TENCENT

Company Snapshot

Founded: 1998
Entity Type: Public
Employees: 105,417
Region: The Mainland of China
Revenue: $86,045.9 Millions
Revenue Year: 2023
Headquarter: Shenzhen, China
Key Geographics: Others, China, The Mainland of China
Corporate Address: Tencent Binhai Building, No. 33, Haitian Second Road, Nanshan District, Shenzhen, 518054 China Tel. +86-755-86013388 www.tencent.com

Company Overview

Tencent uses internet technology to provide services to improve daily life. The company also develops games and streams e-sports events. Established in 1998, Tencent is headquartered in Shenzhen, China, with offices in Amsterdam, Bangkok, Kuala Lumpur, Shenzhen, Hong Kong, Taipei, Seoul, Tokyo, and Palo Alto. The company’s business is divided into four operating segments: VAS, Online Advertising, Business service, and Others. The VAS segment provides consumers with digital content services such as Tencent Games, video, picture, sports, news, e-sports, and comics and animations.

Tencent over the years has been focused on investing in digital content, growing its subscription business, and extending the franchise in long-form video to short-form video. During 2021, the company strengthened its leadership in mobile payment services by deepening penetration among offline merchants. Revenues from VAS business increased by 10%. The company has also been focusing on commissioning and creating in-house content, especially in areas such as drama series, anime series, and variety shows. As of October 2022, Tencent Video has 120 million paid subscribers, making it the fourth-largest streaming service in the world, after Netflix, Amazon Prime Video, and Disney+.

TENCENT In Reports

Video On Demand: Solutions and Global Markets

BCC Research Market Report says video-on-demand is estimated to increase from $80.6 bln in 2022 to reach $170.9 bln by 2027, at a (CAGR) of 16.2% from 2022 through 2027.

Digital Advertising: Global Market Opportunities and Forecast to 2027

BCC Research Market Analysis Report for Digital Advertising is estimated to increase from $628.8 bln in 2022 to reach $1.2 tln by 2027, at a CAGR of 14.7%.

Esports: Global Market Trends & Forecast

BCC Research Market Report for Esports Market. The global market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a CAGR of 17.5%.

Applications/End User Industries

  • Gaming Industries
  • Social Media
  • Entertainment
  • Fintech
  • Cloud Coumputing
  • E-commerce
  • Artificial Intelligence