Hello, ladies and gentlemen. Thank you for standing by for the first quarter 2023 earnings conference call for HUYA Inc. At this time, all participants are in a listen only mode. Today's conference call is being recorded. I'll now turn the call over to Ms. Hanyu Liu, Company Investor Relations. Please go ahead.
Hello, everyone, and welcome to HUYA's first quarter 2023 earnings conference call. The company's financial and operational results were issued earlier today and are posted online. You can also view the earnings press release by visiting the IR website at ir.huya.com. A replay of the call will be available on the IR website in a few hours. Participants on today's call will be Mr. Rongjie Dong, Chief Executive Officer of HUYA, and Ms. Ashley Wu, Vice President of Finance. Management will begin with prepared remarks and the call will conclude with a Q&A session. Before we continue, please note that today's discussion will contain forward-looking statements made under the Safe Harbor provisions of the U.S. Private Securities Litigation Reform Act of 1995. Forward-looking statements involve inherent risks and uncertainties. As such, the company's results may be materially different from the views expressed today.
Further information regarding this and other risks and uncertainties is included in the company's prospectus and other public filings as filed with the U.S. Securities and Exchange Commission. The company does not assume any obligation to update any forward-looking statements except as required under applicable law. Please also know that HUYA's earnings press release and this conference call include discussions of our unaudited GAAP financial information, as well as unaudited non-GAAP financial measures. HUYA's press release contains a reconciliation of the unaudited non-GAAP measures to the unaudited, most directly comparable GAAP measures. I will now turn the call over to our VP of Finance, Ashley Wu, who will read today's prepared remarks on behalf of Mr. Dong. Please go ahead.
Hello, everyone. Thank you for joining our conference call today. I'm pleased to deliver the following brief remarks on behalf of Mr. Dong. In the first quarter of 2023, in the soft microenvironment and seasonal headwinds, we achieved steady development, maintaining a stable user scale year-over-year and delivering total net revenue of RMB 1.95 billion and non-GAAP net income of RMB 85.5 million. During the quarter, we continued to make improvements in our content offerings, products, and technologies in preparation for a more favorable market environment ahead. On the user side, HUYA Live mobile MAUs reached 82.1 million in the first quarter, up slightly compared with the same period last year. The first quarter is typically a low season for live streaming activities due to the Chinese New Year holidays.
Furthermore, given China's reopening early in the first quarter this year, users and broadcasters dedicated more time to offline entertainment activities. With this in mind, we continued to spend prudently on promotional and marketing channels, driven a 37% year-over-year decline in sales and marketing expenses in the first quarter. We believe our appealing esports and entertainment program offerings as well as our continued efforts to enhance our products with interactive features help us sustain user engagement during the period. We have been closely monitoring changes in the dynamic market environment and striving to quickly and flexibly refine our content and operational strategies to better meet our users' needs. Let me share with you some updates on our recent product and technology development. In March, we held HUYA BOOM NIGHT , our annual gala event and our first large-scale offline event after more than a year.
HUYA BOOM NIGHT recognizes and rewards our broadcasters, talent agencies, and various business partners, and feature great performances by renowned singers and our most popular streamers. This year, we also introduced a virtual stage for the gala's live broadcast for the first time, representing an upgrade from the virtual esports venue we launched last year. With this virtual stage, online viewers felt as if they were on-site in an immersive live atmosphere. We also added creative interaction features to make this viewing experience even more fun and exciting. For example, viewers accessing the virtual scene were able to join live performers' fan cams, showing their support through their avatar costumes and decorations. Look for their favorite teams.
Virtual viewers also have access to our virtual gravity tools, which allow them to draw pictures and gravity design, and simultaneously display them on the scene of the live stage for the on-site audience to enjoy. Encouragingly, the number of total online interactions and the popularity index of this event on our platform broke the records of previous Galas. We believe future features like this help to promote the integration of online and offline performances, and better enable co-creation and interaction with users. Building on the success of this flagship event, we plan to bring these features to our broadcasters and users in more scenarios in the future. Recently, the interactive game category on our platform has been gaining more traction, as interactive games allow viewers to directly engage with broadcasters and influence game outcomes in real time, creating a highly interactive and engaging experience.
In response to the trend, we have introduced several interactive games through our HUYA Mini Program open platform, enable broadcasters to select and apply those tools during their streaming session. Currently, our most popular interactive games are Battle of Lords and Crashes. Battle of Lords features streamers and relationships built while users participation in competition through gifting and bullet checks. While Crashes offers real-time interaction between broadcasters and viewers from two camps. Although still at an early development stage, our interactive game category is gradually cultivating its core audience. We will continue to release upgrades to our existing tools and welcome additional good quality interactive games to our platform in an effort to bring more monetization opportunities to our broadcasters.
We are also focusing on further building gamist gamification elements and integrating interactive content into live streaming sessions for more dynamic viewing and inter-interaction effects, thereby increasing viewer engagement. As more game titles has received approval in China in recent months, we also plan to diversify our operational activities and deepen our cooperation with game companies to seize the opportunities brought by new game launches. For example, through our Gift Drop feature, broadcasters and viewers can get free exclusive game tools and other free gifts provided by game studios for use in new games such as Undawn, Metal Slug, and Honkai, Star Rail. We are also organizing platform-based competitions for new games, inviting popular broadcasters to participate.
Leveraging our strong ability to monitor new games and our proven success in game promotion, we are confident we can identify and offer attractive new game content and enhance new games popularity, thus further solidifying our leading position in game live streaming markets and increasing our presence in the game value chain. While we're still facing some external uncertainties in the near term, we remain positive about the overall market recovery process. Our efforts across content enrichment, product advancement, and exploration of commercial opportunities, as well as our constant improvements in operational efficiency, are setting the stage for our long-term development. As Tencent recently increased its holding of HUYA shares, we look forward to deeper collaboration with Tencent Group and enjoy the synergies we can create together.
We will continue to seek growth opportunities as the business environment rebounds, with an eye to creating sustainable value for our users, broadcasters, and all other stakeholders. This concludes Mr. Dong's remarks. I will continue with some updates on our content enrichment and diversification initiatives. During the first quarter of 2023, we broadcasted around 55 third-party professional esports tournaments, attracting a viewership of over 400 million. We experienced a gradual uptick in the number of professional tournaments starting from the beginning of this year, the overall quantity of tournaments in the first quarter was lower than that of Q1 last year, primarily due to our stricter content procurement policies and some scheduling disruptions immediately following China's reopening.
Our most popular events during the quarter included LPL Spring, KPL Spring, and CFPL, as well as our exclusive broadcast of LCK Spring and CS:GO tournaments, ESL Season 17, and IEM Katowice. We also broadcasted around 15 self-organized esports tournaments and entertainment PGC shows in the first quarter, generating total viewership of approximately 77 million. Two standouts this quarter were HUYA Chushen Cup for Peacekeeper Elite and HUYA Zhuwei Cup for CrossFire Mobile. Our partnership with CFM enabled our viewers to claim a variety of HUYA custom game tools while watching HUYA Zhuwei Cup matches, showcasing our cross-promotional capabilities. As we strive to enrich our content genre, we launched HUYA Babylon Cup Snooker Tour, capturing the attention of sports fans across our platform.
As always, we will dramatically adjust our offering of self-produced tournaments and programs according to users' interests as we seek to complement the licensed professional content supplied on our platform. In addition, during our annual gala period in March, we hosted an esports event, HUYA BOOM Fight , inviting popular streamers, celebrities, and amateur player in to join competitions among the game titles, including League of Legends, Honor of Kings, and Identity V. Held in Macau, this large esports event not only engaged a wide audience both online and on-site, it also helped promote esports culture exchange among youth groups in the Guangdong, Hong Kong, Macau Greater Bay Area. Next, let me provide some color on our operational optimization efforts.
In the first quarter, our content licensing costs decreased significantly year-over-year and quarter-over-quarter, primarily due to the pricing term adjustments following the amended licensing agreement for LOL matches in January, as well as our reduced procurements and productions of licensed and self-organized content. We also continue to realize savings on broadcaster-related costs and bandwidth usage through detailed ROI analysis and efficient use of technical resources. As a result, we achieved a nice rebound in our growth margin, nearly reaching the first quarter of 2022 level despite lower total revenues this quarter. We also solidified our efficiency gain, reducing our total operating expenses in the first quarter by 26% year-over-year and 7% compared with the previous quarter. Therefore, we narrowed our operating loss and achieved a positive net profit this quarter.
I also would like to point out that while we expect overall tournament content costs to decline this year compared to 2022, tournament content costs will still weigh more heavily in the second half of the year due to the seasonality of event schedule. This may create some ongoing fluctuations in our profit levels. Moving on to our Q1 financial details. Our total net revenues were RMB 1.95 billion for Q1, a decline from RMB 2.46 billion for the same period last year. Live streaming revenues were RMB 1.86 billion for Q1, compared with RMB 2.15 billion for the same period last year. The decrease was primarily due to a decreased number of paying users on HUYA Live as the micro and regulatory environment continued to adversely affect paying user sentiment.
Advertising and other revenues were RMB 8.9 billion for Q1. RMB 313 million for the same period last year. This was primarily due to a significant decrease in content sub licensing revenues, as well as soft demand for advertising services resulting from the challenging microenvironment. As we mentioned previously, following our amended licensing agreement for LOL matches in January, we no longer own the sub licensing rights for LPL matches during the 2023- 2025 period. While the sub licensing of those LPL matches was the primary contributor to our content sub licensing revenues in 2022. Cost of revenues decreased by 21% year-over-year to RMB 1.69 billion for Q1, primarily due to decreased revenue sharing fees and content costs, as well as bandwidth costs.
Revenue sharing fees and content costs decreased by 18% year-over-year to RMB 1.49 billion for Q1, primarily due to the decrease in revenue sharing fees associated with the decline in live streaming revenues and lower costs related to the esports content, as well as content creators. Bandwidth costs decreased by 44% year-over-year to RMB 94 million for Q1. This was primarily due to improved bandwidth cost management and continued technology enhancement efforts, as well as less bandwidth usage as a result of strategic adjustments in our overseas business to remain focused on key markets. Gross profit was RMB 256 million for Q1, primarily due to lower revenues. Gross margin was 13.2% for Q1. Excluding share-based compensation expenses, non-GAAP gross profit was RMB 265 million, and non-GAAP gross margin was 13.6% for Q1.
Research and development expenses decreased by 22% year-over-year to RMB 152 million for Q1, primarily due to decreased personnel-related expenses and share-based compensation expenses. Sales and marketing expenses decreased by 37% year-over-year to RMB 91 million for Q1, primarily due to decreased marketing and promotion fees as well as personnel-related expenses. General and administrative expenses decreased by 16% year-over-year to RMB 58 million for Q1, primarily due to decreased personnel-related expenses and share-based compensation expenses. Other income was RMB 4 million for Q1, compared with RMB 28 million for the same period of 2022, primarily due to lower tax refunds and government subsidies. As a result, operating loss was RMB 51 million for Q1, compared with RMB 60 million for the same period of 2022.
Interest and short-term investment income were RMB 96 million for Q1, compared with RMB 59 million for the same period of 2022, primarily due to increased interest rates. Net income attributable to HUYA Inc. was RMB 45 million for Q1, compared with a net loss attributable to HUYA of RMB 3 million for the same period of 2022. Non-GAAP net income attributable to HUYA Inc. was RMB 86 million for Q1, compared with RMB 47 million for the same period of 2022. Non-GAAP net income margin was 4.4% for Q1. Diluted net income per ADS was RMB 0.18 for Q1. Non-GAAP diluted net income per ADS was RMB 0.35 for Q1.
As of March 31st, 2023, the company had cash and cash equivalents, short-term deposits, short-term investments, and long-term deposits of RMB 10.3 billion. Compare with RMB 10.7 billion as of December 31st, 2022. With that, I would now like to open the call to your questions.
Thank you. We will now begin the question and answer session. To ask questions on the phone, please press star one one and wait for your name to be announced. If you would like to cancel the request, please press star one one. For the benefits of all participants on today's call, if you wish to ask your questions to management in Chinese, please immediately repeat your question in English. One moment for the first question. First question comes from the line of Ritchie Sun from HSBC. Please go ahead.
Thank you for management for taking my questions. I will translate it myself. After reopening, and we've seen more offline entertainment activities coming back. How does it impact online platforms, like streaming platforms like HUYA, in terms of the user behavior as well as the consumption? Thank you.
In the first quarter of this year, the behavior of users and streamers on our platform was mainly affected by the following aspects. Generally speaking, the Chinese New Year period used to be the off-season for live broadcast activities. The frequency of the streamers are usually reduced, with less corresponding events. The viewing was affected. In addition, the Chinese New Year this year was earlier than previous years, coupled with huge infection numbers of the streamers. It affected the behaviors of users and streamers.
With the optimization of prevention and control measures across the country, we noticed that some users and streamers shifted to offline entertainment activities in a compensatory manner, which affected the live streamers as well as the users viewing in the short term, especially the viewing frequency and duration of the long tail users. Thus affected the users' consumption on the platform to a certain extent. We believe that these impacts are relatively temporary. Also on the whole, we expect that our user viewing will gradually recover and become more stable. In the second quarter of this year, there are some short vacations. These vacations had increased the travelings and other entertainment activities taking place to our users and causing some fluctuations to the viewing times on our platforms.
In the future, we'll continue to monitor the users' and streamers' behaviors and to provide appropriate content and operational activities for them.
Despite these external influences, we continue to fine-tune our content and product in order to strive to increase the user participation. We'll be able to maintain a steady growth of our user scale in the first quarter on a year-over-year basis, maintain a prudent spending on promotion in channels. For example, we have upgraded the virtual esports venue launched last year in March, bringing a more interactive virtual stage to the annual HUYA BOOM NIGHT . The total number of online interactions of this activity also exceeded the record of previous parties. This function is also conducive to better integration of online and offline content in the context of an increased offline activities. We also plan to further expand this application of the technologies and offer this function to more live broadcasting scenarios.
The video content and community functions provided on our platforms are also conducive to users consumption of content during the non-live broadcast period during the speaker of the streamer.
Thank you. Let's have the next question, please.
Thank you for the questions. One moment for the next question. Next up, we have line from Yiwen Zhang from China Renaissance. Please go ahead.
Thanks for taking my question. My question regarding this year's revenue trend, can you discuss it in details, including both the live streaming and the non-live streaming revenue? Thank you.
We communicated this in the last quarter's earnings call. The live broadcast revenue in the first half of this year is still relatively weaker on a year-on-year basis, mainly because of the macroeconomic factors and the year-on-year impact of last year's live broadcast policy on the revenue. Although the live broadcast revenue in the first quarter still declined, through our operational efforts, the decline was narrowing down than the previous quarter. As I mentioned earlier, we noticed that the recent increase in offline entertainment activities may also have some short-term influences over the revenue of live streaming activities. We will continue to observe and monitor its impact. We are still really optimistic about the recovery of the overall economic environment, also we remain positive about the future launch of more game titles.
We also hope that by consolidating our position in the live game market, and by seizing the opportunity of new games, we'll be able to promote new forms of live broadcasting, such as live interactive games, and also improve our monetization capability in overseas from live broadcasting. We'll be able to gradually recover the revenue in the subsequent quarters. In terms of advertising and other revenue, if we exclude the impact of the significant decline in copyright revenue caused by the amendment of LOL copyright agreements, advertising revenue in the first quarter was also relatively low due to seasonal and macroeconomic environment. However, we expect that advertising business will benefit from the recovery of the market environment and increase the demand for game advertising brought by the new launch of games.
Its revenue will have an opportunity to gradually recover. At the same time, we'll continue to optimize the video content and game community so as to lay a good foundation for future and subsequent increases of advertisement and monetization on new games, and continue to explore new revenue growth possibilities.
Thank you. Next question, please.
Thank you. One moment for the next question. Next question comes from the line of Lei Zhang from Bank of America. Please go ahead.
Hi. Thanks management for taking my question. My first question is mainly regarding the impact from new game supply to our live streaming business this year. Secondly, can you give us some updates on the cooperation with Tencent? Thank you.
As a live platform for games, HUYA is closely related to the game industry. From the perspective of the game players, the platform can provide opportunity for the players to understand and discover new games and consume the relevant content after playing the game. For the game companies, we are able to help them promote and expand their influence for existing game users to retain and to help the old users to return. With the normalization of game title approval, new game titles will become available in the market. We believe that this will help us to bring more opportunities for user expansion and promotion cooperation opportunities with the game companies.
Because the new games will bring increased supply of live content, and if this content and new games become popular, it will be very conducive to increase the users and to promote their activities on our platforms. We would also like to attract users and improve their viewing levels through diversified activities, including providing launch and viewing incentives, holding platform events, and we can also strengthen in our cooperation with the game companies such as the joint launch of interactive play methods and platform-specific game props, so that we can help the users increase their participation and to strengthen our role in the game industry. Compared with the competitive games such as MOBA or FPS, while these probably would have better live viewing experiences for the users and will be very conducive to accumulating new users.
For other types of games, especially those that are really attractive to users, we would also allocate our resources accordingly according to the launch and viewing data to better meet the demands of our users. The impact of new game titles would have an impact on our revenue as well, even though a little bit slower, because it takes some time for the live broadcasters to accumulate their core users and transform them into paying users. Of course, we would provide some opportunities for them to cooperate and interact with one another through our operational activities on the platforms. As for our cooperation with Tencent, we have always been very close in with Tencent on the business level, especially in the games and events.
Through HUYA featured live interactive function in a number of Tencent-owned games, we have deepened links between game accounts and platform accounts. We help to enhance the activity of the game while bringing users to a better live viewing experiences. With more games coming online, we could also promote those the popularity of those new games and their relative and their relevant live content. For example, recently there's Undawn and Metal Slug as well as Valorant that will soon be launched. We are actively cooperating with Tencent on these games. In terms of esports events, we have established a strategic cooperation relationship with a number of Tencent game events, together with our industry leading live broadcast technologies and activities, we are able to touch and reach a wider range of users.
Also at the same time, we held a number of officially licensed events and tournaments so as to enrich our self-organized events, its contents. We are also exploring new ways of cooperation by utilizing our technologies in audio and video, streamers and game content and etc., so as to have deeper cooperation and generate better synergy with Tencent.
Thank you. Next question please.
One moment for the next question. Next question will come from the line of Jasmine Wang from Credit Suisse. Please proceed.
Thanks management for taking my question. After effective cost control in the 1Q, how should we think about the cost saving in terms of COGS and OPEX for the rest of the year? What is the profitability trend this year? Thank you.
In terms of streamer costs, the overall market competition environment has not changed much from the previous period. We maintained a similar sharing ratio in the first quarter. At present, we had also made some fine-tuning of the sharing policies. These can enables us to provide different levels of sharing according to the performance and demand in different categories. In terms of the signing fees, we continue to conduct a more strict analysis and control of the cost of the signing fees. The cost in the first quarter was reduced. At present, we expect that the future market trend will remain relatively stable and will continue to pay attention to the trend of our competitors and make flexible adjustments to the streamer incentive policy.
在 版 权 赛 事 和 自 制 内 容 成 本 方 面 , 我 们 在 Q1 也 取 得 了 有 效 的 节 约 。 一 方 面 , 由 于 赛 事 采 购 和 制 作 有 更 加 严 格 的 筛 选 , 导 致 数 量 有 所 精 简 。 同 时 我 们 的 一 些 赛 事 价 格 , 尤 其 是 LPL 通 过 版 权 协 议 的 修 订 , 也 有 更 好 的 一 个 条 款 。 预 计 今 年 全 年 的 赛 事 和 自 制 内 容 成 本 相 比 2022 年 会 有 显著 的 降 低 。 当 然 , 赛 事 成 本 也 会 受 到 赛 程 安 排 的 影 响 。 Q2 以 及 下 半 年 对 于 Q1 来 说 , 大 型 的 赛 事 和 活 动 会 多 一 些 , 也 会 为 总 成 本 带 来 一 些 波 动 。
In terms of the cost of copyright events and self-organized content, we had also achieved very effective savings in the first quarter. On one hand, the number of events was reduced due to more strict screening of event procurement and production. At the same time, the prices of some of our events, especially the LPL, enjoyed better terms through the amendment of the copyright agreement. We are expecting that the cost of events and self-organized content in the whole year will be significantly lower than that in the year of 2022. Of course, the cost of events will be affected by the scheduling of the events. There will be more large-scale events and activities in the second quarter and in the second half of the year compared with first quarter.
This will probably bring some fluctuations to the total cost of our copyright events and content.
呃 , 总 体 来 说 , 我 们 一 季 度 的 成 本 优 化 取 得 了 比 较 好 的 进 展 。 尽 管 收 入 降 低 , 那 Q1 的 毛 利 率 较 环 比 有 显 著 的 一 个 提 升 , 并 且 达 到 接 近 去 年 同 期 的 水 平 。 而 从 今 年 全 年 来 看 , 我 们 相 信 毛 利 率 相 较 于 二 零 二 年 会 有 所 提 升 。
Overall speaking, we made very good progress in cost optimization in the first quarter, even though with the decrease in the revenue our gross profit margin in the first quarter had significantly improved from a quarter-over-quarter basis and reached levels similar to the same period last year. From the perspective of the whole year, we believe that the gross margin will improve compared with 2022.
在 运 营 费 用 方 面 , 我 们 Q1 总 的 运 营 费 用 同 比 降 低 百 分 之 二 十 六 , 环 比 降 低 百 分 之 七 。 从 去 年 二 季 度 加 强 降 本 增 效 措 施 以 来 , 已 经 连 续 四 个 季 度 同 比 双 位 数 下 降 , 并 且 在 增 降 费 用 上 都 取 得 了 同 比 的 节 约 。 我 们 计 划 巩 固 现 有 的 在 效 率 提 升 上 取 得 的 成 果 , 并 且 期 待 全 年 的 运 营 费 用 较 二 零 二 年 取 得 持 续 的 优 化 。
In terms of the operating costs, our Q1 total operating expenses decreased by 26% year-over-year and 7% quarter-over-quarter. Since we strengthened our cost cutting and efficiency improvement measures in the second quarter of last year, our Q1 total operating expenses has decreased by double digits for four consecutive quarters. We are hoping to further consolidate the achievements that we had got so far in efficiency improvement and to look forward to have an even better optimization of operating costs for the whole year.
我 们 在 今 年 一 季 度 取 得 了 净 利 润 , 那 尽 管 后 续 季 度 的 利 润 率 有 可 能 由 于 赛 事 成 本 的 季 节 性 影 响 有 一 些 波 动 。 从 全 年 的 角 度 , 我 们 还 是 希 望 进 一 步 缩 减 亏 损 并 提 升 盈 利 能 力 。
We made a net profit in the first quarter of this year. Even though the profit rate probably will be subject to subsequent fluctuations due to seasonality in later quarters, we will aim to further narrow the losses and improve the profitability capability from the perspective of the whole year.
Okay, thank you. Let's have next question, please.
Certainly. One moment for the next question. Next up, we have the line from Thomas Chong from Jefferies. Please proceed.
感 谢 管 理 层 接 受 我 的 提 问 。 然 后 我 的 提 问 就 是 关 于 我 们 应 该 如 何 看 待 目 前 的 一 个 直 播 监 管 环 境 和 它 的 影 响 。 I translate myself. Thanks management for taking my question. My question, how should we think of the current regulation environment on the live streaming and its impact? Thanks.
就 我 们 目 前 的 了 解 , 整 体 的 直 播 监 管 环 境 和 之 前 几 个 季 度 没 有 太 大 的 一 个 变 化 。 对 于 平 台 内 容 、 主 播 和 用 户 行 为 以 及 未 成 年 人 保 护 方 面 的 要 求 一 直 是 比 较 严 格 的 。We are that the highly 持 续 受 到 监 管 的 光 关 注 。 相 信 这 样 做 的 目 的 是 为 了 更 好 地 规 范 行 业 , 促 进 行 业 的 良 性 以 及 可 持 续 发 展 。 在 当 前 环 境 下 , HUYA 会 持 续 对 平 台 上 的 内 容 加 强 监 管 , 以 及 保 持 有 效 的 审 核 机 制 , 引 导 主 播 和 公 会 加 强 合 规 意 识 , 并 且 通 过 技 术 投 入 和 运 营 手 段 提 升 平 台 的 合 规 能 力 。
As far as we understand, the overall live broadcast regulatory environment has not changed much compared with previous quarters, and the requirement for the content, for the behavior of the streamers and users, and the protection of minors have always been relatively stringent from the government. Our industry continue to come under regulatory attention. I believe that the purpose of doing so is to better regulate the industry and to promote healthy and sustainable development as a whole. Under current environment, climate, HUYA will continue to strengthen our supervision and maintain an effective monitoring mechanism for the content on our platform, and to guide the streamers and, the guild to strengthen their compliance awareness and improve our platform's compliance capability through technical investments and operation.
去 年 五 月 的 直 播 相 关 政 策 发 布 后 , 我 们 根 据 政 策 指 引 , 及 时 进 行 了 产 品 和 运 营 的 调 整 , 后 续 直 播 收 入 出 现 了 一 些 波 动. 目 前 我 们 预 计 直 播 收 入 同 比 基 数 的 影 响 将 在 今 年 2Q 之 后 逐 步 减 少. 我 们 也 会 与 监 管 部 门 保 持 积 极 的 沟 通 , 密 切 关 注 相 关 政 策 要 求 , 通 过 运 营 和 产 品 的 动 态 调 整 , 更 好 地 适 应 各 项 政 策 和 要 求 的 发 展.
As you know that in May last year, there was a new set of streaming related policies from the government, and we made adjustment accordingly on our products and operations on time in order to make sure that we meet the policy requirements and therefore cost some fluctuations in the live broadcast revenue in subsequent quarters. We expect that the impact of such policy changes in our revenue will gradually be reduced after the second quarter of this year. At the same time, we will keep an close eye on the policy changes by communicating regularly with our authorities and pay close attention to relevant requirements, and better adapt our product and operations to make sure that we can meet the policy requirements.
Okay, thank you.
Further questions. If there's no further questions, now I'd like to turn the call back over to the company for closing remarks.
Thank you once again for joining us today. If you have further questions, please feel free to contact Huya's Investor Relations through the contact information provided on our website or The Piacente Group, Inc. Investor Relations. Thank you.
This concludes this conference call. You may now disconnect your line. Thank you.