Tencent Holdings Limited (HKG:0700)
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Earnings Call: Q1 2018
May 16, 2018
Thank you for standing by and welcome to the Tencent Holdings Limited 2018 First Quarter Results Conference Call. At this time, all participants are in listen only mode. There will be a presentation followed by the question and answer session. Recorded today. I would now like to hand the conference over to your host today, Ms.
Jane Yip from Tencent. Please go ahead, Ms. Yip.
Good evening. Welcome to our 2018 Q1 results conference call. I'm Jane Yip from the IR team Tencent. Before we start the presentation, we would like to remind you that it includes forward looking statements, which are underlined by a number of risks and uncertainties and may not be realized in the future for various reasons. Information about general market conditions is coming from a variety of sources outside of Tencent.
This presentation also contains some unaudited non GAAP financial measures that should be considered in addition to, but not as a substitute for, measures of the company's financial performance prepared in accordance with IFRS. For a detailed discussion of risk factors and non GAAP measures, please refer to our disclosure documents on the IR section of our corporate website. Let me introduce the management team on the call tonight. We have our Chairman and CEO, Pony Ma President, Martin Lau Chief Strategy Officer, James Mitchell and Chief Financial Officer, John Loh. Tony will kick off with a short overview.
Martin will discuss over value added services and social networks. James will speak to online games and advertising. And John will discuss the financials before we take your questions. I will turn the call over to Pony now.
Okay. Thank you, Jing. Good evening, everyone. Thank you for joining us. In the Q1 of 2018 we launched several successful products and further deepened our engagement with users across our social, games and media platforms.
We continue investing actively in our strategic priorities areas such as video, payment, cloud, AI and smart retail to fulfill our mission of enhancing the quality of life via Internet services. For the Q1 of 2018, total revenue was RMB 33,500,000,000 up 48% year on year and up 11% quarter on quarter. Non GAAP operating profit was RMB 25,300,000,000 up 36% year on year and up 16% quarter on quarter. Non GAAP net profit attributable to shareholders was RMB 18,300,000,000 up 29% year on year and up 5% quarter on quarter. And John will provide more details in the financial section.
Moving
on to our key platforms, combined MAU of Weixin and WeChat increased 11% year on year to $1,040,000,000 as mini programs continue to gain wider adoption among users and developers. Total MAU for QQ was 805,000,000. Smart devices MAU was $694,000,000 up 2% year on year. Our news feed service, Tantian, within QQ continued to grow user traffic and time spent. Our social network services Qzone Smart Devices MAU was 550,000,000.
In games, we maintained our leadership in mobile and PC. In particular, on mobile, QQ Speed Mobile became one of the top 3 growing smartphone games in China soon after its launch in last December. Our in house developed tactical tournament games achieved great popularity both in China and internationally. We also expand the number and variety of mini games within Weixin. For our media business we maintained our leadership in online video, news, music services and literature.
Together to users' short session entertainment desire, our standalone mini video app we will feature its content in our other news feed type of product. In FinTech, our mobile payment service continued to lead by MAU and BAU and sustained rapid growth in offline commercial transactions. In mobile utilities, we maintained our leading position in China in mobile security, mobile browser and Android app Store. Martin and James will discuss further his business review.
Thank you, Pony and good evening and good morning to everybody. In the Q1 of 2018 our revenue grew 48% year on year of which the VAS segment represented 64% of total revenue and of which online games contributed 39% and social networks 25%. Online advertising was 14% of total revenue. Others segment account for 22% of total revenue. In the other segment, FinTech delivered triple digit year on year revenue growth, mainly driven by fast growing offline commercial transaction fees collected from merchants as well as cash withdrawal fees collected from consumers to cover bank handling charges.
Cloud Services revenue more than doubled year on year as we expanded our cloud services market share in the games and video industries and rolled out customized solutions catering to financial and municipal services clients. We're also attracting an increasing number of smart retailers such as supermarkets, chain stores and leading fashion retailers to adopt our cloud solutions as they transition businesses to Internet and Mobile. Now diving into the value added services, segment revenue was RMB46.9 billion in the 1st quarter, up 34% year on year or 17% quarter on quarter. Those who network's revenue was RMB18.1 billion, up 47% year on year and up 16% quarter on quarter. The year on year revenue growth was primarily driven by the rapid uptick of video subscriptions benefiting from our exclusive video content, increased paying penetration in music, live broadcast services and more item sales in smartphone games.
Within the quarter, video subscription revenue grew 85% year on year. Sequentially, the increases in game related item sales, video subscriptions and monetization of Weixin were the main contributors to growth. As of quarter end, our total VAS subscriptions increased by 24% year on year to 147,000,000 with the growth primarily coming from our content subscription services. Online games revenue was RMB28.8 billion, up 26% year on year and up 18% quarter on quarter. Year on year revenue growth was driven by smartphone games including Honor of Kings and QQ Speed Mobile.
PC games revenue were broadly stable reflecting players' time shifting to mobile. Sequentially, new smartphone games such as QQ Speed Mobile and MU Awakening contributed to revenue growth. Leading PC titles benefited from seasonal promotion activities as well during the quarter. With 4 highly popular tactical tournament games in our portfolio, we have built global leadership in this competitive genre, which we'll talk about more on a later slide. In social networks on the Weixin front the launch of mini games has achieved significant success.
Hence, this benefited the overall mini program ecosystem as a whole with retail Smart Retail Mini Programs as one example. Mini Games have enjoyed rapid expansion in the Q1 after opening up their platform for game developers. Currently we have over 500 minutei games on the platform. We believe mini games are meaningfully expanding our game audience with over 1 third of mini games players not being previous players of Tencent mobile game apps. They facilitate new players to discover game apps.
Some users start by playing mini game version of app based game and then progress to downloading the game app. Mini games also serve as an entry point for users to learn and extend their usage of other Mini programs. We have started light monetization of Mini games via advertisement and some virtual item sales. Leveraging on growing consumer adoption of Mini Programs, we introduced our Scan to Buy solution. The solution integrates Mini Programs with Weixin Pay, allowing customers to pay for their goods on smartphones, increasing checkout efficiency.
Supermarket chains such as Walmart and Yonghui among early adopters of the solution. Our DAU and daily transaction volume for the retailer category of Mini Programs increased 50% quarter on quarter. We believe Mini Program is synergistic with the overall app ecosystem because it encourage many otherwise non app developers to embrace the mobile Internet and some of these developers would eventually come on to develop native apps. Turning to QQ which has been quite successful in building its content ecosystem in recent years. Its news feed service, KanDian, is benefiting from the significant synergies between a social platform and a content platform.
In the Q1 of this year, Tantan achieved over 80,000,000 DAU and grew its video views 3 times year on year. Monetization is still at an early stage and we see upside potential given the strong advertiser demand for feeds ad inventory. During the quarter we have also relaunched our mini video app Weixi. Weixi offers users a wide range of high quality content libraries such as music, games, sports and variety shows. In addition to broadcasting the content in the app itself, Weixu also distributes content to our feed verticals such as KanDian and Mobile QQ Browser.
We believe Weixu will be able to leverage our access to proprietary content, distribution capability via our platform apps, as well as linkage to user social graph over time. Now I would like to turn to James to talk about games.
Thank you, Martin. Tactical tournament games have become phenomenally popular both internationally and in China across PC console and mobile devices. I'll talk a little bit about how we've capitalized on this new opportunity by utilizing our in house game development skills, our relationships with IP owners, our investee company portfolio and our publishing platform. Our in house game studios in China have developed 2 titles based on the well known PUBG IP, one reflecting the original PC gameplay and one featuring a design for mobile experience. The 2 games achieved breakout popularity in China with combined DAU exceeding 50,000,000 users.
Outside China combined DAU grew to over 10,000,000 users and we've just started monetization. We expect these gains to negatively impact our financials in the short term as we are not yet monetizing the gains in the China market where we are incurring marketing and operating expenses. However, we believe they represent a substantial revenue opportunity once we commence domestic monetization. Our investee studio Epic Games based in North Carolina has developed and operates Fortnite which has become a global success. Fortnite has over 40,000,000 monthly active users and is the most watched game currently on Twitch.
It's already achieving healthy monetization by the sales of seasonal battle passes, which unlock skins and decorative items. Fortnite's iOS mobile version ranks as the top grossing game in the U. S. IOS chart in April. During the Q2, we've started pre registration for Fortnite's PC version in China.
Our licensed PUBG Corporation has enjoyed global success on PC and Xbox with its PlayerUnknown Battlegrounds game which has sold over 45,000,000 copies globally in the past 12 months. And we're also working toward publishing a localized China PC version of Player Unknown Battlegrounds. Moving on to smartphone games as a category, revenue was RMB21.7 billion, up 68% year on year and up 28% quarter on quarter. Within the quarter, key titles grew strongly year to year and DAUs, payer user and ARPU as competitive mid core games gained players mindshare and timeshare. Sequentially, seasonal promotions during the Chinese New Year and our new game QQ Speed Mobile contributed to revenue growth.
During the Q1, we operated the top 2 revenue grossing titles in China, namely Honor of Kings, which grew DAUs by double digits year on year. Sales of special skin items drove ARPU and strong revenue We're beta testing new play modes and content for Honor of Kings with the aim of growing its user base and creating educational value for younger players. Then secondly, QQ Speed Mobile, which demonstrated our ability to migrate an internally developed franchise QQ Speed from PC to expand the franchise's audience during that migration. The mobile DAU for this game is 7 times higher than the highest ever achieved PC DAU and over 40% of the users of QQ Speed mobile are new to the franchise not having previously played the PC version of the game. For PC client games, revenue was RMB 14,100,000,000 flat year on year and up 10% quarter on quarter.
Active users declined year on year due to continued time shift in mobile as smartphone games are providing an increasingly comparable experience versus PC games. However, core user engagement with our key PC titles remains firm. During the quarter, content updates and seasonal promotions during the Chinese New Year contributed to the sequential revenue growth. Dungeon and Fighter which was celebrated for the 10th anniversary of its China launch in June delivered a record revenue quarter demonstrating our capability for sustaining the longevity of our key game franchises. We'll continue to invest in new franchises and in genre leadership in areas including tactical tournament games where we're going to publish Fortnite and Player Unknown Battlegrounds into China market, sports games where we'll release updates of FIFA and NBA 2 ks and sandbox games where we have 3 licensed titles in our pipeline.
As young people spending an increasing amount of time on live broadcast platforms, discovering games and watching esports events, we're deeply in cooperation with the market leading streaming platforms including Douyu and Huya to better promote our games. Shifting to advertising, our Q1 revenue was RMB10.7 billion, up 55% year on year and down 14% quarter on quarter. Mobile contributed over 90% of our advertising revenue. Our media advertising revenue was RMB3.3 billion, up 31 percent year on year though down 20% quarter on quarter. Within the media advertising revenue, our video advertising revenue was up 64% year on year due to more pre rolled ads benefiting from the growth in video views and also from our enhanced capability to develop creative ad formats within our original content.
Our video and news revenue both decreased quarter on quarter due to negative seasonality. Our social and other advertising revenue was 7,400,000,000, up 69% year on year and down 10% quarter on quarter. Year on year revenue growth was due on year revenue growth was
due to expanded advertiser base boosting ad
fill rates in Weixin Moments plus higher CPCs from mobile ad network. The quarter on quarter revenue decline was due to negative seasonality although QQ can be on revenue increased sequentially due to traffic growth. To cater to unmet advertiser demand, in late March, we increased the ad load in Weixin Moments to 2 ads, a maximum of 2 ads per user day, which remains extremely conservative compared to our global peers. As both our social and feed ad loads are only small fractions of those of industry benchmarks, we believe there's a long runway continued growth in our social and other advertising category. Digging further into our video business, we believe a sustained rapid growth in operating and financial metrics reinforcing our industry leadership in the online video market in China whether measured by mobile DAU or subscriptions.
Both daily active users and user time spent on mobile grew strongly year on year and our mobile video views increased over 60% year on year. To recap, total video revenue including advertising and subscriptions is up 75% year on year, in which our subscription revenue grew 8 5% year on year and our advertising revenue grew 64% year on year. Our original content initiatives enjoyed proven success across multiple average views per episode in China to date. Our original animated series, Night of Warriors has set a new record for Chinese anime in terms of video views per episode. We have a rich catalog and a richer pipeline of proven IPs including The King's Avatar and Battle Through the Heavens.
We actively manage the content creation and production of a movie Forever Young, which has become a box office hit. And with that, I'll pass to John to go through the financials.
Thank you, James. Hello, everyone. For the Q1 of 2018, our total revenue was RMB73.5 billion, up 48% year on year or 11% quarter on quarter. Costs increased by 51% to RMB36.5 billion for the Q1 on a year on year basis. The increase primarily reflected greater channel costs, cost of payment related services as well as content costs.
Gross profit was RMB37 1,000,000,000 up 46% year on year or 18% quarter on quarter. Net other gains were RMB 7,600,000,000 for the Q1, mainly represented non GAAP adjustment in relation to gains and losses from the investees of RMB7.8 billion which complies fair value gains as a result of increase in valuation of certain investments in verticals such as video clip sharing, news feeds, online games and video content creation, as well as net disposal or disposal gains arising from the capital activities from certain investing companies. Share of losses of associates and joint ventures was RMB319 1,000,000 in the quarter versus that of RMB120 1,000,000 for the Q4 of 2017. On a non GAAP basis, share of losses of associates and joint venture was RMB98,000,000 for the Q1 compared to profit of RMB495,000,000,000 for the Q4 of 2017. Income tax expense was approximately RMB5.7 billion up 57% year on year or 84% quarter on quarter.
The year on year increase was mainly due to greater withholding tax provided and higher profit before income tax. The Q on Q increase was primarily due to the absence of a reversal of income tax expense for certain subsidiaries in China which were confirmed to enjoy a lower tax rate in the Q4 of 2017 as well as greater withholding tax. The effective tax rate in the period was 19.3%. Net profit to shareholders was RMB23.3 billion up 61% year on year or 12% quarter on quarter. I will walk you through our non GAAP financial numbers.
For the Q1 and after adjustments to non GAAP, operating profit for the quarter was RMB 25 point 3,000,000,000 up 36% year on year or 16% quarter on quarter. Operating margin was 34.4% down 3 percentage points year on year or up 1.5 percentage points quarter on quarter. Net profit to shareholders was RMB18.3 billion up 29% year on year or 5% quarter on quarter. Net margin was 26% down 3 percentage points year on year and 1.7 percentage points quarter on quarter. Let's turn to segment gross margin.
Gross margin for VAS was 63.3% up 2 0.4 percentage points year on year or 4 percentage points quarter on quarter. The year on year increase was mainly driven by higher gross margin achieved for Video and Music Subscription Businesses as a result of operating leverage effects. The quarter on quarter increase was mainly due to the same reason as well as higher gross margin for smartphone games business as a result of higher proportion of self developed games. Gross margin for online advertising was 31.2% down 3.6 percentage points year on year or 6 percentage points quarter on quarter. The year on year decrease was mainly due to higher traffic acquisition cost of ad network.
The weak seasonality in the Q1 lead to decrease in revenue impacting the margin in the quarter. Gross margin for others was 25.4 percent up 3.5 percentage points year on year and 2.6 percentage points sequentially. This gross margin improvement was mainly driven by the policy of charging service fee for users' credit card repayment since December 2017. Moving on to operating expenses, selling and marketing expenses were RMB5.6 billion, up 76% year on year or down 8% quarter on quarter. The year on year increase mainly reflected Christian marketing spending on products and platforms such as payment related services, platform games and USB apps.
This sequential decrease was mainly driven by seasonally less advertising activities in the Q1 of the year. As a percentage of revenue, S and M expenses decreased to 7.6% for this quarter from 9.1.4% for the quarter of 2017. G and A expenses including R and D were RMB4.4 billion up 30% year on year, up 10% quarter on quarter. Under G and A, research and development expenses were RMB5 1,000,000,000 up 39% year on year or 5% quarter on quarter. Both quarter on quarter and year on year increases were mainly due to greater staff course and R and D expenses.
As a percentage of revenue, total G and A was 12.8% and R and D was 6.8%. At the end of the Q1, we had about 46,000 employees which represented an increase of 17% in the area of cloud and online game businesses. Let's go through margin ratios for the Q1. Gross margin dipped 0.9 percentage points year on year to 50.4 percent mainly due to increasing contribution from other segment which carried lower margin. Gross margin was up 3 percentage points sequentially, which was driven by higher DAS segment gross margin.
Non GAAP operating margin was 34.4 percent down 3 percentage points year on year primarily reflecting lower gross margin, reduced dividend income and increasing selling and marketing expenses. Quarter on quarter change was up 1.5 percentage points driven by higher gross margin less selling and marketing spending which were partially offset by lower dividend income. Non GAAP net margin was 26% down 3 percentage points year on year mainly due to lower operating margin. Non GAAP net margin was down 1.7 percentage points quarter on quarter mainly due to higher income tax expense which was partially offset by higher operating margins. Finally, let me share with you some financial metrics before running up this presentation.
Total CapEx was RMB6.3 billion up 200% year on year or 27% quarter on quarter. Operating CapEx was RMB3.9 billion increased by 126% year on year mainly due to increased number of servers for expanded businesses particularly cloud businesses. Non operating CapEx was RMB2.4 billion up over 5 times on a yearly basis, mainly due to the recognition of spending on net use rights in Beijing in the Q1 of 2018. Free cash flow was RMB13,000,000 down 46% year on year and quarter on quarter. The sequential decrease mainly reflected decline in operating cash flow due to payments of year end bonuses, timing of payments of certain expenditures arising from our payment related services and tax expenses as well as payment of land use rights.
At the end of March our net debt position was RMB14.5 billion compared to net cash of RMB16.3 billion at the end of 2017. While our cash flow from operations remained solid, the change to net debt position which resulted from higher mix payable was mainly due to increased strategic M and A investments. The fair value of our listed companies excluding subsidiaries of course were approximately RMB213 1,000,000,000 or RMB33.9 billion dollars as at the end of the quarter compared with RMB211 1,000,000,000 as at 2017 year end. Thank you. We shall open the floor for questions.
Operator, we will take one question from each participant. Sir, we have the first question, please.
First question comes from the line of Grace Chen from Morgan Stanley. Please ask your question.
Thank you. Thank you very much for taking my question. My question is about your gaming business. We know Tencent already dominates the gaming market in China. So we are interested in understanding your strategy for the overseas expansion.
In terms of the game distribution overseas, would you distribute by yourself or would you rely on overseas partners to do the distribution? And how would you manage the dynamics with your overseas partners? And the follow-up question is about esports. We how would you capitalize on the opportunities from esports for Tencent in China and overseas markets, especially Tencent has the top game IPs that are very suitable for esports? Thank you.
Okay. I think as Grace as far as publishing our games internationally, in the past we took the view that the games we developed in China that was suitable for the China market might not be suitable for the rest of the world due to different cultures and behaviors. What we have seen in the past 2 years is that there's some evidence now that games created in China can enjoy global resonance. And I'm thinking particularly about the success of our stimulating Battlefield game, which has enjoyed a very strong download activity, very positive player reception since we launched it in the Western world a couple of months ago and launched it in Japan today actually. Also the success of Arena of Mana game which is a battle arena game based on Honor of Kings which has built up a large and loyal user base in Western markets.
So I think what you're seeing is that we are focusing on this opportunity more going forward. In terms of your question around whether we publish ourselves or rely on partners, The answer varies to some extent depending on geography. So for example, in Southeast Asia, as you may know, our affiliate company C Corporation or Garena publishes some of our games successfully. And the answer will also depend to some extent on the nature of the game. So we're in the process of iterating and finding out the best solution, but we're very happy with Arena Revada and with Stimulating Battlefield Field in particular and we were very happy with some of our local publishing partners such as C Corporation.
With regard to eSports, you're correct to observe that some of our games, particularly League of Legends, have become a very widely watched esports in their own right. Up until this point in time, our focus is still largely on utilizing esports as a way of boosting engagement among existing users of the game and also to some extent driving interest among new players of these games. We're aware that there should be that there could be and there should be substantial monetization opportunities around eSports and we've made some experiments in that direction with League of Legends in particular. But in general, our philosophy is still to use eSports primarily as a way of rewarding the players of these games re stimulating interest among lapsed players of the games and stimulating interest among new players of the games.
Thank you. The next question comes from the line of Alex Yao from JPMorgan. Please ask your question.
Hi, good evening management. Thank you very much for taking my question. I have a follow-up question on the gaming business. On the PC side, we understand last year Q1 base was a bit tough and you delivered a flat PC gaming revenue this quarter. How do you think about monetization outlook for PC gaming for the rest of the year?
And then on the mobile gaming side, while you drive gamer growth through the tactical tournament games, what's the monetization strategy before you monetize those large DAU games? And also, what's holding you back in monetizing the mobile survival shooting game? Thank you.
I think on the PC game, right, and as we have repeatedly saying, there is a shift in terms of user time from PC to mobile. So I think there is a seasonal boost in terms of our PC revenue in the Q1. But I think if you look into the future, I would say the shift of the user time from PC to mobile will continue. And I think that revenue will probably be under pressure because of this issue. Now in terms of the tactical tournament game, I think we're very happy to report that and you have really nailed this genre, which is probably the biggest opportunity after the mobile opportunity in the gaming industry in the past 5 years.
And we have gained a lot of user base both through our self developed mobile game in cooperation with our partner as well as through our large strategic investment in Epic. Now in terms of the mobile game that's operating in China, it's pending regulatory approval for monetization. So there is going to be an uncertain amount of time before we can start monetizing. Now we do believe this is a matter of when. So we're working very hard to try to get the regulatory approval.
But for the moment, since it's not monetizing and it's a very big DAU, the financial result will have to wait. But as it comes to tactical tournament as a genre, we believe that what Fortnite has done is a good example, right. Through Seasonal Pass is a number of different item monetization, Epic has been able to achieve quite satisfactory monetization in that game genre. And we believe when the time comes when we can actually monetize, there should be a pretty significant opportunity around monetization.
Thank you. Next question comes from the line of Karen Chan from Jefferies. Please ask your question.
Thank you, management for taking my question. So just a follow-up on the game, since we have already started pre registration for Fortnite in China, So do we have any target timeline on that? And also my second question would be, we noticed that there has been recent rollout of new ad formats within mini game like short video ad. Any update on monetization progress so far? And how big of a monetization potential should we be expecting mini game on both advertising and in game item purchase?
Thank you very much.
In terms of Fortnite, we have indeed started pre registration and we're in the process of getting approval of the game for launch in China. The timing is not completely set yet. So I think we have to wait for the next announcement to ascertain the time for the launch. Now with respect to monetization on mini games, I think we are testing the water in terms of monetizing the mini games and over time I think we do want to create an ecosystem in which the app developers, the mini game developers can actually generate revenue right now, so that ecosystem will become prosperous. So we would more look at this as an opportunity for us to make sure that the mini games ecosystem is strong and vibrant.
It is going
to create some revenue for us, but I think a lot of the revenue opportunity we do want to make sure that it's for the ecosystem itself. Now in terms of the item sales at this point in time it's only opened in limited extent on Android. So I think again it's more of a testing of the monetization system so that we can generate some revenue for the mini games developers.
Thank you. The next question comes from the line of Piyush Mubayi from Goldman Sachs. Please ask your question.
Thank you for taking my question. How should we think of the range of monetizations of the PC games we've seen in the overall number that we saw reported for the Q1? And I mean the range being Dungeon and Fighter's number versus what the rest of the universe implies. If you could just shed some color on that, it would be great. Thank you.
Piyush, could you rephrase the question perhaps just so we're clear what you're asking?
So it appears through NEXON's filings that Dungeon and Fighter did well in the Q1. And if you take that revenue line out of your PC revenue reported for the quarter, it appears that the rest of the PC portfolio you have has done rather has not performed as well. So how would you explain the range of performances between these two sets of games?
Well, I
think that there's a few variables to think about when you're drawing that comparison. The Dungeon and Fighter is an incredibly important game for us and we're very pleased with its ongoing success. But one variable is that typically the developer of a game will report revenue on a sort of a cash in that quarter basis versus we will defer the cash in that quarter over the amortization period. So there may be a time lag between spikes in revenue that a developer reports versus spikes in revenue that a publisher reports. A second factor is that there are some specific PC games where we have a catalog of virtual items and at times we put that catalog to work more aggressively and other times we seek to restock that catalog and for some of our PC games we're in the restocking process this year.
And then thirdly, as Martin mentioned, the PC game industry as a whole is under pressure in China because of the increasing quality of mobile games. Now it is very gratifying to us that Dungeon and Fighter is doing so well and particularly gratifying to us that it's doing so well in its 10th year of life. But for other games, there can be more revenue volatility because of that headwind from users playing mobile games.
Thank you. The next question comes from the line of Eddie Leung from Merrill Lynch. Please ask your question.
Hey, guys. Good evening. I have a question on the competitive environment about mobile news. So how do you think about your positioning in the segment right now versus a year ago? You've given certain changes in some of the apps.
And how do you think about the industry structure in the future? We would be concentrated or fragmented. Any insights would be helpful. And then may I just have a quick follow-up on the operating cash flow. Could you share a little bit more color about the year on year decline in the operating cash flow?
You mentioned a couple of factors. So I'm just wondering which one would be the most important one. Thank you.
Eddie, I think what you meant is really the news feed industry and I would say that the news feed industry had actually sort of experienced a lot of new developments in the past year. I think broadly speaking when we started before the news feeds come into play, right, there's the news app and there's also official accounts which is within WeChat and both of them were very vibrant and especially the official account, it actually gave rise to a large number of self media, which then the news feed industry actually took and by providing machine learning capability and providing customized feed, it's a more efficient way of providing content to users. And that news feed industry started with text and photo and that's the content format. Now if you look at in the past year, I think the text and photo format has really reached a peak in terms of daily users and engagement. And then there is a new format coming out which is short video and that has captured quite a bit of user time.
And then another media format actually came around which is the media video, right. Short video is a content format in which it ranges from 1 to 5 minutes, whereas a mini video is a vertical video format which usually is 15 to 30 seconds. And that's where we stand in terms of sort of the evolution of the entire industry. Now if you look at Tencent, I think in news itself right as a media we continue to lead the industry with our news app, with our WeChat and QQ plug in. Our official account continues to generate a lot of page views every day.
Now in terms of we also recognize the importance of having a news feed which can actually provide information and all sorts of different media content to users on a customized basis. So that's why we have been curating our own news feeds within our different social and media platforms. And most notably, we have done it very successfully through KanDian. And as we have disclosed in the prepared remarks, our KanDian DAU is already in the 80,000,000 DAU category and has grown very strongly from last year. And in addition to the distribution platform, we're also working on the multiple media format front and we have started to provide much more short video through our news feed, be it in KanDian or mobile browser or in our top stories within WeChat as well as our news apps and Kuaibao.
And at the same time, we have just re launched our mini video platform Weixi. And I think the mission of Weixi is really to provide short mini video this format content to the different distribution platforms within our own social apps and browser apps. And I think as we have said, Weixin believe it has the advantage of in addition to get the PUGC content in the market, we can also get access to our long video and music and sports and variety show, we have a lot of very exclusive content that can be reformatted into a mini video format and at the same time for Weixi, it's not just for its distribution, it will be distributing across all our different newsfeed platforms. So we'll be putting quite a bit of investment into Weixin and we feel pretty good about its prospect over time.
In terms of the operating cash flow, if we compare a year on year basis, the bigger impact would be the payment related type of thing followed by the tax as well as the yen bonuses. I'll explain a little bit here. In terms of the payment fees in relation to payments, the reason for having such a big amount of payment this quarter was because usually we accrued all this on a monthly basis, while the payment from time to time it might be different in some years it might be end of the year and in some years it might be Q1. So there's a bit of deferral in payment this year that's why we see a big dip in the operating cash flow in relation to this. And for the tax, usually we of course we accrued on a monthly basis and we pay some of the provisional tax during the year and usually after the closing of year there will be a larger payment that will take place in quarter 1 and this impacts the operating cash flow for this quarter.
And of course for the bonus payments, as you see we have more people this year which is last year and the total staff cost actually increased by 29% year on year. So this is quite natural that it will increase year over year.
Thank you. The next question comes from the line of Alicia Yap from Citi. Please ask your question.
Hi, good evening management. Congrats on the strong result. Thanks for taking my questions. I have a question related to the overall mini program ecosystem. We are increasingly hearing from various of your partners regarding helping their brands or the merchants on their existing platform to set up mini program or official account within the WeChat ecosystem.
Should we be worried that that could be too crowded among brands and retail eventually? Are there any checks and balances that the company will be putting in place to ensure the user experience balance is well in control. And for that part, in addition to payment settlement fee income and maybe potential some advertising revenue, What could be other potential monetization opportunity from those retail official account? Thank you.
Well in terms of Mini Programs, I think the original design mission is actually for the mini programs to be very light. It's very easily discoverable by users. It can be invoked very easily, used very easily and then once the usage is done, it disappears. So I think that's the design philosophy and as a result you can see we have not provided a long term position for the mini programs that you have used. We try to hide it from the user interface.
But in order to provide an easy access, we do have this new pull down menu for recently used mini programs. So I think it should not suffer from the problem of overcrowdedness And especially we are trying to enable each one of the Mini Programs to have its own way to reach its customers and I think the most natural way for mini program to really spread is, 1, the provider has got these access paths with the users and 2 is through social Now in terms of the Now in terms of the monetization, I think at this point in time we're thinking less about monetizing Mini Programs directly. We're more thinking about how do we enable the ecosystem to grow stronger over time. And we believe that if the mini program ecosystem really grows strongly then a lot of our existing monetization models will benefit, right. For example, payment will benefit, for example, our advertising system will actually benefit.
And as a result, we felt that's a more natural way for us to benefit our other existing businesses and also our cloud business will also benefit as a result of Mini Programs proliferating. Finally, we also felt that Mini Program is a very good and synergistic way for us to promote apps. If you look at mini games, we believe that mini games will help to promote the discovery as well as the download of a lot of heavier native app games. And in addition, as I said earlier, we believe that a lot of companies and developers who otherwise would not be developing and stand on native app will now be able to develop a very light mini program first and if we can get enough users then they will move on to developing the native app which we believe is also a good way for us to enrich our overall ecosystem.
Thank you. The next question comes from the line of Wendy Huang from Macquarie. Please ask your question.
Thank you. Just a few quick questions. The first is on the payment. So this quarter payment achieved a triple digit growth and also the gross margin record high at 25%. But with all the regulations that you expected April 1 and also the competition from Alipay heating up, how should we expect the revenue momentum as well as the margin trend for the others 1, I.
E. The payment plan? And also on the e commerce front, currently you're having lots of new retail partners. For example, in retail wallet, you're having both small Guji and VIP shop. So what's your different strategies or approach when you're dealing with the different partners in the same areas?
Thank you.
I think in terms of payment, we are pretty pleased to see that there is an increased adoption of our payment solution in the offline world and we do believe that our market share has been quite substantial and sustained. Now in terms of the competition, yes, it's a fact, a matter of fact that the competition is actually very heavy and there have been a lot of subsidies provided in the market by our market peers. And as a result, we actually have to follow suit. So we are already spending quite a bit of money in terms of subsidy and a part of it affects our overall tick rate and part of it is actually in the promotional expenses within our financials. So we do believe this level of subsidy will continue in the near term future because it is indeed a very big opportunity and we expect our all industry participants to be investing heavily in this market.
But on the other hand, we also believe that the fact that there's a lot of subsidies and promotional expenses help to expand the market, which benefits everybody. And at the same time, we believe that because of our unique positioning within social payment and within convenience for users and we have a pretty distinctive advantage in the market. Now in terms of e commerce partners, we do offer entry points in our wallet to different e commerce partners. I think each one of these e commerce partners have got their pretty distinctive positioning of the merchandise they produce as well as the way they market their products. And so what we are doing is really sort of providing the entry point and be an enabler.
We will help them to make their distinctive feature more distinctive and if there is a word-of-mouth effect that can be generated from the distinctive position and their merchandise, our social network helps to magnify that word-of-mouth effect.
Thank you. The next question comes from the line of Gregory Zhao from Barclays. Please ask your question.
Hi, management. Thanks for taking my question and congratulations on the strong quarter. So my question is a follow-up question about the user time spent. So just a large picture question about the industry. So while we see Weixin QQ on off Kings and some other of your flagship apps are taking a lot of user time spent.
So we're also seeing a variety of new functions and also competitors in the areas like long video, short video and other entertainment sections. They are also taking some user time spend. So can you help us understand overall the industry dynamics of the user time spending shift and such as how the increase in time spent on gaming and or short video may affect each other and as well as the long video and other entertainment functions? Thank you.
I think first of all, overall I feel that the amount of time that people spend online have been increasing. Now with respect to specific apps, I think you're probably referring to the short video and mini video if I have to take a guess. And I would say with respect to this type of apps, our observation is that number 1, it's mainly a content business, so it doesn't have much impact on our social user activity. And most of these content is actually in the category of PUGC, which straddles between PGC, professionally generated content and UGC. And as you know, we traditionally very strong in terms of the PGC as evidenced in our leadership in news, in video, in music and in literature and sports.
And I think the PGCs actually don't get affected that much. If you look at our video platform as an example, we have mentioned that our video view is actually grew by 60% year on year. So it been growing in terms of both DAU as well as overall average user as time spent per user. So I think my guess is the short video and mini video is actually taking some time from the non Internet time of users, 1. And 2, it's getting some time from the more PUGC content platforms.
Thank you. And with the time constraint, may we accept the last three questions?
Next question comes from the line of Jin Yu from Mizuho. Please ask your question.
Hi, good evening guys. Now that you've invested quite a bit into video content including short form video and revamped the news feed, How should we look at the trajectory of the kind of the news feed going forward in terms of potentially what you're looking in terms of revenues ad loads or any color behind your outlook on News Feed would be great. Thanks.
On newsfeed, it's definitely a strategic important business for us because we know that this is an efficient way of providing content to users. And very clearly we have distribution strategy which is tying the news feed to our large Internet platforms including our social platform and other content platform. And we also have a content strategy which is trying to get the best PUGC content within photo and tags, within short video and within mini video, while at the same time leveraging our unique access to some of our exclusive content tied in with our long video as well as the PUGC content ecosystem. I think it's actually a long term strategy of pushing ahead. We definitely sort of feel that there's a lot of potential in this area.
We continue to make investment in this area and over time this would help us to provide better content to our users. This will help us to also generate advertising inventories. At this point in time, the ad low in our existing news feeds is actually relatively low. It's only a fraction of our industry peers. And we'll definitely increase it over time.
But I think in line with our philosophy, Whenever there's a product, we want to make sure that user experience comes first. So we will be ramping up our new our ad loads on a measured basis. Overall, I think we look at it as a very long term investment and we'll continue to make progress in this area.
Thank you. The next question comes from the line of Thomas Chong from Credit Suisse. Please ask your question.
Hi. Thanks management for taking my questions. My first question is about the online video with other peers? And my second question is about the trend for the deferred revenue, which we see the growth rate is a bit soft in Q1. Just want to see if any reason on that front.
And my third question is about the trend for the operating expenses for this year. And finally, I just want to get a sense about
I think that's probably enough questions, otherwise you won't have time for your colleagues to ask anything. In terms of the online video landscape, so as you're probably aware, we do indeed frequently share content, swap content, co purchase content with some of the other big online video platforms. That's particularly true for content that is monetized through advertising and particularly true for expensive or high profile content such as recent movie releases. On the other hand, we are increasingly investing in our proprietary content And I mentioned some of the more successful in house content such as PRODUCER-1 hundred and one And that content, which we normally wouldn't share, can be particularly beneficial for driving subscriptions because then the users know that if they want to see that content, they should come to a given platform and it develops loyalty and payment behavior and engagement with that platform. So that's on the online video front.
John on
the revenue? Yes, in terms of the deferred revenue, I don't think it's really soft given that every quarter we still have to amortize some of the business cooperation agreement for some of the companies just JD or whatever and right now there's an increase of about 8% quarter over quarter. So it's quite normal I would say.
Okay, great.
Thank you. This is the last question. Natalie from CICC. Please ask your question.
Hi, thanks for taking my question. My question is regarding the online gaming business. Like lifespan, monetization upside, the sustainability of the robust revenue growth, etcetera? And also, how should we compare the gross margin profile between the mobile self developed mobile games and the licensed computer games? Thank you.
So in terms I apologize, because we didn't hear all of the questions completely clearly. So if you need to clarify, please do. But I think one part of the question was related to the lifespan of some of our big games. And the second part of the question is related to the gross profit margins of our games. Historically, as you would expect, for games where we license the game code, the software, then gross margins would typically be substantially lower versus games where we create the software and IP in house.
And then for games where we license in the IP, but create the software in house, the gross margins would be in between the 2, but typically closer to self developed games. For mobile games versus PC games, there's historically been less gross margin variation than there has for licensed versus self developed games. During 2017, the gross margins on our mobile game portfolio did experience some downward pressure because we began sharing revenue with selected app store partners in situations where the app store is belongs to the handset manufacturer. So that had some impact on our gross margin dynamic. But in general, a self developed mobile game would still be higher gross margin than a licensed PC game.
So I hope that answers the second half of your question. And then in terms of the first half of your question around the life cycle or life span of games, the mobile game industry is really too young for anyone to have an informed point of view at this point in time. But it is interesting to note that within mobile games, the top 10 mobile games in the Western world today include many titles such as Candy Crush and Clash of Clans that have been top 10 titles for several years now. And if we look at the PC game industry, then as we noted in our prepared remarks, Dungeon and Fighter is now entering its 10th year of life in China and is one of the most successful, perhaps the most successful PC game in China by revenue. League of Legends has been in the market for many years and remains highly successful.
And then globally, games such as Counter Strike have been kind of evergreen and persistently success for over a decade. So part of why the game industry is attractive industry is because on the one hand you have these phenomena that really energize players, bring new players into the industry, create a great hit of popular excitement like Fortnite and the tactical tournament games. But on the other hand, you have games like Counter Strike or League of Legends or Dungeon and Fighter or Clash of Clans that build up a large and stable user base over a long period of time and appear to sustain and build that user base loyalty over a very long life cycle.
Thank you. We are closing the call now. If you wish to check out our press release and other financial information, please visit the IR section of our company website. The replay of this webcast will also be available soon. Thank you and see you next quarter.
That does conclude our conference for today. Thank you for participating in Tencent Holdings Limited 2018 Q1 results conference call. You may all disconnect now.