Matters:
The 3Q24 financial report was released, and the operating side met expectations; the net profit from non-operating accounts to the mother exceeded expectations.
The company achieved revenue of 167.2 billion yuan, YOY +8%, and QOQ +4%, in line with expectations; achieved gross profit of 88.8 billion yuan, YOY +16%, and QOQ +3%, in line with expectations; achieved net profit of 59.8 billion yuan under the NON-IFRS scale, YOY +33% and QOQ +4%, exceeding expectations by about 10%.
Commentary:
Online game business: Core products are growing steadily, and turnover is gradually released as revenue. 1) The game business in the international market achieved revenue of 14.5 billion yuan, YOY +9%, which is slightly lower than market expectations. “PUBGM” and “Brawl in the Wild” still achieved good performance this quarter. The release of “VALORANT” drove sales YOY of +30%; the revenue growth rate was still significantly higher than the revenue growth rate, but the retention rate of some games increased, leading to a corresponding extension of the revenue deferral cycle. We expect revenue to be gradually released in the next quarter; 2) The game business in the local market achieved revenue of 37.3 billion yuan, YOY +14%, slightly exceeding market expectations. It is expected to be mainly driven by DNFM's flow confirmation and steady upward performance of leading products. 3) Recently, PR has been launched for various products. The pipeline stocks various products such as “ONE PIECE's Ambition”, “King's Glory World”, and “Under Stranger People”. The pipeline is combined with the revenue released in the early stages, and I am optimistic about the determinism of the growth rate for the next 2 quarters.
Social networking business: In line with expectations, it is expected to be mainly driven by the expansion of domestic mobile games and applet games.
The social networking business achieved revenue of 30.9 billion yuan in the quarter, YOY +4%, and QoQ +2%, in line with expectations.
On the one hand, it has benefited from an increase in domestic mobile game revenue that has been confirmed in the social networking segment, and on the other hand, it has benefited from applet game sales and TME membership revenue, which was partly offset by the decline in the live streaming business.
Marketing service business: Driven by the WeChat system, revenue is in line with expectations. The quarter achieved revenue of 30 billion yuan, YOY +17%, and the QOQ remained basically the same. It is still expected to be mainly driven by the increase in the contribution of advertising slots such as video accounts, applets, and search in the WeChat system; in addition, the Olympics also contributed a small increase in brand advertising revenue. Although GPM still increased year over year, it declined slightly from month to month. It is expected mainly due to one-time expenses for Olympic content costs, and we expect it to resume in the future.
Fintech and corporate services business: Mainly under macroeconomic pressure, slightly lower than expected. Total revenue for the quarter was 53.1 billion yuan, YOY +2%, and QOQ +5%. Among them, overall revenue from fintech services remained flat year-on-year, and the operating side was in line with the macro environment; the year-on-year growth in the enterprise service business was mainly driven by the increase in e-commerce service fees for cloud services and live video channels.
Profit forecast and investment advice: We adjusted the company's 24-26 revenue forecast to 658.6/717.9/771.3 billion yuan (the original forecast was 661.1/718.9/773.3 billion yuan), YOY +8%/9%/7%; adjusted the NON-IFRS net profit forecast to 222.3/251/276.1 billion yuan (the original forecast was 218.6/244/271.1 billion yuan), YOY +41%/13%/10%. “Following the adjustment of the NON-IFRS EPS forecast to 24.24/28.09/31.69 (the original forecast was 23.82/27.28/31.08 yuan), YOY +45%/16%/13%. The target valuation level for NONIFRSEPS 18xPE in 25 years corresponds to a target price of HK$546.60, maintaining a “recommended” rating.
Risk warning: macroeconomic fluctuations; product launch progress falls short of expectations; industry competition intensifies; industry regulation is getting stricter