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hot_img Tencent's Q2 revenue reached 204.79 billion yuan, an 11% year-on-year increase, with capital expenditure of 52.78 billion yuan exceeding expectations, and rapid growth in WorkBuddy users

Tencent Holdings released its Q2 2026 financial report, with revenue of 204.79 billion yuan, a year-on-year increase of 11%, slightly exceeding market expectations; Non-IFRS net profit was 68.4 billion yuan, a year-on-year increase of 9%; profit attributable to equity holders of the company was 56.022 billion yuan, a year-on-year increase of 0.7%. Capital expenditure was 52.78 billion yuan, a year-on-year increase of 176%, far exceeding the market expectation of 32.14 billion yuan, mainly used for AI infrastructure investment. The free cash flow for the quarter was negative 13.8 billion yuan; excluding prepayments for AI computing power purchases, free cash flow was 37.6 billion yuan.In terms of business, value-added services revenue was 98.4 billion yuan, a year-on-year increase of 8%, with domestic game revenue at 47.3 billion yuan, a year-on-year increase of 17%, significantly contributed by "Delta Action," "Valorant," and "Lock Kingdom: World"; international market game revenue was 18.6 billion yuan, down 0.8% year-on-year due to exchange rate effects, but up 4% year-on-year when calculated at constant exchange rates. Marketing services revenue was 43.6 billion yuan, a year-on-year increase of 22%, making it the fastest-growing segment; financial technology and enterprise services revenue was 60.3 billion yuan, a year-on-year increase of 9%.Regarding AI products, the report specifically mentioned that WorkBuddy achieved rapid user growth and a healthy user retention rate, with strong user willingness to pay. Its market-leading position is attributed to its strong harness engineering capabilities, a rich selection of models, and an industry-leading skill library. The official version of Hy3 saw a more than 68-fold increase in usage in the week following its launch compared to the previous generation, consistently ranking among the top three globally in terms of OpenRouter token consumption, with plans for a larger parameter scale Hy4 to be released soon. The AI agent Xiaowei within WeChat has initiated a small-scale gray testing. Excluding the contribution from new AI products, Non-IFRS operating profit increased by 19% year-on-year to 86.1 billion yuan. By the end of the quarter, the company's net cash decreased from 146.9 billion yuan at the end of March to 58.2 billion yuan.

hot_img DraftKings Q2 revenue was $1.443 billion, a year-on-year decrease of 5%, with market business growth forecasted to exceed expectations

DraftKings announced its Q2 2026 financial report, with revenue of $1.443 billion, a year-on-year decrease of 5%, mainly affected by customer-friendly sports outcomes and increased customer acquisition promotional spending; net loss of $67.61 million, compared to a net profit of $158 million in the same period last year; adjusted EBITDA was $115 million, down from $301 million in the same period last year. The sports consumer transaction volume reached $13.1 billion, a year-on-year increase of 15%, with monthly active paying users (MUP) of approximately 3.6 million, a year-on-year increase of 9%, and average revenue per monthly active paying user (ARPMUP) decreased by 13% to $132.CEO Jason Robins stated that the market business has exceeded expectations since its launch in December last year, with relevant customer metrics performing similarly to sports betting, showing strong user acquisition and retention, and the super app has been launched nationwide. The company maintains its guidance for full-year revenue of $6.5 to $6.9 billion and adjusted EBITDA of $700 to $900 million. DraftKings currently offers mobile sports betting services in 27 states and Washington D.C., and Puerto Rico, covering approximately 53% of the U.S. population, with iGaming available in 5 states. The Canadian market has covered Alberta and Ontario, accounting for about 51% of the Canadian population.
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