TENCENT Reports 2025 Gaming Revenue of 241.6 Billion Yuan, Up 22% Year-on-Year

Deep News
03/18

TENCENT Holdings released its financial results for the fourth quarter and full year of 2025. The report highlighted that gaming AI is effectively accelerating content production, improving user experience, and enhancing marketing efficiency. In 2025, TENCENT's gaming business revenue reached 241.6 billion yuan, representing a year-on-year increase of 22%. Revenue from the domestic market grew by 18% annually to 164.2 billion yuan. International gaming revenue surpassed the 10 billion U.S. dollar milestone, increasing by 33% year-on-year to a record high.

For the fourth quarter specifically, domestic gaming revenue rose by 15% year-on-year to 38.2 billion yuan. This growth was primarily driven by revenue contributions from "Delta Action" and "Valorant" (on PC and mobile platforms), as well as incremental revenue from "Wuthering Waves." International gaming revenue increased by 32% year-on-year to 21.1 billion yuan, mainly due to revenue growth from games under Supercell and "PUBG Mobile," alongside incremental overseas revenue from "Wuthering Waves."

The financial report also specifically noted that gaming AI is effectively speeding up content creation, enhancing user experience, and boosting marketing effectiveness. Currently, several of TENCENT's games, including "Honor of Kings," "Game for Peace," and "Delta Action," have integrated AI to enrich player experience and improve game quality.

Among these, "Game for Peace" announced that the cumulative number of users who have experienced all its AI NPC gameplay features reached 110 million. The peak daily active user count for these features hit 17.7 million, with single-session message interactions reaching up to 70 rounds and a microphone usage rate of nearly 75%, further enhancing player engagement.

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