Chinese social media and gaming giant Tencent announced for the first time the contribution of its elementary school student population to its gaming business in its second-quarter earnings report released today.
Minors under the age of 16 accounted for 2.6 percent of its online game revenue streams in China, including just 0.3 percent from elementary school students under the age of 12, the company said.
Tencent's gaming revenue in the second quarter was RMB 43 billion ($6.63 billion), up 12 percent from a year earlier.
Its total mobile game value-added service revenue rose 13 percent to RMB 40.8 billion, while revenue from personal computer client games rose 1 percent to RMB11 billion.
The company achieved revenue of RMB 138.3 billion in the second quarter, up 20 percent year-over-year, and net profit of RMB 34.039 billion, up 13 percent year-over-year.
In the first half of 2021, it achieved revenue of RMB 273.56 billion, up 23 percent year-over-year, and net profit of RMB 69.157 billion, up 17 percent year-over-year.
Tencent Weixin and WeChat's latest combined monthly active accounts increased to 1,251.4 million in the second quarter, while QQ's monthly active accounts on mobile terminals were 590 million, down 8.8 percent year-over-year.