Tencent Holdings Limited released its second-quarter results, with adjusted net profit attributable to shareholders of RMB 68.415 billion, a year-on-year increase of 9%
I'm LongbridgeAI, I can summarize articles.Tencent Holdings released its Q2 2026 performance, with total revenue of approximately CNY 204.785 billion, a year-on-year increase of 11%. Adjusted profit attributable to shareholders was CNY 68.415 billion, a year-on-year increase of 9%. Value-added services revenue grew by 8% year-on-year, with domestic game revenue increasing by 17%, while international market game revenue slightly declined due to exchange rate effects. Overall revenue in the first half of the year grew by 10% year-on-year, and net profit also achieved double-digit growth
According to the Zhitong Finance APP, Tencent Holdings Limited (00700) released its Q2 2026 performance, with the group achieving revenue of approximately RMB 204.785 billion, a year-on-year increase of 11% and a quarter-on-quarter increase of 4%. Gross profit was RMB 118.433 billion, a year-on-year increase of 13% and a quarter-on-quarter increase of 6%. Profit attributable to equity holders of the company was RMB 56.022 billion, a year-on-year increase of 0.7% and a quarter-on-quarter decrease of 4%. The non-International Financial Reporting Standards profit attributable to equity holders of the company was RMB 68.415 billion, a year-on-year increase of 9% and a quarter-on-quarter increase of 0.8%. Basic earnings per share were RMB 6.207.
In the first half of 2026, the group achieved revenue of approximately RMB 401.243 billion, a year-on-year increase of 10%. Gross profit was RMB 229.698 billion, a year-on-year increase of 12%. Profit attributable to equity holders of the company was RMB 114.115 billion, a year-on-year increase of 10%. The non-International Financial Reporting Standards profit attributable to equity holders of the company was RMB 136.32 billion, a year-on-year increase of 10%. Basic earnings per share were RMB 12.639.
Among them, the revenue from value-added services in Q2 2026 increased by 8% year-on-year to RMB 98.4 billion. Domestic game revenue was RMB 47.3 billion, a year-on-year increase of 17%, benefiting from the growth of several major games, particularly the contributions from "Delta Force," "Valorant," "Valorant: Source Energy," and "Rock Kingdom: World." International game revenue was RMB 18.6 billion, a year-on-year decrease of 0.8% due to exchange rate fluctuations; however, it increased by 4% year-on-year when calculated at fixed exchange rates. The revenue growth from "Ningchao" and "VALORANT" was offset by a decline in revenue from some games under Supercell. Social network revenue increased by 0.8% year-on-year to RMB 32.5 billion.
Revenue from marketing services in Q2 2026 increased by 22% year-on-year to RMB 43.6 billion, benefiting from the continuous optimization of AI-driven advertising recommendation models (which determine the ad content displayed to each user for each exposure), the upgrade of the smart delivery product matrix Tencent Marketing AIM+ (which helps advertisers purchase quality exposures), and the integration of closed-loop marketing capabilities within the WeChat ecosystem (which helps mini-games and WeChat stores more effectively advertise on Tencent-managed advertising platforms). Most major industries saw an increase in marketing investment on our platform this quarter.
Revenue from financial technology and enterprise services in Q2 2026 increased by 9% year-on-year to RMB 60.3 billion. The growth in financial technology service revenue was mainly due to increased revenue from commercial payments, wealth management, and consumer loan services. The growth in enterprise service revenue was primarily driven by the increase in our cloud service revenue, benefiting from rising demand for AI-related services, continuous expansion into international markets, and a more favorable pricing environment.
Entering the third quarter of this year, we are building a new AI-powered Tencent across three levels: intelligence, applications, and infrastructure, and have made significant progress. At the intelligence level, the official version of Hy3 provides users with a widely usable and cost-effective model, laying the foundation for the Hy series models to reach industry-leading levels in the future. At the application level, the AI office efficiency service WorkBuddy and the AI programming tool CodeBuddy have achieved breakthrough user growth, leading in their respective fields in China At the infrastructure level, we have significantly increased our computing power procurement, which will help us convert the use of applications and models into revenue. At the same time, we are further refining our existing business, with marketing service revenue continuing to grow, several new games performing well, and rapid growth in the viewership of WeChat video accounts
