Who wants to play League of Legends with me? 谁想和我玩英雄联盟呀?

腾讯发布全年财务业绩,游戏业务总收入达270亿美元,占总收入31%。国内游戏收入增长6%,达202亿美元,国际游戏增长31%,达71亿美元。未成年人游戏时间下降88%,占总游戏时间的0.9%。公司强调《王者荣耀》等游戏的成功,以及对国际市场的新游戏和内容开发。第四季度收入增长放缓,但国际游戏业务持续增长。
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At a glance:

    速览:

  • Full-year games revenues up to $27 billion, accounting for 31% of $87.9 billion total revenues

    全年游戏收入高达270亿美元,占879亿美元总收入的31%

  • International games show largest growth, but domestic games still lead at $20.2 billion in 2021

    国际游戏增长最快,但2021年国内游戏仍以202亿美元领先

  • Time spent by young people playing games down 88% year-on-year due to Chinese government restrictions and Tencent's related measures

Chinese megacorp Tencent has released its full-year financial results, showing total revenues from its games businesses have risen to RMB 174.3 billion ($27 billion).

中国大型企业腾讯发布了全年财务业绩,显示其游戏业务的总收入已升至1743亿元人民币(270亿美元)。

Domestic games accounted for 23% of this at RMB 128.8 billion ($20.2 billion), showing year-on-year growth of 6%.

国内游戏占比为23%,为1288亿元人民币(202亿美元),同比增长6%。

While it only accounted for 8% of total games revenues, international games showed the strongest growth: up 31% year-on-year to RMB 45.5 billion ($7.1 billion).

虽然它仅占游戏总收入的8%,但国际游戏显示出最强劲的增长:同比增长31%,达到455亿元人民币(71亿美元)。

Combined, video games account for 31% of total revenues taken across all of Tencent's businesses last year, which was reported at RMB 560.1 billion ($87.9 billion) -- up 16% year-on-year.

去年,视频游戏占腾讯所有业务总收入的31%,为5601亿元人民币(879亿美元),同比增长16%。

Operating profit came in at RMB 159.5 billion ($25 billion, up 7%), while full-year profit held steady at RMB 127.9 billion ($20.1 billion, up 1%).

营业利润为1,595亿元人民币(250亿美元,增长7%),全年利润稳定在1279亿元人民币(201亿美元,增长1%)。

Tencent cited flagship title Honor of Kings as a particularly strong source of revenue, as well as new launches League of Legends: Wild Rift and Fight of the Golden Spatula. These partly offset declines in revenue seen by Moonlight Blade Mobile and Peacekeeper Elite, the repurposed PUBG Mobile themed around the Chinese military.

腾讯将旗舰游戏《王者荣耀》列为特别强劲的收入来源,以及新推出的《英雄联盟:狂野裂痕》和《金铲之战》。这些部分抵消了Moonlight Blade Mobile和Peaceer Elite的收入下降,后者是以中国军方为主题的重新利用的PUBG Mobile。

The company also gave insight into the effect of various measures it has taken to reduce the time young people spend playing its games, driven in no small part by new government regulations brought in last year.

该公司还深入了解了为减少年轻人玩游戏所花费的时间而采取的各种措施的效果,这些措施在很大程度上是由去年出台的新政府法规推动的。

Total playing time for minors was down 88% year-on-year, meaning young people accounted for 0.9% of the total time spent playing Tencent's domestic games.

未成年人的总上场时间同比下降了88%,这意味着年轻人占腾讯国产游戏总时间的0.9%。

Total grossing receipts from minors was down 73% year-on-year, accounting for 1.5% of all grossing receipts from domestic games.

未成年人总收入同比下降73%,占国内游戏总收入的1.5%。

Elsewhere, Tencent claimed it developed and/or operated five of the ten most played mobile games in the world last year, and highlighted League of Legends-based Netflix animated series as Arcane as another key success for its games business. It is currently looking into developing new games, animated series and movies based on Honor of Kings.

在其他地方,腾讯声称它去年开发和/或运营了全球十大最受欢迎的手机游戏中的五款,并强调基于英雄联盟的Netflix动画系列作为Arcane是其游戏业务的另一个关键成功。它目前正在研究开发基于《王者荣耀》的新游戏,动画系列和电影。

Another highlight was Pokemon Unite, which passed 50 million downloads by December 2021.

另一个亮点是Pokemon Unite,到2021年12月,它的下载量超过了5000万。

Tencent also reported its results for the three months ended December 31, 2021, the fourth and final quarter of its fiscal year.

腾讯还公布了截至2021年12月31日的三个月的业绩,这是其财年的第四个也是最后一个季度。

Total revenues rose 8% year-on-year to RMB 144.2 billion ($22.6 billion), with Reuters reporting this is the slowest quarterly growth since the company went public in 2004.

总收入同比增长8%至1442亿元人民币(226亿美元),路透社报道这是该公司自2004年上市以来最慢的季度增长。

This is partly down to decreases in operating profit -- down 13% to RMB 33.2 billion ($5.2 billion) -- and quarterly profit -- down 25% to RMB 25.8 billion ($4 billion).

这部分归因于营业利润下降 - 下降13%至332亿元人民币(52亿美元) - 以及季度利润 - 下降25%至258亿元人民币(40亿美元)。

Domestic games revenues for the quarter remained relatively flat at RMB29.6 billion ($4.6 billion, up 1% year-on-year).

本季度国内游戏收入相对持平,为296亿元人民币(46亿美元,同比增长1%)。

Meanwhile, international games revenues rose 34% to RMB 13.2 billion ($2.1 billion). This was attributed partly to the launch of new content for Valorant and Clash Royale.

与此同时,国际游戏收入增长34%,达到132亿元人民币(21亿美元)。这部分归因于Valorant和Clash Royale的新内容的推出。

"2021 was a challenging year, in which we embraced changes and implemented certain measures that reinforced the Company's long-term sustainability, but had the effect of slowing our revenue growth," said chairman and CEO Ma Huateng.

“2021年是充满挑战的一年,我们接受了变革并实施了某些措施,这些措施加强了公司的长期可持续性,但产生了减缓我们收入增长的效果,”董事长兼首席执行官马化腾说。

"Despite financial headwinds, we continued to make strategic headway, including driving widespread adoption of our enterprise software and productivity tools, increasing content creation and consumption in our video accounts, and expanding our international games business."

“尽管面临财务逆风,我们继续取得战略进展,包括推动企业软件和生产力工具的广泛采用,增加视频账户中的内容创建和消费,以及扩大我们的国际游戏业务。

Tencent owns several major games businesses around the world, including Riot Games, Sumo Group, Turtle Rock Studios, Sharkmob, Funcom, Wake Up Interactive, and Leyou (which in turn owns Athlon Games, Digital Extremes and Splash Damage).

腾讯在全球拥有几家主要的游戏业务,包括Riot Games,Sumo Group,Turtle Rock Studios,Sharkmob,Funcom,Wake Up Interactive和Leyou(后者又拥有Athlon Games,Digital Extremes和Splash Damage)。

It also holds stakes in Activision Blizzard, Ubisoft, Supercell, Roblox, Epic Games, Netmarble, Paradox Interactive, Remedy Entertainment, Dontnod Entertainment, Bloober Team and Playtonic Games.

它还持有Activision Blizzard,Ubisoft,Supercell,Roblox,Epic Games,Netmarble,Paradox Interactive,Remedy Entertainment,Dontnod Entertainment,Bloober Team和Playtonic Games的股份。

Most recently, it became a majority investor in Rime developer Tequila Works, took minority stakes in Riffraff Games (formerly Studio MayDay) and Offworld Industries, and acquired 1C Entertainment and Improbable's Inflexion studio.

最近,它成为Rime开发商Tequila Works的主要投资者,收购了Riffraff Games(前身为Studio MayDay)和Offworld Industries的少数股权,并收购了1C Entertainment和Improbable的Inflexion工作室。

At the tail end of last year, it launched a new publishing label, Level Infinite.

去年年底,它推出了一个新的出版品牌Level Infinite。

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