loose policies, going overseas has become a must-fight place for domestic game manufacturers. The contribution of overseas market revenue to Chinese game companies will continue to increase.
version number review is becoming stricter and accelerates the survival of the fittest in the industry, and the company is gone.
html On the evening of June 7, National Press and Publication Administration announced the approval information for domestic online games in June this year, with a total of 60 games obtained version numbers. Domestic game leaders Tencent and NetEase continue to be absent. Perfect World, mihayou , Changyou and other companies are listed, and the rest are mostly products of small and medium-sized game companies."Let small and medium-sized game companies have more room to move around first, which is an inevitable tilt to restart the version number." After all, because large companies have games that continue to operate and have a lot of revenue, the new games brought by the distribution of version numbers are mostly just icing on the cake for their development.
However, there are also "lucky people" who have been approved for game version number before the release of the version number. Many small and medium-sized game companies have fallen into abnormal operations or changes in their main business before obtaining the version number.
More than a thousand game companies in Guangdong have been cancelled since July last year. -day eye check data shows that from July 2021 to the present, more than 3,500 online game-related companies have been cancelled. Guangdong Province has the largest number of related enterprises, with more than 1,200 related enterprises cancelled, accounting for more than 35%, with Zhejiang and Hunan ranking second and third respectively; more than 66% of enterprises have registered capital below 2 million.
"Restarting the version number and tightening the distribution quantity are a catalyst for the survival of the fittest for the entire game industry." Small and medium-sized game companies are often too extensive in R&D and operation capabilities, and occasionally hot products may not be able to obtain more benefits. At the same time, as the game industry is becoming increasingly boutique, the strength of R&D and innovation capabilities, the number of game products, and whether the operational capabilities meet user experience have put most of the small and medium-sized game companies that are single products to conquer the world and hit popular products face great pressure.
The game industry is actually the core of two aspects: one is the research and development of games, and the other is the distribution of games. undoubtedly, Tencent has the strongest competitiveness in both aspects.
game development belongs to the cultural and creative industry, and the individual project has extremely high uncertainty. The success of a game is accidental, and no one can predict where the next popular game will come from.
is aware of this. Tencent has introduced internal competition and horse racing mechanisms very early in the field of game research and development. Tencent has five game studio groups: Tianmei, Photon, Northern Lights, Rubik's Cube, and Boston. In addition to building its own teams, it also acquires some high-quality domestic and foreign teams through investments, such as investments in Riot, EPIC, Suprecell, etc. Most of the world's top game studios are either internal to Tencent or invested in Tencent. By maintaining competition and diversification between teams, Tencent currently has the world's strongest game R&D team.
Tencent's great success in the game field is inseparable from the management's deep understanding of the game industry. Tencent has nearly 20 years of experience in the game industry. Whether it attaches importance to the game business or the understanding of all links of the game industry chain (know-how), Tencent is far better than most competitors.
Tencent’s entire management team is playing games in large quantities.
For example, Tencent CEO Ma Huateng is a master of racing games and music games, and he also plays chicken and kings. A popular music game, he can even compete with professional players and is a real player.
Tencent President Liu Chi-ping is the top 100 players in the world rankings of "War of Royal Family", but the two above are not the most powerful. Tencent's most powerful player is actually Tencent's general legal counsel (Tencent Vice President Brent Irvin). He once ranked second in the world rankings of "War of Royal Family".
, and Tencent Games Head Ma Xiaoyi (Senior Vice President of Tencent) also plays many games, including playing more than 2,500 games in "League of Legends". After the advent of the mobile game era, mobile games and social interaction are closely connected. The currently popular "Honor of Kings" and "Chicken Eating" mobile games all have strong social genes, and Tencent's social platform is undoubtedly the most effective source of this gene. Its own social matrix is conducive to competitive products completing social fission.
social products have a significant driving force on competitive categories, which can be clearly seen from the 2017 Spring Festival fission of "Honor of Kings". As a Tencent-based product, "Peace Elite" is conducive to the promotion of game through Tencent's own interface, thereby causing fission in acquaintance social interactions.
is backed by two major social platforms: WeChat and QQ, and Tencent Games has obvious advantages in social channels. Players can directly log in to Tencent’s games with WeChat and QQ accounts. They can not only view friends’ dynamics and rankings, but also invite friends to join the game through WeChat and QQ. They can also get game rewards when interacting with friends and family in the game. Such social attributes in the game help increase the duration of players' gaming, stimulate player consumption, and improve user retention and stickiness.
In April 2022, the approval of the version number, which had been interrupted for 10 months, was restarted again, with the first batch of version numbers of 45, a significant decrease from the previous number of 80 per batch. Behind the tightening of game regulatory signals, regulators’ expectations for effective supply of high-quality and high-level games. According to Sensor Tower data, Tencent ranked first in China's mobile game publisher revenue in January 2022. Tencent has sufficient resources in terms of talent and game IP.
Tencent has the ability to actively innovate the core gameplay of the game, and at the same time it can invest high R&D funds and wait for a long development cycle to produce high-quality games, which relatively reduces the possibility of violations such as "skin replacement", and provides solid guarantees for Tencent in legal and standardized operations.
In June 2022, the second batch of game version numbers will be issued. A total of 60 games have been approved, and there are still no games from Tencent and NetEase. However, the launch of the second batch of version numbers proves that game approval has returned to the normalization process, which is a favorable message for the industry. As a game promotion platform Tencent will also benefit from it.
Given that there are many applications in the previous area, it is reasonable for regulatory authorities to give priority to small factories that can wait for money to save their lives. However, some media reported that a certain company's game was approved for approval this time, but unfortunately the company had closed down three months ago.
As domestic games enter the era of stock competition, in order to attract more users to pay, the quality and large-scale games have become a trend, which is beneficial to leading manufacturers such as Tencent and NetEase with strong R&D capabilities and strong funds.
The advertising industry is a barometer of the national economy, and the growth rate of the advertising market remains fluctuating in the same direction as GDP. Since the advertising market is mainly introduced by advertisers from all walks of life in the national economy, the overall growth rate of the advertising market is highly synchronized with the GDP growth rate.


According to Group M's forecast, it is expected that the annual compound growth rate of the global advertising market in the next five years will be around 5%, entering a low-speed steady growth range, slightly higher than the global GDP growth rate. In terms of share, Internet advertising will continue to seize the share of other forms of advertising, and the growth of Internet advertising will exceed the growth of the advertising market.
From the perspective of advertising revenue share, e-commerce advertising maintained its market share in 2020. Display advertising saw a decline of 6.58% for the first time in the past five years, and its market share also fell from 34% last year to 29% this year; search advertising continued to be weak, and its market share fell to 11.9% for three consecutive years; due to the continued popularity of the video live broadcast market, video advertising continued to grow strongly, with the market share reaching 20.4%, and the annual growth rate also further increased compared with the previous year, reaching 52.68%.

competitive landscape - Why does Tencent’s traffic do not match advertising revenue?
The current time point, the growth rate of Internet user scale and user duration slowed down, the mobile Internet traffic dividend gradually faded, and the growth is expected to enter a low-speed range and enter a stage of stock competition. Various platforms are accelerating internal conversion, and their business scope is gradually approaching the transaction conversion end. The competition among leading platforms for brand owners may become more intense.
Affected by the epidemic and overall economic situation, the concentration of advertising market has not decreased but increased in 2021. The market share of the top ten companies in the industry rebounded from 92.42% in 2020 to 94.85%, while the market share of the top four giant companies in the industry further increased to 78.2%; among the top four companies in the industry, the growth rate of the top three is slowing down. Affected by market supervision and anti-monopoly trends, Alibaba's advertising business revenue growth has further slowed down; although ByteDance's growth rate has slowed down, its market share has further expanded, and it is gradually narrowing the gap with Alibaba, with a trend of catching up;
Tencent's advertising revenue growth has also slowed down, stabilizing in the third place, but from the perspective of traffic, Tencent is still the leader in China, and its advertising monetization ability is positively correlated with the size of traffic, and Tencent has the potential to tap.
According to Quest Mobile, Tencent ranked first in the 2021 mobile Internet enterprise traffic ranking, with traffic of 1.105 billion, followed by Alibaba, with traffic of 1.066 billion. In terms of user time proportion, affected by the rapid rise of short videos by Byte and Kuaishou, Tencent has shown a slight downward trend, but the user time proportion is still ranked first, accounting for 35.7% in December 2021, and the second-ranked Byte system is 21.0%

Tencent's traffic and user usage time are leading, and its life scenarios cover a full range. However, in the past five years, Tencent's advertising revenue has hovered at 15% to 20%, which is lower than Weibo, Pinduoduo, Baidu, Alibaba, and Kuaishou.

This is mainly because product logic affects the efficiency of advertising monetization, and Tencent is more restrained in its attitude towards advertising monetization. Tencent’s traffic is mainly concentrated in social communication volume, which belongs to private domain traffic, and has a large limit on loading rate. Alibaba's e-commerce and ByteDance's short videos all focus on public domain traffic and have high advertising loading rates. Therefore, Tencent’s advertising monetization efficiency is not as efficient as Alibaba and ByteDance.
In addition, in order to ensure the product's user experience, Tencent has actively restricted the advertising loading rate. For example, for WeChat Moments advertisements, since they were launched in 2015, they have only increased to 5 items per day. Moreover, the advertising review in the circle of friends is relatively strict, and the advertiser types are mainly high-end brands and luxury goods.
While Tencent holds huge traffic, Tencent Advertising has not fully tapped its advertising monetization capabilities. For example, the vast traffic pool of Video Account has not yet achieved large-scale monetization. The mini-program ecosystem is still in the development stage and has more open-ended advertising spaces. Enterprise WeChat can realize the combination of advertising and enterprise services. After such advertising monetization processes gradually mature, it is expected to release the monetization potential of Tencent traffic.
Tencent Financial Report's business is actually composed of two independent businesses: financial technology and enterprise services. Tencent only disclosed cloud service revenue in its 2018 and 2019 financial reports, which were 9.1 billion yuan and 17 billion yuan respectively. From this, it can be estimated that the financial technology business revenue in 2018 and 2019 was approximately 64 billion yuan and 84.4 billion yuan respectively. It is expected that the revenue share of the two is roughly 8:2 now.
Tencent’s financial technology business mainly includes payment, financial management, credit and insurance businesses. Most of the revenue comes from payment business. So we mainly look at the market space and competitive landscape of payment business.

The third-party mobile payment market has experienced a period of rapid growth, and the market has gradually matured. The year-on-year growth rate gradually fell back to about 20% from 2018 to 2021.From the perspective of quarterly transaction scale, except for the decrease in quarterly transactions due to the epidemic in 2020Q1, the quarterly transaction scale of third-party mobile payment market has maintained a trend of increasing month-on-month.
As third-party mobile payment institutions continue to expand users and cooperative merchants, the continuous development of digital technology and the continuous upgrading of the network, the third-party mobile payment market is expected to grow steadily.

payment market structure: WeChat and Alipay each have their own advantages, and the WeChat payment market share is expected to increase
The overall market structure of China's third-party mobile payment is stable. WeChat Pay and Alipay form a double-oligarchical structure, with Alipay exceeding 50%, and WeChat Pay close to 40%. The third place is Yi Wallet, a subsidiary of Ping An. In the third quarter of 2021, the market share was only 1.19%.

According to the 2019 iMedia Consulting Research results, there are the following differences between WeChat Pay and Alipay in different application scenarios: in the small payment scenario (50 yuan and below), more than 70% of users tend to use WeChat payment, and in the large payment scenario (50 yuan or above), nearly 60% of users tend to use Alipay payment. In the online consumption scenario of
, about 60% of users use Alipay, while in the offline consumption scenario, about 65% of users use WeChat payment. In terms of commercial payments, the average daily payment of WeChat payments reached about 1.5 billion, exceeding Alipay. Compared with Alipay, WeChat still has traffic advantages and more active users. Although Ant Group's current market share of payment business is slightly higher than WeChat Pay, given the existing advantages of WeChat Pay, including user traffic, payment ecosystem, etc., the market share of WeChat Pay is expected to increase slightly in the future.
Internet companies usually expand their business with traffic monetization as their core business logic, and cloud services seem to be a business unit that is separated from the mainstream. In fact, they are all derived from the maturity and overflow of their main business capabilities. Amazon's AWS, Alibaba's Alibaba Cloud, etc. are all like this, and Tencent Cloud is no exception.
Internet companies will involve a large amount of data calculation, storage and transmission during their business development. Taking Alibaba as an example, its IT system needs to solve the high explosion demand during the peak season of Double 11 e-commerce, and redundancy will occur in the off-season. In order to solve the problem of idleness, public cloud services have been expanded through the form of renting.
Tencent Cloud was the predecessor of the QQ Space team's Tencent open platform. At that time, QQ, as the largest social software in China, had the ability to serve a large number of users. It began to provide cloud services (including CDN, etc.) to the outside world in 2010.
So we see that most of the world's Internet giants carry out cloud computing business, and its essence is to efficiently utilize and monetize the IT resources and technologies accumulated through business development.
The epidemic in early 2020 accelerated the process of digital transformation of traditional enterprises, and the new infrastructure policy further set off a wave of digital transformation of traditional enterprises, building a digital economy and improving GDP The proportion requires the comprehensive support of cloud computing. Coupled with the natural cost reduction and efficiency improvement and elastic scaling characteristics of cloud computing, the demands of the times are intertwined, setting off this wave of comprehensive cloudization.

iMedia Consulting data shows that the scale of China's cloud computing market reached 233.06 billion yuan in 2021, and is expected to reach 298.34 billion yuan in 2022. Affected by policies such as new infrastructure and the increase in demand for digital transformation of enterprises, enterprises' demand for cloud computing services continues to grow, and will continue to maintain a rapid growth of more than 20% in the next 3-5 years, and the industry has huge room for development.

In addition, according to the "Cloud Computing White Paper" of the Academy of Information and Communications Technology, from 2017 to 2020, China's cloud computing market maintained accelerated growth, especially the strong demand for cloud access brought by the epidemic in 2020, recording a year-on-year growth of 57% that year, 2016-2020 In five years, the CAGR reached 42%, twice the CAGR of the global cloud computing market size during the same period.

The cloud penetration rate of domestic enterprises in 2019 was 6%, and 8.8% in 2020. There is still a lot of room for growth, especially the sinking market outside first- and second-tier cities that have not yet been widely covered, as well as small and medium-sized enterprises with SaaS demand. At present, there is still a rich digital demand in various industries to promote the development of China's cloud computing market.
The second quarter report of China's cloud computing market released by Canalys, an authoritative market research company, shows that China's cloud infrastructure market grew by 54% to US$6.6 billion in the second quarter of 2021. As China's three major cloud computing giants, Alibaba Cloud has a 33.8% share, making it the well-deserved leader. Tencent Cloud and Huawei Cloud are in line with each other, ranking second and third, with the three giants accounting for 70% of the total cloud computing expenditure.

From the perspective of business focus, Alibaba Cloud focuses on enterprise-level and industry cloud computing, Tencent Cloud focuses on social, games, live broadcast and other fields, and Huawei Cloud has more advantages in the government and enterprise fields. At present, the leading domestic cloud computing manufacturers mainly provide IaaS services with low profit margins, with serious homogeneity of products and little differences.
, especially Huawei, is not good at PaaS and SaaS, while Tencent has an advantage in the latter. It is expected that the two companies will maintain their current growth trend and develop steadily.
Overall, this is different from some games, advertising and other markets that have entered the stock competition. Since the entire plate continues to grow, the ceiling of the industry leader is very high, and the opponent's obstacles encountered by growth will not be particularly strong, and the certainty of growth is high. As long as the company can maintain or increase its market share, growth is a natural result.
06 Tencent's evolution - core competitive advantage
WeChat is a typical product with network effect. For a user, the more friends they use WeChat, the greater the value of WeChat to it, and it will attract more people to use WeChat.
According to the latest financial report, WeChat's monthly active users in the first quarter of 2022 have reached 1.288 billion, which is a national-level product. It can be said that WeChat has built an extremely solid castle for Tencent, which is difficult to defeat and replace. According to Aurora Big Data, the monthly retention rate of WeChat users has reached an astonishing 98%.
For users, the good user experience and social relationships are all on WeChat, so the replacement cost is too high. The network effect that the free strategy + the huge user group has formed is enough to discourage competitors.
The power of WeChat can be proved from another aspect. On August 6, 2020, then-US President Trump issued a decree prohibiting all individuals and businesses within Tencent's US jurisdiction from participating in "any transactions related to WeChat." After the ban on
was issued, a survey was conducted on Weibo asking whether users would change their phones or continue to use their iPhone without WeChat on the App Store. The result is that of the 1.3 million respondents, 1.2 million responded that they were willing to give up using iPhones for WeChat. The respondents said that losing an iPhone would not have any impact on life, but that you cannot survive without WeChat.
After that, more than a dozen American giants including Apple, Intel, Disney, Walmart, Goldman Sachs, and Ford have clearly expressed their opposition to the government for the above-mentioned WeChat executive orders, and Apple expects its sales to plummet by more than 30%. The Chinese-American community living in the United States also sued the U.S. government, and the ban ended in vain.
If WeChat is just a social product, then you can’t rest assured. After all, from a global perspective, there is also Facebook, the global social leader. If Facebook is allowed to enter China one day, it will still be a great threat to WeChat.
However, Tencent did not stop there, but moved forward on the road to enriching and extending WeChat functions, connecting various modules in the WeChat ecosystem such as mini programs, video accounts, public accounts, corporate WeChat, Tencent meetings, etc., and has formed a huge ecological system covering all aspects of work, life, entertainment, etc.
It is no exaggeration to say that Tencent-based products are ubiquitous in the lives of Chinese people. It has become a super app that provides users with all basic life service facilities and connects online and offline. User stickiness has been greatly enhanced and it is difficult for competitors to break from the outside.

This epidemic has given me a deeper understanding of the huge "connection" role of WeChat. The community in Shanghai where I live has been under control for almost two months. My biggest feeling is that the epidemic has greatly brought the relationship between neighbors closer.In the past, in the neighborhood, except for the children's classmates and parents, we also knew a few other residents in this unit, such as those in this unit, and we often met, but we rarely dealt with them.
But this time the sudden epidemic was blocked, and neighbors upstairs and downstairs bought together and carried supplies together, and met many new friends. WeChat plays a huge role in it. Each building has a WeChat group, various group buying groups and item exchange groups, as well as various mini programs attached to WeChat, which greatly facilitate people's lives and connect people, people and things together.
WeChat, as a high-frequency demand for the mobile Internet, is a huge traffic entrance. However, Tencent did not directly use WeChat to monetize a large amount of money, and launched value-added services based on WeChat that require payment, such as QQ members and QQ shows back then. Instead, we gradually explored the six tools of ①game;②digital content;③advertising;④finance;⑤cloud;⑥investment to monetize.
is based on the huge traffic brought by WeChat QQ and other products. Tencent’s various products can quickly reach all types of target customers, and the traffic and channel costs are greatly reduced. This is the power of Tencent’s business model. This is also why Tencent’s content can be top-notch in the country.
Take the video account launched in January 2020 as an example. In just two years, through the support and traffic of WeChat, the number of daily active users of video account has reached 500 million by the end of 2021, which has exceeded Kuaishou (DAU 300 million+), and the gap with Douyin (DAU 600 million+) has also continued to narrow.
Take the popular New Oriental live broadcast on goods recently as an example. Yu Minhong said in an interview on CCTV: "Oriental Selection is a live broadcast on Douyin, but it suddenly became popular after forwarding it to WeChat Moments." So it can be imagined that as long as the product is creative and liked by users, WeChat is a powerful tool for attracting traffic. This is one of the reasons why many startups like to get investments in Tencent.
, in terms of Tencent’s largest profit source game business, backed by the two major social platforms of WeChat and QQ, Tencent Games has obvious advantages in social channels, excellent traffic diversion effect and extremely low cost. Players can directly log in to Tencent’s games with WeChat and QQ accounts. They can not only view their friends’ dynamics and rankings, but also invite friends to join the game through WeChat. They can also get game rewards when interacting with friends and family in the game.
A good company has a solid castle and a wide moat, and must be protected by people with both moral integrity and ability. We can learn about Ma Huateng from several aspects.
Ma Huateng was born as a programmer. He attaches great importance to the user experience of the product. He does not advocate personal heroism, but emphasizes speaking with the product. Mr. Ma Huateng likes to say that he is a product manager. "When I was in school, I didn't think about starting a business by myself. At that time, the job I most yearn for was to write code and be the best product manager. This idea has not changed."
Tencent Company was jointly founded by Ma Huateng, Zhang Zhidong, Chen Yidan, Xu Chenye and Zeng Liqing, and was later called the "Five Tigers of Tencent". Five people raised a total of 500,000 yuan when they started their business, of which Ma Huateng invested 23.75 yuan, accounting for 47.5%, and Zhang Zhidong invested 100,000 yuan, accounting for 20%. Zeng Liqing invested 6.25 yuan, accounting for 12.5% of the shares, and the other two invested 50,000 yuan, accounting for 10% of the shares.
It can be seen from their initial development of equity structure that although Ma Hua freed up most of the funds, Ma Huateng did not hold 50% of the equity. Ma Huateng once said the reason: "I want their overall shares to be a little more than me, so I should not create a situation where I monopolize the dictatorship." This shows that Ma Huateng is broad-minded and not stubborn.
Liu Chi-ping, who is currently the president of Tencent, once said when talking about the reason for resigning from Goldman Sachs to join Tencent: "Tencent chose to go public in Hong Kong instead of the United States (the valuation could be higher). This kind of concern for the long-term development of the company and the culture and thoughts of the company's employees was very impressive to me. Because when a company is developing steadily, it is difficult to see the essence of a leader, but when making some things that are related to one's own destiny or making some more difficult decisions, we see Ma Huateng making correct and long-term decisions."
Last year, the country launched an anti-monopoly investigation into the Internet, and Alibaba, Meituan and other companies all suffered huge fines and suffered considerable losses.Although Tencent has also been investigated by regulatory authorities, it is the lightest one among the giants.
At the employee meeting at the end of last year, Ma Huateng made a shocking statement. He said that Tencent is just an ordinary company and a beneficiary of the national development wave. It is not an irreplaceable basic service and can be replaced at any time.
Regarding Tencent’s future development, Ma Huateng said that when serving the country and society. We must strive to be free from lack of position and offside, be a good assistant and a good connector. The lines reveal a low-key and humble character.
Ma Huateng regards "user-oriented, technology for good" as Tencent's vision. The first line of corporate culture advocated is integrity: stick to the bottom line, put morality first, be honest and fair, not top priority.
In addition, among the Internet tycoons, Jack Ma announced his retirement in 2019, while JD.com's Liu Qiangdong, Pinduoduo's Huang Zheng, and Meituan's Wang Xing also announced his retreat to the second line last year for various reasons. Ma Huateng is still the CEO of Tencent and is moving forward silently.
From this, we see a low-key, humble, broad-minded, upright and honest, pursuing excellence, and still in the battle. This is also one of the main reasons why I am optimistic about Tencent.
07 The Attack of the Giant - Future Growth Driver
Policy Driver - Promote the Healthy Development of the Platform Economy
The past year and a half has been a challenging year for Tencent, the entire Internet industry. In addition to the policies of the entire Internet industry ushering in anti-monopoly and preventing disorderly capital growth, Tencent's main source of profits has also encountered precise obstacles from multiple A4 papers such as the suspension of version numbers, the protection of minors, and the new Internet advertising regulations.
Since the beginning of this year, due to the complex and changing international situation and the impact of the domestic epidemic, the economic growth pressure has been huge and the employment situation is extremely severe. Under this situation, the policy is blowing frequently, and the meaning of care is vividly displayed on the paper. On different occasions, senior executives have repeatedly emphasized the need to promote the healthy development of the platform economy.
My understanding is that the supervision and rectification of large platforms will not be issued until now, and there will be no new regulatory policies that are not conducive to Internet giants. The next step is to implement specific measures to support the healthy growth of the platform economy. It should be said that the biggest negative news hanging on my head has been lifted. If I let go of the constraints and let it go, I have never doubted the ability of the little penguin to make money.
optimize costs, compression costs
The latest financial report data for the first quarter of 2022 is not ideal, revenue increased by 0 year-on-year, adjusted net profit fell by 23%, and non-net profit decreased by negative year-on-year for three consecutive quarters. I personally think that the revenue growth rate has decreased in recent quarters, which is relatively acceptable. Since the fourth quarter of last year, the economic environment has been very poor. The epidemic situation in various places has been repeated, and all walks of life have been affected. The company's advertising, financial payment and cloud businesses have been greatly affected by the macro.
However, profits have negative growth for several consecutive quarters and have a significant negative growth, but there are still problems with their own. In the first quarter of this year, Tencent's "general and administrative expenses" (corresponding to the management expenses of A-shares) rose 41% year-on-year, mainly due to the increase in share remuneration expenses, R&D expenses, and employee costs.
From the table below, we can see that the company's revenue growth has slowed down in the past two years, but Tencent's employee size and salary have also increased significantly every quarter, and per capita output is getting lower and lower.

Tencent President Liu Chiping said in March this year: "At present, the Internet industry is facing structural challenges and changes, and Tencent, as a participant, will also take the initiative to make adjustments. In the past, the industry was competitively driven and invested more; now, compared with short-term benefits, everyone pays more attention to long-term business development and invests healthily, especially the optimization of marketing costs, operating costs and labor costs. We have also carried out cost optimization actions for loss-making businesses to maintain healthier growth."
In other words, in the past few years, the Internet industry has been busy catching land and engaging in arms races. However, under the general policy of anti-monopoly by relevant departments and preventing disorderly capital expansion, various companies were clearly aware that this extensive expansion was unsustainable, and began to refocus on their main business and actively reduce costs and increase efficiency.
Tencent’s first quarter report mentioned that CSIG (Cloud and Smart Industry Business Unit) is “actively reducing loss-making business.” It is understood that in March this year, Tencent's CSIG business has been laid off, with a proportion of about 15%.
htmlIn mid-May, Tencent carried out a new round of layoffs. Tencent people from different business lines said that most of the business groups are laying off employees at present, including Tencent Cloud, game business, advertising business, content business, etc. The investment department has not laid off employees yet (there are only about 80 people).Among them, Tencent game business personnel said that the layoffs were about 10%. This also reflects that Tencent is withdrawing or streamlining some non-core loss-making businesses. The above measures are expected to be reflected in the financial report for the second half of the year. The optimization of marketing costs, operating costs and labor costs will help performance rebound.
online games: overseas promotion is smooth, domestic strong people will always be strong
In the first quarter of this year, Tencent's online game revenue was 43.638 billion yuan, a year-on-year increase of 0.1%. Among them, domestic game revenue fell by 1% year-on-year, and overseas game revenue increased by only 4%. During this period, Tencent Games only released a new product called "Return to the Empire".
This is mainly due to the suspension of the issuance of the version number and the protection measures for minors that have had direct and indirect impacts on the number of domestic active users and paid users, as well as the high base of overseas epidemic performance in the same period last year.
At present, there is no sign of weakening the competitiveness of Tencent’s game business. The growth potential in the next 3-5 years will remain strong. In addition to the improvement of the payment ability of a single player, there are two main driving forces for growth: one is the expansion of overseas markets, and the other is to seize the market share of domestic small game companies.
In fact, Tencent’s internationalization strategy in gaming business has been implemented for many years, and it had already begun to acquire Riot Company as early as 2011. Until December 2021, Tencent launched the overseas issuing brand LEVEL INFINITE, which can be regarded as an important symbol of Tencent's integration of various resources at home and abroad and further entering overseas.
In May, Tencent Vice President and Games Head Ma Xiaoyi also specifically mentioned in an interview with overseas game media GamesBeat, "In the past, I only spent 20% of my time looking overseas, but now I spend 60% of my time observing the global market." According to Ma Xiaoyi, Tencent Games' long-term goal is to have more than 50% of its revenue come from overseas.
shows that internationalization has long been Tencent’s consistent strategy. In this strategic idea, Tencent relies on overseas investment and mergers and acquisitions (Ritonese, Blue Hole, Epic, etc.), well-known IP-side mobile games (PUBG Mobile, "League of Legends" mobile games), blockbuster new games (such as Honor of Kings International Edition, etc.), etc., and has taken a multi-pronged approach and achieved good results on the road to overseas. What is equally important is to export its rich experience in business model, operations and mobile products to overseas markets.
Following the successful launch of the mobile game of League of Legends and Call of Duty, on May 18, the mobile game version of "Apex Heroes" jointly developed by Tencent Photonic Studio Group and EA Rebirth Studio was officially launched. The game entered the first place in the iOS game free list in 71 countries and regions around the world on the first day of its launch. User reviews are also good and are expected to contribute considerable revenue growth in the second quarter and second half of this year. Currently, "APEX Mobile Game" has not been launched on the Chinese server yet, but the number of followers of Taptap has exceeded 2.73 million. I have basically booked another hot shooting mobile game.
In addition to the list, according to Sensor Tower statistics, "Apex Mobile Game" attracted about US$4.8 million in the first week of its launch.
is more than the top and the bottom. It is nearly double the first week of the competitor "PlayerUnknown's Battlegrounds: Future Battle", but it is only one-third of the $14.8 million in the first week of "Call of Duty Mobile" launched (October 2019).
In addition, Tencent officially announced a big news in June: it will launch the international version of "Honor of Kings" to players around the world by the end of this year, and starting from July, multiple rounds of internal testing will be gradually announced. It was also announced that the 2022 King of Glory World Champions League (KCC) will kick off at the end of this year! The competition welcomed 16 international teams for the first time, with a prize pool of up to 10 million US dollars.
As the most profitable product among the most profitable game companies in the world, every move of "Honor of Kings" has attracted the attention of players. This official announcement is undoubtedly a major move by "Honor of Kings" to be determined to be internationalized. After
, I believe that more and more European and American host 3A masterpieces will choose to cooperate with Tencent to move to the mobile terminal to help Tencent further increase its market share in the overseas market. In addition, Tencent's increasingly mature self-developed capabilities, it is expected that overseas revenue can steadily increase in the future.
After announcing the list of the first batch of game versions this year in April, two months later, the Press and Publication Administration announced the second batch of 60 game versions in June. While the approval of new games has returned to normal, the number of version numbers has decreased significantly. This reflects that newly launched games face stricter review and quality standards, which forces game manufacturers to increase R&D investment and develop towards high-quality, large-scale and long-term games.
is now looking back at the two suspensions of the release of the version in March 2018 and August 2021. In fact, the starting point and purpose of the policy are very similar, both to prevent minors from being addicted to it and to regulate the total number of games in the domestic market. At the market level, the impact of the suspension of the issuance of the version number is even more serious.
day eye check data shows that from August last year to April this year, 22,000 game-related companies were cancelled. The relevant data of WIND CITIC Games mentioned that in 2021, 19 of the 30 A-share game companies saw a decline in net profits, and 6 turned from profits to losses.
In order to cope with the uncertainty caused by the suspension of the version number, game manufacturers have adopted methods such as game server suspension, project reduction and even layoffs to further reduce cash flow pressure.
As the world's largest game operator, Tencent has sufficient capital investment capabilities, huge platform traffic to share R&D costs, and 18 years of successful experience in operating games. Whether it is self-development or investing in a potential studio, it is completely foreseeable that Tencent will continue to increase its market share in the global game market in the future.
On the other hand, the company still has some room for regulation in revenue recognition. The deferred revenue at the end of the first quarter (approximately understood as prepayment) reached 96.9 billion, an increase of nearly 10 billion from the beginning of the year. Most of this is the revenue of recharge, props, etc. for games. If you want to increase the game revenue and profit data in the first quarter, there are actually many ways to adjust it. But the environment is like this, there is no need to be the first bird.

incremental opportunities for online advertising explore the potential of monetization of mini programs and video accounts
Tencent 22Q1 online advertising revenue was 18 billion yuan, a year-on-year decrease of 17.56% and a month-on-month decrease of 16.4%, which is the largest decline among several businesses. In addition to being affected by the epidemic and the demand for advertisers, supervision is also a disturbance. The advertising revenue of domestic Internet companies has been affected to a certain extent since the second half of 2021.
can predict that advertising revenue in the second quarter may be worse than in the first quarter due to factors such as static management factors causing commercial activities to be suspended (especially the decision-making headquarters of many multinational companies are in Shanghai), supply chain breaks, poor logistics. Because the real serious regulation only started in April and gradually returned to normal in early June.
On January 9, 2017, the WeChat mini program was officially launched, and it has been 5 years since then. In the past five years, while the mobile Internet population dividend disappears and the user duration dividend is gradually diminishing, mini programs have become recognized by the industry as standard "traffic catcher", becoming a breakthrough tool for merchants to reduce customer acquisition costs, link private domain traffic, and improve user conversion and repurchase. Especially during the offline suspension, it has become a standard configuration for merchants to save themselves.
WeChat mini program undertakes traffic and offline traffic from the WeChat ecosystem, helping brands complete the establishment of online private domain traffic and realize user data precipitation. In terms of mini program users, the DAU of mini program exceeded 450 million in 2021, with an average daily usage of 32% year-on-year compared with 2020, and an increase of 80% in the number of payment users, with a significant increase in the average customer price. The growth is due to Tencent's strengthening of its business ecosystem and increasing its penetration in industries such as catering, retail, and transportation.In terms of

commodity trading, according to VideoLights data, the GMV of mini program in 2020 reached 1.6 trillion yuan, with a year-on-year growth rate of 100%. In 2021, the GMV of mini programs reached 2.8 trillion yuan, with a year-on-year growth rate of 75%, and is still in the stage of rapid growth. In terms of
development, in 2021, the number of active mini programs increased by more than 40% year-on-year compared with 2020, the number of mini program developers exceeded 3 million, and developers obtained stable revenue. The monetization scale of mini programs increased by more than 90% compared with 2020, and the advertising share paid by WeChat for developers was close to 10 billion.

The increasingly active mini-program provides more monetization space. Compared with independent APPs, H5 pages and other channels, the mini program is embedded in WeChat, which is safe and reliable, convenient and fast, and has become the first choice for many users. More and more advertisers are using mini programs as the landing page for their Moments ads, which has increased sales conversion rate and revenue growth.
mini program monetization methods mainly include internal recharge and advertising of game mini programs, product purchase of e-commerce mini programs, embedded advertising of tool mini programs, retail mini programs combined with offline payment, etc. I believe that in the future, mini programs will bring more increments to the advertising business.
video account is connected to the WeChat ecosystem, and its user scale and commercialization capabilities are expected to continue to expand.
video account was launched in January 2020. The functions and product forms are gradually mature, and the user scale has been rapidly improved. In just two years, according to data from the Visual Light Research Institute, the DAU of WeChat Video Account has reached 500 million in December 2021, an increase of 78% year-on-year. The usage time has reached 35 minutes, an increase of 84% year-on-year, and the user stickiness has been greatly improved.
Currently, the number of users of video accounts has exceeded Kuaishou (DAU 300 million+), and the gap with Douyin (DAU 600 million+) is also narrowing, with broad business potential and content value to be discovered.

is different from the entertainment functions of Douyin and Kuaishou. The video account is positioned as a fusion of content and social links and WeChat capabilities. Tencent officially regards the video account as an important atomic component in WeChat. It has now achieved the connection capability for various functions such as instant conversations, mini programs, official accounts, circle of friends, enterprise WeChat, etc.

Relying on WeChat's huge traffic pool, the potential active users of the video account still have considerable growth space. You can refer to the DAU of the circle of friends. Commercialization is still in its early stages, but the overall commercial value potential is huge.
Tencent management recently talked about "the monetization model of video accounts should be similar to similar products in the current market."
compared with Kuaishou, which has been listed, in the first quarter of this year, Kuaishou's online advertising revenue was 11.4 billion yuan, live broadcast revenue was 78 yuan, and other services revenue from e-commerce was 1.9 billion yuan. The contribution to revenue accounted for 53.9%, 37.2% and 8.9% respectively.
I believe that in the future, the main revenue sources of Video Account will also be short video streaming advertising, live broadcast rewards and live e-commerce three-piece set.
At this stage, since the video account has not yet launched the information flow advertising business, the current video account advertising forms include mutual selection advertising (native content advertising) and live broadcast/video promotion (content heating). "In 2022, the company will launch the testing and optimization of short video information flow advertising, which may be the largest source of revenue for video accounts," Tencent executives said at the March call.
According to the forecast of CITIC Securities in 2022 in an analysis report, WeChat Video Account will officially start the monetization of information flow advertising by the end of 2022. Referring to the budget for advertising in Moments and Kuaishou advertising, the video account advertising revenue in 2023 is expected to be 37 billion yuan. Founder Securities estimates the number higher - Video Account's annual advertising revenue is 80 billion+, of course this refers to the long-term.

So, let’s see if the above prediction is reliable. The specific calculation ideas are as follows:
short video information flow advertising revenue = DAU × user average daily usage time × short video playback times per minute × short video advertising loading rate × CPM × 365
Note:
1. According to data from the Visual Light Research Institute, the video number DAU at the end of 2021 exceeded 500 million, and the average daily usage time for users was 35 minutes. Then, by the end of 2022, the DAU will increase by 20% to 600 million, and the average daily usage time for users will increase to 45 minutes, which is highly likely to be achieved.Kuaishou's first quarter report shows that the average usage time per daily active user has increased from 99.3 minutes in the same period last year to 128.1 minutes, which has exceeded 2 hours.
2. Unlike the mainstream short videos of Douyin Kuaishou, I observed that there are quite a lot of videos on the video account that have more than 60 seconds on it. I think it is a bit too many to play 2.5 videos per minute in CITIC, and conservatively estimates that 2 videos per minute are calculated.
3. Kuaishou’s advertising loading rate is around 7%, while Douyin exceeded 10% as early as 2020. Due to WeChat’s social attributes, CITIC’s hypothesis that the advertising loading rate is 5% higher, and the previous assumption is more appropriate.
4. The current algorithm accumulation and data accumulation of video numbers are not enough, so the CPM (charge per thousand playback) is too high, assuming it is 20 yuan/thousand times.
According to the above conservative estimate, the annual revenue of information flow advertising in Video Number in 2023 will be around 12 billion. Of course, this is just the income that may be brought about in the early stage of monetization. In the later stage, with the increase in usage time, CPM, and advertising loading rate, there is at least more than 3 times the growth space.
At the 2021Q4 financial report call, Tencent management revealed: "In terms of live broadcast, reward revenue is increasing and has been quite considerable." The 2022Q1 financial report also pointed out that the growth of social network revenue is mainly due to the increase in live broadcast service revenue of video accounts.
It can be seen that the source of revenue for video accounts at this stage is mainly live broadcast rewards and live broadcast advertising contribution revenue.
It is worth mentioning that since the end of December last year, Video Account took the lead in making efforts in the music field. After the debut of the well-known foreign band Xicheng Boys online concert, it attracted attention and praise from the entire network, and then held online concerts such as Mayday, Leslie Cheung, Cui Jian, Jay Chou, Luo Dayou, and Backstreet Boys, all of which received good responses, gathering more content and traffic for subsequent commercial layouts.
After BAIC's exclusive title sponsored Cui Jian's concert in April, it again sponsored Luo Dayou's concert in May. The total exposure of the entire online concert reached 2.77 billion+. According to media reports, the sponsorship fee for each concert is in the order of tens of millions. Although Jay Chou’s concert on May 20 was a re-screening, the exclusive sponsor became the more well-known Pepsi Coke.
is the same as the previous information flow advertisement. We use estimates to see how the live broadcast reward income is. The specific logic is as follows:
live broadcast reward income = MAU × paid rate (number of live broadcast paid users/MAU) × average monthly ARPPU (average income per live broadcast paid users) * 12.
is estimated based on assumptions and conservatively estimates that the live broadcast reward revenue of video accounts in 2022 and 2023 will be around 6 billion and 7.6 billion yuan. With the increase in MAU, payment rates and average monthly ARPPU, it is expected to reach 20 billion in the later period.
Note: 1. Assume that the MAU of the video number is 550 million; 2. Payment rate and monthly average ARPPU: Considering that it is in the early stage of monetization, assuming that the payment rate is 3%, the monthly average ARPPU is 30 yuan.
Tencent has tried its e-commerce business many times in the past few years, but all of them have returned in a miserable way. This time in the field of live e-commerce, Tencent is currently forming an e-commerce middle platform by integrating video accounts, third-party e-commerce mini programs, small stores, corporate WeChat and other capabilities, helping merchants form a private domain operation ecosystem.
According to the WeChat public course data in 2022, the GMV of live streaming on video accounts in 2021 increased by more than 15 times compared with the beginning of the year, of which the private domain accounted for more than 50%, the average customer unit price exceeded 200 yuan, and the overall repurchase rate reached 60%. According to data from the Visual Light Research Institute, the scale of the mini program GMV in 2021 has reached 2.8 trillion yuan;

At present, small stores and video accounts have not yet charged merchants for platform service fees, and monetization is mainly based on paying handling fees under the ecosystem, and monetization is relatively conservative. At present, the live e-commerce business of Video Account is in the stage of ecological construction. At this stage, the commercialization of live e-commerce may be slower than advertising and live rewards.
Overall, after more than two years of iterative development, the video account has completed docking and integration with the scene portals such as public accounts, mini programs, corporate WeChat, and personal WeChat in the WeChat ecosystem. Through a small-scale commercial test, large-scale commercialization will begin in 2023. Conservatively estimated that the live broadcast reward of video account will contribute 6 billion or 20 billion yuan in 2022 and 2023; the video account information flow advertising will contribute 12 billion yuan in 2023, and a total of 32 billion yuan in 2023, becoming a major incremental revenue for Tencent.
cloud computing market demand continues to expand, and differentiated competition drives long-term growth
Tencent’s financial report did not disclose Tencent’s cloud revenue and growth rate after 2020. However, according to the latest data released by the research company Canalys, the market size of China’s cloud infrastructure services reached US$27.4 billion in 2021, of which Alibaba Cloud still firmly ranked first, accounting for 37%, and Tencent Cloud’s share rose from 14.9% to 16%. From this, it can be roughly estimated that Tencent Cloud's revenue in 2021 will be approximately US$4.384 billion, or approximately RMB 28 billion.
In 2021, Tencent continued to focus on independent research and development of core technologies, and Tencent's cumulative R&D investment in the whole year reached 51.88 billion yuan, a year-on-year increase of 33%. A number of breakthroughs have been achieved in technical fields such as chips, operating systems, databases, and servers.

On the video cloud, more and more basic CDN (content distribution network) customers use Tencent’s video on demand, live broadcast and real-time communication solutions. In terms of network security, Tencent has expanded its customer base in network, terminal nodes and business operation security solutions, meeting the growing demands of corporate customers in cyber attack protection and network security compliance.
htmlOn June 16, Tencent announced that it has achieved full cloud access to the massive internal self-developed business. At present, Tencent’s self-developed business has exceeded 50 million cores, and has accumulated more than 3 billion in cost savings in the past three years.Nowadays, Tencent’s internal businesses including QQ, WeChat, Tencent Video, Honor of Kings, etc. have been developed and operated based on the public cloud model. For this reason, Tencent Cloud has accumulated rich experience in the fields of social networking, gaming, audio and video and network security, and has a deeper understanding of customer needs, making solutions in these industries highly competitive.
At the same time, since Tencent is in the world's leading position in social software, online games, live videos and other fields, the comprehensive cloud access of these self-developed businesses provides great convenience for Tencent Cloud to develop overseas and domestic customers in the same industry.
According to Nikkei News, Tencent plans to build a third data center in Japan due to strong growth in demand for online games and live broadcasts. Poshu Yeung, senior vice president of Tencent Cloud International, said that driven by game cloud services, Tencent's Japanese business has reached triple-digit annual growth rate. In addition, Yang Baoshu also said that Tencent will support Japanese and Korean gaming companies to expand their customer base to Brazil and Southeast Asia.
usually does not have particularly strong IT capabilities for industry-side customers, especially non-head industry-side customers, and will be more inclined to cloud service providers to provide a complete set of digital solutions and complete delivery and later operation and maintenance. In addition, its own technology and capability accumulation tends to be more inclined to the PaaS and SaaS layers, Tencent Cloud emphasizes the use of solutions to connect the basic capabilities of cloud computing to output.
As enterprises reduce costs and increase efficiency and digital transformation increase demand, enterprises' demand for cloud computing services continues to grow. According to the forecasts of many professional institutions, China's cloud computing market will continue to maintain a rapid growth of more than 20% in the next 3-5 years. Given the relatively stable competitive landscape, Tencent, which has a stable top three and has significant differentiation advantages, is expected to continue to achieve higher than average growth.
At the same time, due to the serious homogeneity of IaaS functions and fierce price competition, Tencent has actively reduced IaaS services and some highly customized loss-making businesses, and has concentrated resources on PaaS and SaaS layers solutions.From simply pursuing income growth to achieving healthy growth. Therefore, it can be expected that Tencent Cloud's revenue growth rate may decrease in the next 2-3 years, but the profit margin will improve significantly.
Investment Business: China's future Tencent's investment business has always been controversial and is generally understood by the market as inappropriate. But in my opinion, Tencent’s investment business is highly certain and has great development potential. It has great strategic significance to Tencent and is also the most underestimated business. The template for development is Buffett's Berkshire Hathaway, but Tencent's investment is more early.
First of all, I think that investment business, like Tencent’s other main business games, advertising, etc., is a way to monetize Tencent’s huge traffic. There is no distinction between good and bad, and the same profit is real money, and the investment business has great development potential. It may become one of its main businesses in time.
At the 2020 Tencent Investment IF (Insight Forecast) conference, Tencent President Liu Chi-ping attended the event and shared Tencent Investment’s report card.
"As of now (the end of 2019), Tencent has more than 800 investment companies, of which more than 70 have been listed, and more than 160 are unicorn companies with market value or valuation of over US$1 billion."
In 2021, Tencent's investment events reached a record 268, a total of 10 times. On average, you invest in one company every 1.3 days, and at peak times you invest in five companies a day. Its investment performance is unmatched in China, close to Berkshire Hathaway in the United States and SoftBank in Japan.

In the past two years, Tencent Capital has grown against the trend. As of May 2022, Tencent’s total investments have reached 1,471 times, and the investment speed and scale have accelerated expansion.

enriches Tencent's ecosystem and helps develop core business
QQ and WeChat have brought Tencent a huge low-cost traffic and interpersonal relationship network. For this reason, Tencent can provide these users with one-stop digital services (i.e. information, communication, entertainment, business, etc.). Tencent decided to implement an ecological opening strategy after the 3Q war, and has made it clear that the core business will be done by itself, and the rest of the business will be handed over to other partners.
investment business or capital is the binder that helps Tencent implement its open strategy and connects other partners, making Tencent’s role from a competitor to a partner. This is the same as Apple’s opening of the Apple Store.
Tencent conducts an in-depth analysis of the industrial chain of new business forms through investment. It believes that those with great strategic value and can do it well, and directly control it, such as: social, games, video, etc. For those who are not good at it, invest in related companies to empower traffic but not control it. It enriches Tencent's ecosystem. At the same time, the invested companies form business transactions with Tencent Payment, Tencent Cloud and other businesses, helping the development of Tencent's core business.
In addition, Tencent can discover products with extremely innovative and development potential in the industry through investment companies, perceive the industry's development trends, make arrangements in advance, and reduce the possibility of being subverted by new technologies and products.
This strategy has still played a good role over the years. For example, the 4th World Internet Conference in 2017 was held in Wuzhen, Zhejiang. Liu Qiangdong and Wang Xing formed the famous "Dongxing Dinner", and invited Internet giants such as Tencent Ma Huateng, Hillhouse Capital Zhang Lei, Didi Cheng Wei, Toutiao Zhang Yiming, Kuaishou Su Hua, Mobike Wang Xiaofeng, Meituan Dianping Wang Huiwen, Zhihu Zhou Yuan, 58 Yao Jinbo and other Internet giants.
This "Dongxing Dinner" is considered by many people to be a Tencent-based dinner. First, the big guys who attended the dinner either had investment cooperation with Tencent or had business dealings. Secondly, from the position where everyone sat, it can be seen that although it was a game between Wang Xing and Liu Qiangdong, Ma Huateng was in the C position, and then it was arranged in sequence with Ma Huateng as the center. The closer it was to Ma Huateng, the higher the status of the world.
Tencent’s investment in the real economy such as semiconductors, smart hardware, medical and health care, automobile and transportation has exceeded the related investments in traditional core businesses such as games, entertainment, social networking, advertising, and financial technology for more than three consecutive years.
is calculated based on the number of invested companies. From 2019 to May 18, 2022, the total number of investments related to Tencent's investment in the real economy accounted for 47% of the total investment in the same period, 6 percentage points higher than the investments related to traditional core business. This is actually an extension of Tencent’s strategy of vigorously developing the industrial Internet in 2018. After all, the penetration rate of consumer Internet has been very high after years of rapid development, while the industrial Internet is a blue ocean.

Tencent’s investment classification in the past three years, 2019-2022/05/18 (Data source: IT Orange)
At the same time, for Tencent’s money printing machine that earns 300 million a day, the investment business also solves the problem of how to improve the efficiency and return of huge funds. Just imagine if there is no investment business, Tencent’s trillions of funds can only buy financial management and treasury bonds. This rate of return and return of investment are a huge difference.
So how many assets does Tencent Investment have?
According to Tencent’s official financial report, Tencent’s investment assets totaled 878.7 billion yuan by the end of 2021, but it should be noted that most of them are priced at the investment cost of that year, and the actual value is far more than that.
takes one of the investment assets, and the listed associate companies are listed as an example. The financial report records the 200.8 billion yuan invested in the original investment, and the current actual fair value is as high as 634.7 billion yuan. If Brother Xiao Ma wants to cash in on the profits, selling these assets will increase the net profit by 634.7 billion to 200.8 billion = 433.9 billion. However, this is just a theoretical calculation and cannot be verified.
So at the end of 2021, Xiao Ma Ge tried to distribute more than 110 billion yuan of JD stocks to all shareholders through physical dividends. The investment method in JD is no longer a joint asset, and the income statement immediately increased by 78 billion yuan. As a shareholder, several shares of JD.com stocks have been added to the account.
According to rough calculations, the gross estimate of the actual fair value of Tencent Investment’s assets is around 1.0-1.2 trillion (Tencent’s current overall market value is only about 3 trillion). This is still the case that Chinese Internet stocks fell by 40% to date last year, and Tencent Investment currently has 70-80% of the unlisted assets. With the successive IPOs, the overall assets and profit levels will continue to increase year by year.
Therefore, Tencent's investment is already a business that cannot be ignored and growing, and to some extent its certainty and future space are higher than some main businesses. Secondly, the records of these investments in the income statement are very conservative, and these conservative numbers are likely to continue to grow in the visible future. The Chinese version of Tengshill Hasago is growing vigorously.
08 Tencent in 2022 is just like Apple in 2016
The current situation of Tencent reminds me of the situation when Buffett began to invest in Apple from 2016 to 2018. The two have many similarities.
Buffett first invested in Apple in 2016, and now he holds more than 40% of his stock portfolio. Apple's market value exceeded US$3 trillion at its highest in 2022, with book revenue exceeding US$120 billion, making it one of Buffett's most successful investments in the past decade.
According to public information, after Buffett started buying a small number of Apple's observation positions in the first quarter of 2016, he continued to increase his position, and increased his position after falling, and continued to buy until the third quarter of 2018. In more than two years, Apple's position has gradually risen to 25% in the third quarter of 2018. At that time, no one expected that this old man, who claimed to be "not understanding and not touching technology stocks", would buy a technology company into his first heavy position.

So why did Buffett buy Apple stocks back then?
By checking Buffett's speeches and media interviews over the years, the reasons for buying Apple can be summarized into two parts: Buffett often talks about good business and good price:
Apple is a good business:
The following are Buffett's views and opinions on Apple between 2010 and 2021, and almost every item is substituted into Tencent without any sense of inconsistency.
I don’t think such an analysis requires me to disassemble the iPhone and figure out its various components before it can be performed. This is more about the analysis of consumer behavior and psychology. (2017 General Meeting of Shareholders Answers to Apple's related topics)
To sum up, Buffett's perception of Apple's business can be summarized as: excellent business model, light assets, strong profitability and does not require too much capital for operations.
Apple products have a huge user base, are very popular with customers, have pricing power (brand), and have built a strong ecosystem with significant competitive advantages and are difficult to replace.
Tencent’s business model and characteristics are very similar to Apple: it is also light assets, with strong free cash flow, and does not require too much capital to operate. A strong social ecosystem with WeChat as the core has been built, penetrated into all aspects of life, with strong user stickiness and difficult to replace, and the moat is very solid.
Apple is a consumer goods company dressed in the guise of technology, and Tencent is also a consumer goods company dressed in the guise of Internet.
Buy excellent companies for reasonable prices:
Lao Ba said in a TV interview in 2021: "When we bought Apple, the PE was more reasonable at that time. With Apple's performance at that time, it did not require much profit growth in the future. But for Google and Amazon, you invest in their future, and of course their future may be bright. But I must have known Apple better at that time."
So what is the price-to-earnings ratio when Buffett bought Apple stocks from 2016 to 2018? The following figure is the PE change chart of Apple's past decade. You can see that when Buffett first started buying in 2016, the PE changes between 9.64 and 13.8. Whether in terms of absolute value or relative percentage, it is indeed a historical low. When I finally bought Apple in 2018, my PE did not exceed 20 times.

Then why was PE at a historical low at that time? It is conceivable that it is a time when major difficulties or negative news are flying all over the world, and many situations are very similar to what Tencent is currently facing:
China's Internet population dividend peaked, with the number of WeChat users in Q1 2022 of 1.288 billion, and the domestic penetration rate is about to peak.
Tencent also encountered antitrust, anti-addiction to minors’ games, and suspension of version numbers.
Tencent’s gaming, advertising and financial technology businesses are also in a downturn. The game industry, which is the largest source of profit, has not had any popular games for two consecutive years.
The same experience is also happening with Tencent. In the first quarter of 2022, Tencent experienced zero revenue growth for the first time in history. The company's net profit fell by 23% year-on-year, and continued to decline for three quarters (2021Q3, 2021Q4, 2022Q1). Due to the epidemic in 2022, it is likely that it is worse than Q1.
Tencent has been considered by the market to lose its growth potential in the past two years and has become a public utility company; it has been accused of poisoning teenagers, and major shareholders have reduced their holdings, and stocks have fallen by nearly 50% from a high, setting a record of the largest drawdown in history, etc., which also show that the market is pessimistic about Tencent's future. What is more interesting is that the process of Buffett building a position in Apple from Q1 to Q3 2018 is not a familiar classic operation method of buying more and more as it falls. On the other hand, in 2016, it started to build positions from about 10 times PE, and the more it rises, the more it increases. By the third quarter of 2018, when Buffett stopped buying, Apple's PE was just close to 20 times.


combined with the performance of Apple's stock price and fundamentals, Buffett is not cheap at a cheap price, but he bought it at a relatively reasonable price in Apple's development pain and trough period, interpreting the investment philosophy of buying excellent companies at a reasonable price.
, and we can infer that for an excellent company like Apple with excellent business models and gradually entering the mature stage, he believes that the price below 20 times PE is reasonable, so there is a rare situation where you buy more and more as you rise.
Of course, the stock god cannot guarantee that it will rise if it buys. After Buffett completed Apple's position building in Q3 2018, the stock price was then deeply pulled back. The stock price was once lower than the position building price. The previous investment decision was ridiculed by the market, "the investment level is only like this."
But the short-term drawdown does not prevent investing in Apple from becoming Buffett's most successful investment in the past 10 years. Apple's stock price then ushered in a long-term rise - it has risen about 4 times since the beginning of 2016 (at a 5-fold return at its highest).
In addition to fundamental factors, Apple's stock price continues to rise in recent years, in addition to fundamental factors, it is also related to the stable dividend and repurchase strategies implemented by Apple.
According to the statistics in the table below, as the scale continues to grow, Apple's growth rate in both operating income and net profit has been average in recent years, with occasional explosions, but its gross profit margin and net profit margin have basically remained stable.
improves capital use efficiency through continuous stable dividends and repurchase strategies (including low-interest debt repurchase), while simultaneously increasing the value of each share held by shareholders passively, so we see that its ROE has been high all year round.
Although Berkshire has partially reduced its holdings in Apple, its shareholding in Apple has risen from 5.27% at the end of 2020 to 5.43% at the end of last year. Over the years, Berkshire has also received regular dividends from the tech giant, an average of about $775 million a year.
09 Investment value geometry - Wind and waves break, King of Return
In the past year and a half, with the strengthening of supervision and the impact of the epidemic, Tencent's gaming, advertising, financial technology and other businesses have fallen into a downturn while being rare. During this period, Tencent's stock price also fell by about 50% from the highest point, and its valuation is at its historical low.
Tencent’s latest financial report shows that its revenue in the first quarter of 2022 was RMB 135.5 billion, up 0.1% year-on-year (Tencent’s first revenue growth for the first time in history), and its net profit was 25.5 billion under non-international standards, down 23% year-on-year. It has continued to decline for three quarters for the same period of time (2021Q3, 2021Q4, and 2022Q1).
At the same time, due to the impact of the epidemic in Shanghai, Beijing and other places in April and May, it has a huge impact on Tencent's advertising, payment, cloud computing and other businesses. Therefore, it can be expected that the performance in Q2 2022 will also be unsatisfactory, and may be worse than Q1.
But in my opinion, Tencent in 2022 is just like Apple in 2016. It also has poor short-term performance, but its core competitiveness has not changed. Are fewer people using WeChat? No, even through the test of the epidemic, users have become more dependent on WeChat, and the use of mini programs and video accounts is becoming more and more frequent. Enterprises are increasingly feeling the efficiency and convenience of cloud meetings and cloud offices. Tencent's ecosystem has become more powerful than before. In terms of
business, the growth potential of various sectors is still very strong. The game version has been restarted, and the rectification of anti-addiction in minors has been almost completed. Internationalization is smooth, the commercialization of WeChat video accounts and mini-programs is about to start, bringing incremental growth to the advertising business, and the demand for cloud access and digitalization of physical enterprises is still strong...
From the current policy trends, the regulatory rectification of large platforms has come to an end, and no new regulatory policies that are not conducive to Internet giants will be introduced, and it will turn to support the healthy growth of the platform economy.
Therefore, I believe that with the implementation of various policies to support the development of Internet platform enterprises and the gradual stabilization of the macro economy, if it is earlier this year, and if it is later this year, Tencent's performance will bottom out and rebound in the fourth quarter of this year. There will be a good recovery growth next year (low base in 2022). Even if the growth rate slows down later, referring to Apple, it can completely repay investors by increasing dividends and repurchase strategies.
In fact, Tencent has increased its repurchase efforts this year, repurchasing 200 million to 300 million Hong Kong dollars per trading day, and the nickname "Teng 300 million". I counted that last year, only 5.4 million shares were repurchased, costing 2.5 billion, with an average price of 467 yuan; this year, starting from the first repurchase on January 6, 2022, as of July 6, 20.72 million shares have been repurchased this year, nearly 4 times that of last year, costing 8 billion, with an average price of 386 yuan.
It is worth noting that the highest price of repurchase in the past two years is 506 yuan, which means that Tencent believes that the reasonable valuation of its own stock should be above 500 yuan.
Based on Tencent's current daily profit of 300 million to 400 million yuan, Tencent is fully capable of continuing the "Ten Three hundred million" for a long time; in addition, Tencent has distributed more than 110 billion yuan of JD shares at the end of last year, and has also found a good way to sell large amounts of shares. If the stock price continues to be sluggish, you can sell other stocks, distribute dividends or continue to increase the repurchase efforts.In terms of performance of
, on the basis of conservative reasons, based on the adjusted net profit of 25.5 billion in the first quarter of 2022, the adjusted net profit for the whole year of 2022 should not be less than 102 billion; growth will begin to resume in 2023, and in 2023, it is highly likely to achieve a growth of 20% and 15% in 2024, that is, the adjusted net profit from 2022 to 2024 will be 102 billion, 122.4 billion, and 140.8 billion.
. Tencent currently has a market value of RMB 2.85 trillion (stock price of HK$350), and the total investment assets are nearly one trillion yuan (mostly recorded at cost and treated in cash), with a remaining market value of about RMB 1.8 trillion. Corresponding to the PE from 2022 to 2024 is 17.6/14.7/12.8.
is an irreplaceable, almost monopoly and profitable money printing machine like Tencent, and does not require large capital reinvestment (all the money earned can be put into the pocket). The market value is currently significantly undervalued. It is a good investment opportunity in the long run, but it only requires more patience. I believe that the little penguin will one day break the wind and waves again and the king will return.
Reference:
[1] I am not worried about the future of Tencent games at all, Internet monster thieves
[2] Tencent Holdings Research Report: Super APP builds core advantages, industrial Internet drives the growth of the company, Northeast Securities
[3] The cloud of version numbers reappears, the game industry is facing "rebirth" again, Titanium Media APP
[4] How much money can the video account make for Tencent? , Zhang Ranran
[5] [Tencent Investment Portal] Why is Tencent said to be China's Berkshire Hathaway? , Sloan
[6] Alchemy's opinion | Buffett's purchase of Apple case analysis, Alchemy capital
[7] The super value Tencent Holdings, Tang Dynasty
Although Tencent has also been investigated by regulatory authorities, it is the lightest one among the giants.At the employee meeting at the end of last year, Ma Huateng made a shocking statement. He said that Tencent is just an ordinary company and a beneficiary of the national development wave. It is not an irreplaceable basic service and can be replaced at any time.
Regarding Tencent’s future development, Ma Huateng said that when serving the country and society. We must strive to be free from lack of position and offside, be a good assistant and a good connector. The lines reveal a low-key and humble character.
Ma Huateng regards "user-oriented, technology for good" as Tencent's vision. The first line of corporate culture advocated is integrity: stick to the bottom line, put morality first, be honest and fair, not top priority.
In addition, among the Internet tycoons, Jack Ma announced his retirement in 2019, while JD.com's Liu Qiangdong, Pinduoduo's Huang Zheng, and Meituan's Wang Xing also announced his retreat to the second line last year for various reasons. Ma Huateng is still the CEO of Tencent and is moving forward silently.
From this, we see a low-key, humble, broad-minded, upright and honest, pursuing excellence, and still in the battle. This is also one of the main reasons why I am optimistic about Tencent.
07 The Attack of the Giant - Future Growth Driver
Policy Driver - Promote the Healthy Development of the Platform Economy
The past year and a half has been a challenging year for Tencent, the entire Internet industry. In addition to the policies of the entire Internet industry ushering in anti-monopoly and preventing disorderly capital growth, Tencent's main source of profits has also encountered precise obstacles from multiple A4 papers such as the suspension of version numbers, the protection of minors, and the new Internet advertising regulations.
Since the beginning of this year, due to the complex and changing international situation and the impact of the domestic epidemic, the economic growth pressure has been huge and the employment situation is extremely severe. Under this situation, the policy is blowing frequently, and the meaning of care is vividly displayed on the paper. On different occasions, senior executives have repeatedly emphasized the need to promote the healthy development of the platform economy.
My understanding is that the supervision and rectification of large platforms will not be issued until now, and there will be no new regulatory policies that are not conducive to Internet giants. The next step is to implement specific measures to support the healthy growth of the platform economy. It should be said that the biggest negative news hanging on my head has been lifted. If I let go of the constraints and let it go, I have never doubted the ability of the little penguin to make money.
optimize costs, compression costs
The latest financial report data for the first quarter of 2022 is not ideal, revenue increased by 0 year-on-year, adjusted net profit fell by 23%, and non-net profit decreased by negative year-on-year for three consecutive quarters. I personally think that the revenue growth rate has decreased in recent quarters, which is relatively acceptable. Since the fourth quarter of last year, the economic environment has been very poor. The epidemic situation in various places has been repeated, and all walks of life have been affected. The company's advertising, financial payment and cloud businesses have been greatly affected by the macro.
However, profits have negative growth for several consecutive quarters and have a significant negative growth, but there are still problems with their own. In the first quarter of this year, Tencent's "general and administrative expenses" (corresponding to the management expenses of A-shares) rose 41% year-on-year, mainly due to the increase in share remuneration expenses, R&D expenses, and employee costs.
From the table below, we can see that the company's revenue growth has slowed down in the past two years, but Tencent's employee size and salary have also increased significantly every quarter, and per capita output is getting lower and lower.

Tencent President Liu Chiping said in March this year: "At present, the Internet industry is facing structural challenges and changes, and Tencent, as a participant, will also take the initiative to make adjustments. In the past, the industry was competitively driven and invested more; now, compared with short-term benefits, everyone pays more attention to long-term business development and invests healthily, especially the optimization of marketing costs, operating costs and labor costs. We have also carried out cost optimization actions for loss-making businesses to maintain healthier growth."
In other words, in the past few years, the Internet industry has been busy catching land and engaging in arms races. However, under the general policy of anti-monopoly by relevant departments and preventing disorderly capital expansion, various companies were clearly aware that this extensive expansion was unsustainable, and began to refocus on their main business and actively reduce costs and increase efficiency.
Tencent’s first quarter report mentioned that CSIG (Cloud and Smart Industry Business Unit) is “actively reducing loss-making business.” It is understood that in March this year, Tencent's CSIG business has been laid off, with a proportion of about 15%.
htmlIn mid-May, Tencent carried out a new round of layoffs. Tencent people from different business lines said that most of the business groups are laying off employees at present, including Tencent Cloud, game business, advertising business, content business, etc. The investment department has not laid off employees yet (there are only about 80 people).Among them, Tencent game business personnel said that the layoffs were about 10%. This also reflects that Tencent is withdrawing or streamlining some non-core loss-making businesses. The above measures are expected to be reflected in the financial report for the second half of the year. The optimization of marketing costs, operating costs and labor costs will help performance rebound.
online games: overseas promotion is smooth, domestic strong people will always be strong
In the first quarter of this year, Tencent's online game revenue was 43.638 billion yuan, a year-on-year increase of 0.1%. Among them, domestic game revenue fell by 1% year-on-year, and overseas game revenue increased by only 4%. During this period, Tencent Games only released a new product called "Return to the Empire".
This is mainly due to the suspension of the issuance of the version number and the protection measures for minors that have had direct and indirect impacts on the number of domestic active users and paid users, as well as the high base of overseas epidemic performance in the same period last year.
At present, there is no sign of weakening the competitiveness of Tencent’s game business. The growth potential in the next 3-5 years will remain strong. In addition to the improvement of the payment ability of a single player, there are two main driving forces for growth: one is the expansion of overseas markets, and the other is to seize the market share of domestic small game companies.
In fact, Tencent’s internationalization strategy in gaming business has been implemented for many years, and it had already begun to acquire Riot Company as early as 2011. Until December 2021, Tencent launched the overseas issuing brand LEVEL INFINITE, which can be regarded as an important symbol of Tencent's integration of various resources at home and abroad and further entering overseas.
In May, Tencent Vice President and Games Head Ma Xiaoyi also specifically mentioned in an interview with overseas game media GamesBeat, "In the past, I only spent 20% of my time looking overseas, but now I spend 60% of my time observing the global market." According to Ma Xiaoyi, Tencent Games' long-term goal is to have more than 50% of its revenue come from overseas.
shows that internationalization has long been Tencent’s consistent strategy. In this strategic idea, Tencent relies on overseas investment and mergers and acquisitions (Ritonese, Blue Hole, Epic, etc.), well-known IP-side mobile games (PUBG Mobile, "League of Legends" mobile games), blockbuster new games (such as Honor of Kings International Edition, etc.), etc., and has taken a multi-pronged approach and achieved good results on the road to overseas. What is equally important is to export its rich experience in business model, operations and mobile products to overseas markets.
Following the successful launch of the mobile game of League of Legends and Call of Duty, on May 18, the mobile game version of "Apex Heroes" jointly developed by Tencent Photonic Studio Group and EA Rebirth Studio was officially launched. The game entered the first place in the iOS game free list in 71 countries and regions around the world on the first day of its launch. User reviews are also good and are expected to contribute considerable revenue growth in the second quarter and second half of this year. Currently, "APEX Mobile Game" has not been launched on the Chinese server yet, but the number of followers of Taptap has exceeded 2.73 million. I have basically booked another hot shooting mobile game.
In addition to the list, according to Sensor Tower statistics, "Apex Mobile Game" attracted about US$4.8 million in the first week of its launch.
is more than the top and the bottom. It is nearly double the first week of the competitor "PlayerUnknown's Battlegrounds: Future Battle", but it is only one-third of the $14.8 million in the first week of "Call of Duty Mobile" launched (October 2019).
In addition, Tencent officially announced a big news in June: it will launch the international version of "Honor of Kings" to players around the world by the end of this year, and starting from July, multiple rounds of internal testing will be gradually announced. It was also announced that the 2022 King of Glory World Champions League (KCC) will kick off at the end of this year! The competition welcomed 16 international teams for the first time, with a prize pool of up to 10 million US dollars.
As the most profitable product among the most profitable game companies in the world, every move of "Honor of Kings" has attracted the attention of players. This official announcement is undoubtedly a major move by "Honor of Kings" to be determined to be internationalized. After
, I believe that more and more European and American host 3A masterpieces will choose to cooperate with Tencent to move to the mobile terminal to help Tencent further increase its market share in the overseas market. In addition, Tencent's increasingly mature self-developed capabilities, it is expected that overseas revenue can steadily increase in the future.
After announcing the list of the first batch of game versions this year in April, two months later, the Press and Publication Administration announced the second batch of 60 game versions in June. While the approval of new games has returned to normal, the number of version numbers has decreased significantly. This reflects that newly launched games face stricter review and quality standards, which forces game manufacturers to increase R&D investment and develop towards high-quality, large-scale and long-term games.
is now looking back at the two suspensions of the release of the version in March 2018 and August 2021. In fact, the starting point and purpose of the policy are very similar, both to prevent minors from being addicted to it and to regulate the total number of games in the domestic market. At the market level, the impact of the suspension of the issuance of the version number is even more serious.
day eye check data shows that from August last year to April this year, 22,000 game-related companies were cancelled. The relevant data of WIND CITIC Games mentioned that in 2021, 19 of the 30 A-share game companies saw a decline in net profits, and 6 turned from profits to losses.
In order to cope with the uncertainty caused by the suspension of the version number, game manufacturers have adopted methods such as game server suspension, project reduction and even layoffs to further reduce cash flow pressure.
As the world's largest game operator, Tencent has sufficient capital investment capabilities, huge platform traffic to share R&D costs, and 18 years of successful experience in operating games. Whether it is self-development or investing in a potential studio, it is completely foreseeable that Tencent will continue to increase its market share in the global game market in the future.
On the other hand, the company still has some room for regulation in revenue recognition. The deferred revenue at the end of the first quarter (approximately understood as prepayment) reached 96.9 billion, an increase of nearly 10 billion from the beginning of the year. Most of this is the revenue of recharge, props, etc. for games. If you want to increase the game revenue and profit data in the first quarter, there are actually many ways to adjust it. But the environment is like this, there is no need to be the first bird.

incremental opportunities for online advertising explore the potential of monetization of mini programs and video accounts
Tencent 22Q1 online advertising revenue was 18 billion yuan, a year-on-year decrease of 17.56% and a month-on-month decrease of 16.4%, which is the largest decline among several businesses. In addition to being affected by the epidemic and the demand for advertisers, supervision is also a disturbance. The advertising revenue of domestic Internet companies has been affected to a certain extent since the second half of 2021.
can predict that advertising revenue in the second quarter may be worse than in the first quarter due to factors such as static management factors causing commercial activities to be suspended (especially the decision-making headquarters of many multinational companies are in Shanghai), supply chain breaks, poor logistics. Because the real serious regulation only started in April and gradually returned to normal in early June.
On January 9, 2017, the WeChat mini program was officially launched, and it has been 5 years since then. In the past five years, while the mobile Internet population dividend disappears and the user duration dividend is gradually diminishing, mini programs have become recognized by the industry as standard "traffic catcher", becoming a breakthrough tool for merchants to reduce customer acquisition costs, link private domain traffic, and improve user conversion and repurchase. Especially during the offline suspension, it has become a standard configuration for merchants to save themselves.
WeChat mini program undertakes traffic and offline traffic from the WeChat ecosystem, helping brands complete the establishment of online private domain traffic and realize user data precipitation. In terms of mini program users, the DAU of mini program exceeded 450 million in 2021, with an average daily usage of 32% year-on-year compared with 2020, and an increase of 80% in the number of payment users, with a significant increase in the average customer price. The growth is due to Tencent's strengthening of its business ecosystem and increasing its penetration in industries such as catering, retail, and transportation.In terms of

commodity trading, according to VideoLights data, the GMV of mini program in 2020 reached 1.6 trillion yuan, with a year-on-year growth rate of 100%. In 2021, the GMV of mini programs reached 2.8 trillion yuan, with a year-on-year growth rate of 75%, and is still in the stage of rapid growth. In terms of
development, in 2021, the number of active mini programs increased by more than 40% year-on-year compared with 2020, the number of mini program developers exceeded 3 million, and developers obtained stable revenue. The monetization scale of mini programs increased by more than 90% compared with 2020, and the advertising share paid by WeChat for developers was close to 10 billion.

The increasingly active mini-program provides more monetization space. Compared with independent APPs, H5 pages and other channels, the mini program is embedded in WeChat, which is safe and reliable, convenient and fast, and has become the first choice for many users. More and more advertisers are using mini programs as the landing page for their Moments ads, which has increased sales conversion rate and revenue growth.
mini program monetization methods mainly include internal recharge and advertising of game mini programs, product purchase of e-commerce mini programs, embedded advertising of tool mini programs, retail mini programs combined with offline payment, etc. I believe that in the future, mini programs will bring more increments to the advertising business.
video account is connected to the WeChat ecosystem, and its user scale and commercialization capabilities are expected to continue to expand.
video account was launched in January 2020. The functions and product forms are gradually mature, and the user scale has been rapidly improved. In just two years, according to data from the Visual Light Research Institute, the DAU of WeChat Video Account has reached 500 million in December 2021, an increase of 78% year-on-year. The usage time has reached 35 minutes, an increase of 84% year-on-year, and the user stickiness has been greatly improved.
Currently, the number of users of video accounts has exceeded Kuaishou (DAU 300 million+), and the gap with Douyin (DAU 600 million+) is also narrowing, with broad business potential and content value to be discovered.

is different from the entertainment functions of Douyin and Kuaishou. The video account is positioned as a fusion of content and social links and WeChat capabilities. Tencent officially regards the video account as an important atomic component in WeChat. It has now achieved the connection capability for various functions such as instant conversations, mini programs, official accounts, circle of friends, enterprise WeChat, etc.

Relying on WeChat's huge traffic pool, the potential active users of the video account still have considerable growth space. You can refer to the DAU of the circle of friends. Commercialization is still in its early stages, but the overall commercial value potential is huge.
Tencent management recently talked about "the monetization model of video accounts should be similar to similar products in the current market."
compared with Kuaishou, which has been listed, in the first quarter of this year, Kuaishou's online advertising revenue was 11.4 billion yuan, live broadcast revenue was 78 yuan, and other services revenue from e-commerce was 1.9 billion yuan. The contribution to revenue accounted for 53.9%, 37.2% and 8.9% respectively.
I believe that in the future, the main revenue sources of Video Account will also be short video streaming advertising, live broadcast rewards and live e-commerce three-piece set.
At this stage, since the video account has not yet launched the information flow advertising business, the current video account advertising forms include mutual selection advertising (native content advertising) and live broadcast/video promotion (content heating). "In 2022, the company will launch the testing and optimization of short video information flow advertising, which may be the largest source of revenue for video accounts," Tencent executives said at the March call.
According to the forecast of CITIC Securities in 2022 in an analysis report, WeChat Video Account will officially start the monetization of information flow advertising by the end of 2022. Referring to the budget for advertising in Moments and Kuaishou advertising, the video account advertising revenue in 2023 is expected to be 37 billion yuan. Founder Securities estimates the number higher - Video Account's annual advertising revenue is 80 billion+, of course this refers to the long-term.

So, let’s see if the above prediction is reliable. The specific calculation ideas are as follows:
short video information flow advertising revenue = DAU × user average daily usage time × short video playback times per minute × short video advertising loading rate × CPM × 365
Note:
1. According to data from the Visual Light Research Institute, the video number DAU at the end of 2021 exceeded 500 million, and the average daily usage time for users was 35 minutes. Then, by the end of 2022, the DAU will increase by 20% to 600 million, and the average daily usage time for users will increase to 45 minutes, which is highly likely to be achieved.Kuaishou's first quarter report shows that the average usage time per daily active user has increased from 99.3 minutes in the same period last year to 128.1 minutes, which has exceeded 2 hours.
2. Unlike the mainstream short videos of Douyin Kuaishou, I observed that there are quite a lot of videos on the video account that have more than 60 seconds on it. I think it is a bit too many to play 2.5 videos per minute in CITIC, and conservatively estimates that 2 videos per minute are calculated.
3. Kuaishou’s advertising loading rate is around 7%, while Douyin exceeded 10% as early as 2020. Due to WeChat’s social attributes, CITIC’s hypothesis that the advertising loading rate is 5% higher, and the previous assumption is more appropriate.
4. The current algorithm accumulation and data accumulation of video numbers are not enough, so the CPM (charge per thousand playback) is too high, assuming it is 20 yuan/thousand times.
According to the above conservative estimate, the annual revenue of information flow advertising in Video Number in 2023 will be around 12 billion. Of course, this is just the income that may be brought about in the early stage of monetization. In the later stage, with the increase in usage time, CPM, and advertising loading rate, there is at least more than 3 times the growth space.
At the 2021Q4 financial report call, Tencent management revealed: "In terms of live broadcast, reward revenue is increasing and has been quite considerable." The 2022Q1 financial report also pointed out that the growth of social network revenue is mainly due to the increase in live broadcast service revenue of video accounts.
It can be seen that the source of revenue for video accounts at this stage is mainly live broadcast rewards and live broadcast advertising contribution revenue.
It is worth mentioning that since the end of December last year, Video Account took the lead in making efforts in the music field. After the debut of the well-known foreign band Xicheng Boys online concert, it attracted attention and praise from the entire network, and then held online concerts such as Mayday, Leslie Cheung, Cui Jian, Jay Chou, Luo Dayou, and Backstreet Boys, all of which received good responses, gathering more content and traffic for subsequent commercial layouts.
After BAIC's exclusive title sponsored Cui Jian's concert in April, it again sponsored Luo Dayou's concert in May. The total exposure of the entire online concert reached 2.77 billion+. According to media reports, the sponsorship fee for each concert is in the order of tens of millions. Although Jay Chou’s concert on May 20 was a re-screening, the exclusive sponsor became the more well-known Pepsi Coke.
is the same as the previous information flow advertisement. We use estimates to see how the live broadcast reward income is. The specific logic is as follows:
live broadcast reward income = MAU × paid rate (number of live broadcast paid users/MAU) × average monthly ARPPU (average income per live broadcast paid users) * 12.
is estimated based on assumptions and conservatively estimates that the live broadcast reward revenue of video accounts in 2022 and 2023 will be around 6 billion and 7.6 billion yuan. With the increase in MAU, payment rates and average monthly ARPPU, it is expected to reach 20 billion in the later period.
Note: 1. Assume that the MAU of the video number is 550 million; 2. Payment rate and monthly average ARPPU: Considering that it is in the early stage of monetization, assuming that the payment rate is 3%, the monthly average ARPPU is 30 yuan.
Tencent has tried its e-commerce business many times in the past few years, but all of them have returned in a miserable way. This time in the field of live e-commerce, Tencent is currently forming an e-commerce middle platform by integrating video accounts, third-party e-commerce mini programs, small stores, corporate WeChat and other capabilities, helping merchants form a private domain operation ecosystem.
According to the WeChat public course data in 2022, the GMV of live streaming on video accounts in 2021 increased by more than 15 times compared with the beginning of the year, of which the private domain accounted for more than 50%, the average customer unit price exceeded 200 yuan, and the overall repurchase rate reached 60%. According to data from the Visual Light Research Institute, the scale of the mini program GMV in 2021 has reached 2.8 trillion yuan;

At present, small stores and video accounts have not yet charged merchants for platform service fees, and monetization is mainly based on paying handling fees under the ecosystem, and monetization is relatively conservative. At present, the live e-commerce business of Video Account is in the stage of ecological construction. At this stage, the commercialization of live e-commerce may be slower than advertising and live rewards.
Overall, after more than two years of iterative development, the video account has completed docking and integration with the scene portals such as public accounts, mini programs, corporate WeChat, and personal WeChat in the WeChat ecosystem. Through a small-scale commercial test, large-scale commercialization will begin in 2023. Conservatively estimated that the live broadcast reward of video account will contribute 6 billion or 20 billion yuan in 2022 and 2023; the video account information flow advertising will contribute 12 billion yuan in 2023, and a total of 32 billion yuan in 2023, becoming a major incremental revenue for Tencent.
cloud computing market demand continues to expand, and differentiated competition drives long-term growth
Tencent’s financial report did not disclose Tencent’s cloud revenue and growth rate after 2020. However, according to the latest data released by the research company Canalys, the market size of China’s cloud infrastructure services reached US$27.4 billion in 2021, of which Alibaba Cloud still firmly ranked first, accounting for 37%, and Tencent Cloud’s share rose from 14.9% to 16%. From this, it can be roughly estimated that Tencent Cloud's revenue in 2021 will be approximately US$4.384 billion, or approximately RMB 28 billion.
In 2021, Tencent continued to focus on independent research and development of core technologies, and Tencent's cumulative R&D investment in the whole year reached 51.88 billion yuan, a year-on-year increase of 33%. A number of breakthroughs have been achieved in technical fields such as chips, operating systems, databases, and servers.

On the video cloud, more and more basic CDN (content distribution network) customers use Tencent’s video on demand, live broadcast and real-time communication solutions. In terms of network security, Tencent has expanded its customer base in network, terminal nodes and business operation security solutions, meeting the growing demands of corporate customers in cyber attack protection and network security compliance.
htmlOn June 16, Tencent announced that it has achieved full cloud access to the massive internal self-developed business. At present, Tencent’s self-developed business has exceeded 50 million cores, and has accumulated more than 3 billion in cost savings in the past three years.Nowadays, Tencent’s internal businesses including QQ, WeChat, Tencent Video, Honor of Kings, etc. have been developed and operated based on the public cloud model. For this reason, Tencent Cloud has accumulated rich experience in the fields of social networking, gaming, audio and video and network security, and has a deeper understanding of customer needs, making solutions in these industries highly competitive.
At the same time, since Tencent is in the world's leading position in social software, online games, live videos and other fields, the comprehensive cloud access of these self-developed businesses provides great convenience for Tencent Cloud to develop overseas and domestic customers in the same industry.
According to Nikkei News, Tencent plans to build a third data center in Japan due to strong growth in demand for online games and live broadcasts. Poshu Yeung, senior vice president of Tencent Cloud International, said that driven by game cloud services, Tencent's Japanese business has reached triple-digit annual growth rate. In addition, Yang Baoshu also said that Tencent will support Japanese and Korean gaming companies to expand their customer base to Brazil and Southeast Asia.
usually does not have particularly strong IT capabilities for industry-side customers, especially non-head industry-side customers, and will be more inclined to cloud service providers to provide a complete set of digital solutions and complete delivery and later operation and maintenance. In addition, its own technology and capability accumulation tends to be more inclined to the PaaS and SaaS layers, Tencent Cloud emphasizes the use of solutions to connect the basic capabilities of cloud computing to output.
As enterprises reduce costs and increase efficiency and digital transformation increase demand, enterprises' demand for cloud computing services continues to grow. According to the forecasts of many professional institutions, China's cloud computing market will continue to maintain a rapid growth of more than 20% in the next 3-5 years. Given the relatively stable competitive landscape, Tencent, which has a stable top three and has significant differentiation advantages, is expected to continue to achieve higher than average growth.
At the same time, due to the serious homogeneity of IaaS functions and fierce price competition, Tencent has actively reduced IaaS services and some highly customized loss-making businesses, and has concentrated resources on PaaS and SaaS layers solutions.From simply pursuing income growth to achieving healthy growth. Therefore, it can be expected that Tencent Cloud's revenue growth rate may decrease in the next 2-3 years, but the profit margin will improve significantly.
Investment Business: China's future Tencent's investment business has always been controversial and is generally understood by the market as inappropriate. But in my opinion, Tencent’s investment business is highly certain and has great development potential. It has great strategic significance to Tencent and is also the most underestimated business. The template for development is Buffett's Berkshire Hathaway, but Tencent's investment is more early.
First of all, I think that investment business, like Tencent’s other main business games, advertising, etc., is a way to monetize Tencent’s huge traffic. There is no distinction between good and bad, and the same profit is real money, and the investment business has great development potential. It may become one of its main businesses in time.
At the 2020 Tencent Investment IF (Insight Forecast) conference, Tencent President Liu Chi-ping attended the event and shared Tencent Investment’s report card.
"As of now (the end of 2019), Tencent has more than 800 investment companies, of which more than 70 have been listed, and more than 160 are unicorn companies with market value or valuation of over US$1 billion."
In 2021, Tencent's investment events reached a record 268, a total of 10 times. On average, you invest in one company every 1.3 days, and at peak times you invest in five companies a day. Its investment performance is unmatched in China, close to Berkshire Hathaway in the United States and SoftBank in Japan.

In the past two years, Tencent Capital has grown against the trend. As of May 2022, Tencent’s total investments have reached 1,471 times, and the investment speed and scale have accelerated expansion.

enriches Tencent's ecosystem and helps develop core business
QQ and WeChat have brought Tencent a huge low-cost traffic and interpersonal relationship network. For this reason, Tencent can provide these users with one-stop digital services (i.e. information, communication, entertainment, business, etc.). Tencent decided to implement an ecological opening strategy after the 3Q war, and has made it clear that the core business will be done by itself, and the rest of the business will be handed over to other partners.
investment business or capital is the binder that helps Tencent implement its open strategy and connects other partners, making Tencent’s role from a competitor to a partner. This is the same as Apple’s opening of the Apple Store.
Tencent conducts an in-depth analysis of the industrial chain of new business forms through investment. It believes that those with great strategic value and can do it well, and directly control it, such as: social, games, video, etc. For those who are not good at it, invest in related companies to empower traffic but not control it. It enriches Tencent's ecosystem. At the same time, the invested companies form business transactions with Tencent Payment, Tencent Cloud and other businesses, helping the development of Tencent's core business.
In addition, Tencent can discover products with extremely innovative and development potential in the industry through investment companies, perceive the industry's development trends, make arrangements in advance, and reduce the possibility of being subverted by new technologies and products.
This strategy has still played a good role over the years. For example, the 4th World Internet Conference in 2017 was held in Wuzhen, Zhejiang. Liu Qiangdong and Wang Xing formed the famous "Dongxing Dinner", and invited Internet giants such as Tencent Ma Huateng, Hillhouse Capital Zhang Lei, Didi Cheng Wei, Toutiao Zhang Yiming, Kuaishou Su Hua, Mobike Wang Xiaofeng, Meituan Dianping Wang Huiwen, Zhihu Zhou Yuan, 58 Yao Jinbo and other Internet giants.
This "Dongxing Dinner" is considered by many people to be a Tencent-based dinner. First, the big guys who attended the dinner either had investment cooperation with Tencent or had business dealings. Secondly, from the position where everyone sat, it can be seen that although it was a game between Wang Xing and Liu Qiangdong, Ma Huateng was in the C position, and then it was arranged in sequence with Ma Huateng as the center. The closer it was to Ma Huateng, the higher the status of the world.
Tencent’s investment in the real economy such as semiconductors, smart hardware, medical and health care, automobile and transportation has exceeded the related investments in traditional core businesses such as games, entertainment, social networking, advertising, and financial technology for more than three consecutive years.
is calculated based on the number of invested companies. From 2019 to May 18, 2022, the total number of investments related to Tencent's investment in the real economy accounted for 47% of the total investment in the same period, 6 percentage points higher than the investments related to traditional core business. This is actually an extension of Tencent’s strategy of vigorously developing the industrial Internet in 2018. After all, the penetration rate of consumer Internet has been very high after years of rapid development, while the industrial Internet is a blue ocean.

Tencent’s investment classification in the past three years, 2019-2022/05/18 (Data source: IT Orange)
At the same time, for Tencent’s money printing machine that earns 300 million a day, the investment business also solves the problem of how to improve the efficiency and return of huge funds. Just imagine if there is no investment business, Tencent’s trillions of funds can only buy financial management and treasury bonds. This rate of return and return of investment are a huge difference.
So how many assets does Tencent Investment have?
According to Tencent’s official financial report, Tencent’s investment assets totaled 878.7 billion yuan by the end of 2021, but it should be noted that most of them are priced at the investment cost of that year, and the actual value is far more than that.
takes one of the investment assets, and the listed associate companies are listed as an example. The financial report records the 200.8 billion yuan invested in the original investment, and the current actual fair value is as high as 634.7 billion yuan. If Brother Xiao Ma wants to cash in on the profits, selling these assets will increase the net profit by 634.7 billion to 200.8 billion = 433.9 billion. However, this is just a theoretical calculation and cannot be verified.
So at the end of 2021, Xiao Ma Ge tried to distribute more than 110 billion yuan of JD stocks to all shareholders through physical dividends. The investment method in JD is no longer a joint asset, and the income statement immediately increased by 78 billion yuan. As a shareholder, several shares of JD.com stocks have been added to the account.
According to rough calculations, the gross estimate of the actual fair value of Tencent Investment’s assets is around 1.0-1.2 trillion (Tencent’s current overall market value is only about 3 trillion). This is still the case that Chinese Internet stocks fell by 40% to date last year, and Tencent Investment currently has 70-80% of the unlisted assets. With the successive IPOs, the overall assets and profit levels will continue to increase year by year.
Therefore, Tencent's investment is already a business that cannot be ignored and growing, and to some extent its certainty and future space are higher than some main businesses. Secondly, the records of these investments in the income statement are very conservative, and these conservative numbers are likely to continue to grow in the visible future. The Chinese version of Tengshill Hasago is growing vigorously.
08 Tencent in 2022 is just like Apple in 2016
The current situation of Tencent reminds me of the situation when Buffett began to invest in Apple from 2016 to 2018. The two have many similarities.
Buffett first invested in Apple in 2016, and now he holds more than 40% of his stock portfolio. Apple's market value exceeded US$3 trillion at its highest in 2022, with book revenue exceeding US$120 billion, making it one of Buffett's most successful investments in the past decade.
According to public information, after Buffett started buying a small number of Apple's observation positions in the first quarter of 2016, he continued to increase his position, and increased his position after falling, and continued to buy until the third quarter of 2018. In more than two years, Apple's position has gradually risen to 25% in the third quarter of 2018. At that time, no one expected that this old man, who claimed to be "not understanding and not touching technology stocks", would buy a technology company into his first heavy position.

So why did Buffett buy Apple stocks back then?
By checking Buffett's speeches and media interviews over the years, the reasons for buying Apple can be summarized into two parts: Buffett often talks about good business and good price:
Apple is a good business:
The following are Buffett's views and opinions on Apple between 2010 and 2021, and almost every item is substituted into Tencent without any sense of inconsistency.
I don’t think such an analysis requires me to disassemble the iPhone and figure out its various components before it can be performed. This is more about the analysis of consumer behavior and psychology. (2017 General Meeting of Shareholders Answers to Apple's related topics)
To sum up, Buffett's perception of Apple's business can be summarized as: excellent business model, light assets, strong profitability and does not require too much capital for operations.
Apple products have a huge user base, are very popular with customers, have pricing power (brand), and have built a strong ecosystem with significant competitive advantages and are difficult to replace.
Tencent’s business model and characteristics are very similar to Apple: it is also light assets, with strong free cash flow, and does not require too much capital to operate. A strong social ecosystem with WeChat as the core has been built, penetrated into all aspects of life, with strong user stickiness and difficult to replace, and the moat is very solid.
Apple is a consumer goods company dressed in the guise of technology, and Tencent is also a consumer goods company dressed in the guise of Internet.
Buy excellent companies for reasonable prices:
Lao Ba said in a TV interview in 2021: "When we bought Apple, the PE was more reasonable at that time. With Apple's performance at that time, it did not require much profit growth in the future. But for Google and Amazon, you invest in their future, and of course their future may be bright. But I must have known Apple better at that time."
So what is the price-to-earnings ratio when Buffett bought Apple stocks from 2016 to 2018? The following figure is the PE change chart of Apple's past decade. You can see that when Buffett first started buying in 2016, the PE changes between 9.64 and 13.8. Whether in terms of absolute value or relative percentage, it is indeed a historical low. When I finally bought Apple in 2018, my PE did not exceed 20 times.

Then why was PE at a historical low at that time? It is conceivable that it is a time when major difficulties or negative news are flying all over the world, and many situations are very similar to what Tencent is currently facing:
China's Internet population dividend peaked, with the number of WeChat users in Q1 2022 of 1.288 billion, and the domestic penetration rate is about to peak.
Tencent also encountered antitrust, anti-addiction to minors’ games, and suspension of version numbers.
Tencent’s gaming, advertising and financial technology businesses are also in a downturn. The game industry, which is the largest source of profit, has not had any popular games for two consecutive years.
The same experience is also happening with Tencent. In the first quarter of 2022, Tencent experienced zero revenue growth for the first time in history. The company's net profit fell by 23% year-on-year, and continued to decline for three quarters (2021Q3, 2021Q4, 2022Q1). Due to the epidemic in 2022, it is likely that it is worse than Q1.
Tencent has been considered by the market to lose its growth potential in the past two years and has become a public utility company; it has been accused of poisoning teenagers, and major shareholders have reduced their holdings, and stocks have fallen by nearly 50% from a high, setting a record of the largest drawdown in history, etc., which also show that the market is pessimistic about Tencent's future. What is more interesting is that the process of Buffett building a position in Apple from Q1 to Q3 2018 is not a familiar classic operation method of buying more and more as it falls. On the other hand, in 2016, it started to build positions from about 10 times PE, and the more it rises, the more it increases. By the third quarter of 2018, when Buffett stopped buying, Apple's PE was just close to 20 times.


combined with the performance of Apple's stock price and fundamentals, Buffett is not cheap at a cheap price, but he bought it at a relatively reasonable price in Apple's development pain and trough period, interpreting the investment philosophy of buying excellent companies at a reasonable price.
, and we can infer that for an excellent company like Apple with excellent business models and gradually entering the mature stage, he believes that the price below 20 times PE is reasonable, so there is a rare situation where you buy more and more as you rise.
Of course, the stock god cannot guarantee that it will rise if it buys. After Buffett completed Apple's position building in Q3 2018, the stock price was then deeply pulled back. The stock price was once lower than the position building price. The previous investment decision was ridiculed by the market, "the investment level is only like this."
But the short-term drawdown does not prevent investing in Apple from becoming Buffett's most successful investment in the past 10 years. Apple's stock price then ushered in a long-term rise - it has risen about 4 times since the beginning of 2016 (at a 5-fold return at its highest).
In addition to fundamental factors, Apple's stock price continues to rise in recent years, in addition to fundamental factors, it is also related to the stable dividend and repurchase strategies implemented by Apple.
According to the statistics in the table below, as the scale continues to grow, Apple's growth rate in both operating income and net profit has been average in recent years, with occasional explosions, but its gross profit margin and net profit margin have basically remained stable.
improves capital use efficiency through continuous stable dividends and repurchase strategies (including low-interest debt repurchase), while simultaneously increasing the value of each share held by shareholders passively, so we see that its ROE has been high all year round.
Although Berkshire has partially reduced its holdings in Apple, its shareholding in Apple has risen from 5.27% at the end of 2020 to 5.43% at the end of last year. Over the years, Berkshire has also received regular dividends from the tech giant, an average of about $775 million a year.
09 Investment value geometry - Wind and waves break, King of Return
In the past year and a half, with the strengthening of supervision and the impact of the epidemic, Tencent's gaming, advertising, financial technology and other businesses have fallen into a downturn while being rare. During this period, Tencent's stock price also fell by about 50% from the highest point, and its valuation is at its historical low.
Tencent’s latest financial report shows that its revenue in the first quarter of 2022 was RMB 135.5 billion, up 0.1% year-on-year (Tencent’s first revenue growth for the first time in history), and its net profit was 25.5 billion under non-international standards, down 23% year-on-year. It has continued to decline for three quarters for the same period of time (2021Q3, 2021Q4, and 2022Q1).
At the same time, due to the impact of the epidemic in Shanghai, Beijing and other places in April and May, it has a huge impact on Tencent's advertising, payment, cloud computing and other businesses. Therefore, it can be expected that the performance in Q2 2022 will also be unsatisfactory, and may be worse than Q1.
But in my opinion, Tencent in 2022 is just like Apple in 2016. It also has poor short-term performance, but its core competitiveness has not changed. Are fewer people using WeChat? No, even through the test of the epidemic, users have become more dependent on WeChat, and the use of mini programs and video accounts is becoming more and more frequent. Enterprises are increasingly feeling the efficiency and convenience of cloud meetings and cloud offices. Tencent's ecosystem has become more powerful than before. In terms of
business, the growth potential of various sectors is still very strong. The game version has been restarted, and the rectification of anti-addiction in minors has been almost completed. Internationalization is smooth, the commercialization of WeChat video accounts and mini-programs is about to start, bringing incremental growth to the advertising business, and the demand for cloud access and digitalization of physical enterprises is still strong...
From the current policy trends, the regulatory rectification of large platforms has come to an end, and no new regulatory policies that are not conducive to Internet giants will be introduced, and it will turn to support the healthy growth of the platform economy.
Therefore, I believe that with the implementation of various policies to support the development of Internet platform enterprises and the gradual stabilization of the macro economy, if it is earlier this year, and if it is later this year, Tencent's performance will bottom out and rebound in the fourth quarter of this year. There will be a good recovery growth next year (low base in 2022). Even if the growth rate slows down later, referring to Apple, it can completely repay investors by increasing dividends and repurchase strategies.
In fact, Tencent has increased its repurchase efforts this year, repurchasing 200 million to 300 million Hong Kong dollars per trading day, and the nickname "Teng 300 million". I counted that last year, only 5.4 million shares were repurchased, costing 2.5 billion, with an average price of 467 yuan; this year, starting from the first repurchase on January 6, 2022, as of July 6, 20.72 million shares have been repurchased this year, nearly 4 times that of last year, costing 8 billion, with an average price of 386 yuan.
It is worth noting that the highest price of repurchase in the past two years is 506 yuan, which means that Tencent believes that the reasonable valuation of its own stock should be above 500 yuan.
Based on Tencent's current daily profit of 300 million to 400 million yuan, Tencent is fully capable of continuing the "Ten Three hundred million" for a long time; in addition, Tencent has distributed more than 110 billion yuan of JD shares at the end of last year, and has also found a good way to sell large amounts of shares. If the stock price continues to be sluggish, you can sell other stocks, distribute dividends or continue to increase the repurchase efforts.In terms of performance of
, on the basis of conservative reasons, based on the adjusted net profit of 25.5 billion in the first quarter of 2022, the adjusted net profit for the whole year of 2022 should not be less than 102 billion; growth will begin to resume in 2023, and in 2023, it is highly likely to achieve a growth of 20% and 15% in 2024, that is, the adjusted net profit from 2022 to 2024 will be 102 billion, 122.4 billion, and 140.8 billion.
. Tencent currently has a market value of RMB 2.85 trillion (stock price of HK$350), and the total investment assets are nearly one trillion yuan (mostly recorded at cost and treated in cash), with a remaining market value of about RMB 1.8 trillion. Corresponding to the PE from 2022 to 2024 is 17.6/14.7/12.8.
is an irreplaceable, almost monopoly and profitable money printing machine like Tencent, and does not require large capital reinvestment (all the money earned can be put into the pocket). The market value is currently significantly undervalued. It is a good investment opportunity in the long run, but it only requires more patience. I believe that the little penguin will one day break the wind and waves again and the king will return.
Reference:
[1] I am not worried about the future of Tencent games at all, Internet monster thieves
[2] Tencent Holdings Research Report: Super APP builds core advantages, industrial Internet drives the growth of the company, Northeast Securities
[3] The cloud of version numbers reappears, the game industry is facing "rebirth" again, Titanium Media APP
[4] How much money can the video account make for Tencent? , Zhang Ranran
[5] [Tencent Investment Portal] Why is Tencent said to be China's Berkshire Hathaway? , Sloan
[6] Alchemy's opinion | Buffett's purchase of Apple case analysis, Alchemy capital
[7] The super value Tencent Holdings, Tang Dynasty