Kaisun Holdings Limited's GIRLGAMER Esports Festival 2019 World Tour: the final phase starts now
Malaysian Champions Emerge At The Taiwan Excellence Esports Cup (TEEC) Grand Finale
"Seagoing+E-sports Competition" will Become Boyaa Interactive's Double Engine of Future Growth
Vodafone partners with Ubitus to launch GameNow(R) 5G Cloud Gaming Service in Italy
Real Fishing VR Holding Savings Event for Online Gaming Enthusiasts
STUMPER, a VR Rhythm Game features tracks from famous EDM artists from Asia
Three-Time Champion Nabbed Another Golden Win in Celcom Game Hero
Hong Kong Digital Entertainment Association Launches First-ever "Hong Kong Pavilion" in "Tokyo Game Show 2019"
JFI Games will showcase its new game at the 'TOKYO GAME SHOW2019' B2B
Global Launch of "The Lost", a Shooting Action VR Game by Tomato VR
Fist of the North Star LEGENDS ReVIVE Launches Globally for iOS and Android
TOKYO, 5 September 2019 – SEGA today announced that Fist of the North Star LEGENDS ReVIVE has now made its debut in global markets on iOS and Android. Developed under the supervision of Tetsuo Hara, Fist of the North Star LEGENDS ReVIVE aims to be the ultimate way to re-experience the story of Fist of the North Star. It recreates the story of the original best-selling manga in painstaking detail right from the very first chapter. Old-school fans and newcomers to the series can experience the dramatic story like never before through 3D pre-rendered and comic-like cut-scenes. Designed as an action RPG, the story takes place in an era when Hokuto Shinken’s most deadly martial art was believed to be lost. By gathering the fragments of stone monuments, all characters, including Kenshiro, Raoh and many more become playable. Players will be able to create their own dream team. The pre-registration that started in June has exceeded 700,000 pre-registrants! As a reward, all users will receive the character “Rei” as well as many other useful items.
Wonderland Kazakiri Inc. comes to TGS2019 with BQM Block Quest Maker COMPLETE EDITION
This year, Wonderland Kazakiri Inc. will be exhibiting BQM - BlockQuest Maker COMPLETE EDITION at TOKYO GAME SHOW2019. This game is an RPG dungeon maker, which enables you to create and play dungeons, at core and thanks to very intuitive editor you don’t need special skills in programming to do that. From kids to adults who love retro gaming, everyone can challenge the world and his very own imagination. BQM - BlockQuest Maker COMPLETE EDITION is a full package with two DLCs added. With this content comes over 500 map and event parts! The types of dunegons that can be created are endless, ranging from puzzles, through action to story RPGs. And even though no programming skills are necessary in order to be ble to play this game, it sure can help in developing logical thinking as it is using system of connected gimmicks to create certain mechanisms. It’s like learning through pictures, it’s fun! What is more, created dungeons can be released throughout the world and, as of the end of August, the player created dungeons amass to 20 000, which you can access when buying the game. At the same time as the COMPLETE EDITION is released, the second DLC „CYBER CENTURY” will be distributed. With many Sci-Fi like map parts and new monsters, the new system events are also included. In this DLC lasers enable new type of attacks (in diagonal direction) and new type of "shoot'em up" dungeon can be created. Moreover, the „in dungeon” currency system has been implemented and the range of choices for the RPG type dungeon has been expanded. At the TGS2019 booth, you can try out the latest BQM with the new CYBER CENTURY expansion so feel free to stop by and give it a try!
Acer Unveils Planet9, a Next-Gen Esports Platform
Planet9 is an open community that allows gamers to build their team, train for excellence, and challenge for victory BERLIN, Sept. 4, 2019 /PRNewswire/ -- Acer today unveiled Planet9, a next-generation esports platform, at its next@acer global press conference. Planet9 is an open community that allows gamers to build their team, train for excellence and challenge for victory. It is currently in closed beta, and will enter open beta on January 30, 2020. "Planet9 is a next-generation esports platform that encompasses what competitive and casual gamers need to level up and participate in esports below the professional tier," said Andrew Chuang, General Manager, Esports Services, IT Products Business, Acer Inc. "Building on Acer's strength in hardware, software, and services, Planet9 will provide insights to complete the experience for gamers around the world." Planet9 opens up esports to amateur and casual players seeking to participate, allowing them to learn from the pros, understand their strengths and weaknesses, connect with fellow gamers in the community, and participate in online tournaments. Build Your Team The foundation of Planet9 is its community features, which allows gamers to meet and group with fellow gamers who are on the same path. They can add friends, follow people they are interested in, and receive recommendations on who they can play with based on game played and complementing skills. For teams, functions such as a chatroom and sharing of game tactics allow the group to bond and learn from each other. Train for Excellence Planet9 provides a series of features to help gamers level up their skills, whether to hire a coach to give individual guidance, play alongside veteran gamers, clock some more hours with friends at similar levels, or see advanced game statistics to track their performance. Coach: The Coach feature allows gamers to learn from pro players and skilled gamers. Gamers can select their ideal coach based on game statistics, language, rating, and hourly rate. Coaches can review the gamer's game statistics to tailor-make a course, enhanced by screen-sharing, video/voice chat, and VOD upload features to playback those moments that need perfecting. Carry: Gamers can work together with like-minded gamers to rank up while learning and improving their skills in the process. Hosts can embed their Twitch or YouTube livestreams to attract gamers and fans to team up with them for a carry session. Game Statistics: All of the player's gaming statistics are presented in a visualized, eye-catching dashboard. The data on wins, losses, kills, deaths, items purchased, gold farmed, etc. are used to pair the gamer with the most ideal coach and offer insights on ways to improve. Scrims: Planet9 offers interestingly competitive ways to practice or challenge in battlefields - either with the clan (team) or tribe (multiple clans). The Clan Scrims feature allows clans to request a scrim challenge against other clans, while the Tribe Wars feature allows tribes to participate in extensive competitions being set up every week for bonus and benefits on Planet9. Challenge for Victory Planet9 can host tournaments from small to large scale, sponsored or official, and can be joined for a chance at fame, glory, and prizes. The platform pairs players of similar skill-level for matches or tournaments to ensure fair competition. When enough wins are accumulated, rewards such as gifts and prizes can be redeemed. Gamers who wish to participate in the closed beta may sign up at planet9.gg starting from 1:30 pm, September 4, 2019 (CEST). About Acer Founded in 1976, today Acer is one of the world's top ICT companies and has a presence in over 160 countries. As Acer looks into the future, it is focused on enabling a world where hardware, software and services will infuse with one another to open up new possibilities for consumers and businesses alike. From service-oriented technologies to the Internet of Things to gaming and virtual reality, Acer's 7,000+ employees are dedicated to the research, design, marketing, sale, and support of products and solutions that break barriers between people and technology. Please visit www.acer.com for more information. © 2019 Acer Inc. All rights reserved. Acer and the Acer logo are registered trademarks of Acer Inc. Other trademarks, registered trademarks, and/or service marks, indicated or otherwise, are the property of their respective owners. All offers subject to change without notice or obligation and may not be available through all sales channels. Prices listed are manufacturer suggested retail prices and may vary by location. Applicable sales tax extra. View original content to download multimedia:http://www.prnewswire.com/news-releases/acer-unveils-planet9-a-next-gen-esports-platform-300910890.html
gumi Announces a Series of In-game Events this Autumn2019
ANZ AND SOUTHEAST ASIA – August 28, 2019 – gumi Inc announces the launch a series of in-game events this Autumn. From August 28 to September 25, 2019, Summoners are in for a series of Autumn events all happening in Grand Gaia. Here is what Summoners can look-out for: Brave Autumn Festival 2019 Login Campaign (August 29 - September 25, 2019) Log in daily during the Brave Autumn Festival 2019 and earn exceptional rewards: • Up to 9 Gems • Up to 3,300 Duilleagan Tokens • Elemental Golems • And many more! Brave Autumn Festival 2019 Unit of Choice (UoC Campaign) (August 29 - September 25, 2019) The Summer heat is gone and it is time to gather around to prepare for the cold. More hands will be needed and thus Brave Frontier is giving away one (1) free unit of Summoner’s choice. To receive this, all that Summoners have to do is log-in to Brave Frontier for twenty-one (21) days and they will get to choose a unit they have always wanted. UoC features Raid Class 7 units: Hakuzo, Giselle, Vrana, Katerin, Czorag Autumn Dungeon: Re: Generations (August 29 - September 25, 2019) In modern times, the descendants of the druids have renounced their bestial ways for civilization. Feòra, a moody, teenaged beastkin, takes a walk on the wild side when she encounters Hyshka, an aspirant of the Old Ways. Can this unlikely duo bridge the cultural gap to solve the woes of the woods? Frolic in the forest dungeons to collect Duilleagan Tokens, and grab this chance to obtain a first mission clear Gem! Re-Run Moonlight Harvest Dungeon (September 11 - September 25, 2019) It is said that every autumn in Aimyhr, a moon fairy descends upon the land to revel among the mortals during the annual Harvest Festival. As you stroll through the forests, you encounter a strange girl named QiuTong, who beckons you over for a round of games! Gain various materials as rewards from playing “Autumn’s Moonlight” and “Rabbit Chase!” in order to craft a unique sphere - “Gibbous Trinket”, that is only available from this dungeon! Autumn Bazaar (August 29 - September 25, 2019) Head over to the Bazaar and exchange Duilleagan tokens with new seasonal units: Elgifs - 8★ Natural Order and 7★ Unfaltering Oak! Summoners can collect Duilleagan tokens from playing events, "Hornet's Nest" and "Clean-Up Crew". Free Special Unit this Autumn (August 29 - September 25, 2019) Being the youngest member alive today who has not moved out of the tribe and divorced from the Old Ways. It was peculiar that a man of his generation in this day and time would so willingly choose to preserve such antiquated culture. Hyshka's belief in the balance between nature and humanity is born from a heartfelt appreciation of the ancients and their contributions to shaping the modern world, instead of condemning them to the mists of a half-forgotten memory. However, just how he intends to do this was something he had not pondered on...until a certain girl with an oversized spiked bat and an attitude to match came stumbling into the woods. Recruit Hyshka into your team by logging-in daily or exchanging Duilleagan tokens at the Autumn Bazar from August 29 to September 25, 2019.
YOOZOO Games Announces 2019 Strategy + Epic Gaming Marathon in Aid of the World Food Programme Concludes
Cologne, Germany | Celebrating their 10th anniversary, YOOZOO Games put on an impressive display at the Gamescom exhibition for fans, players and industry partners, presenting their latest titles and strategy for the coming year. This year, attendees got a first look at the exciting IP title Saint Seiya Awakening: Knights of the Zodiac ahead of its Western market release. In the first half of 2019, the game achieved excellent results after launching in Asia - receiving more than 50 App Store and Google Play homepage recommendations. The game is the top-grossing RPG in Hong Kong, Taiwan and Macao. The game repeatedly ranks first on the top-grossing free RPG games in Southeast Asia, including Thailand, Indonesia and Singapore. Liu Wanqin, Vice President of Overseas Publishing for YOOZOO Games said “Our overseas publishing is built releasing globally renowned titles and bringing Asian hits to the Western market. This is exactly what we’ve done with Saint Seiya. The manga series is a widely-loved childhood classic in Japan, with a cult-following around the world”. As Chinese gaming companies have faced stiff domestic regulation and adjustment in recent years, YOOZOO has sought to expand its overseas operations. Overseas revenue accounted for 51.49% of operating income in 2018 – built on a strong overseas distribution network covering more than 200 countries and regions. This is strengthened by YOOZOO’s acquisition of Germany-based Bigpoint games. YOOZOO Games holds a 100% stake of the well-known German games developer. Bigpoint now acts as a bridge to the West for YOOZOO, helping expand the Chinese games company global reach and enhance its global development and distribution capability. In return YOOZOO brings a wealth of games distribution and publishing resources and knowledge to strengthen Bigpoint’s positioning and games development capability. Furthermore, YOOZOO has also been busy doing their bit for charity, too. They recently concluded the very first GTarcade Hunger Heroes Gaming Marathon, raising money for their team inside the World Food Programme, ShareTheMeal app. Players had to tweet a picture with the hashtag #GTarcadeHungerHeroes, livestream their gameplay, or collect in-game items – for all of these, YOOZOO Games would donate meals on behalf of their #GTarcade team to the World Food Programme. In total, YOOZOO is set to donate $21,711.25 – amounting to 43,422 meals. Whilst this is only the first year the event has run, YOOZOO hopes to make it bigger and better next year, with more players joining, and more meals shared with hungry children around the world.
David Eddings and W3L-Br0 [weee-all-bare-ohhh] infiltrate PAX West Operation #Clapback
Turboplay is firing up their marketing team (and everyone else along the way) with the addition of one of gaming’s most well known personalities; David Eddings. David joins Turboplay as the second member on its Board of Advisors -- which is fancy talk for “give us all your experience and advice, David.” David is the voice-actor-genius behind the notoriously hilarious and universally loved Claptrap character in the Borderlands series, as well as Joey Drew from Bendy & the Ink Machine. You may have also heard of his work on other notable games such as Max Payne and Duke Nukem: Forever. David also happens to be a serious operator in the gaming industry: Former VP of Business Development at Gearbox Software...you know the rest of the story there. <wink emoji> Former head of Game Publishing at Rooster Teeth More than just a pretty face on a bald head with chuck kicks, his first order of business was to bring in longtime colleague Kristen Beane. Kristen is a humble savage. In her role as Marketing Director she’s ramping up for the launch of Turboplay and getting the marketing plan firing on all cylinders. Turboplay has been low-key developing what it calls “the anti-marketplace marketplace", rewarding gamers for, get ready...gaming! Like a personal gaming assistant, Turboplay understands and knows what you like; putting know-it-all hipsters out of business by making it easy to find what you want. The tech is that cool. Now that David and Kristen have joined on, there’s literally no hope of keeping this quiet any longer. David Eddings will be onsite at PAX West for Turboplay's debut, under lock and key. Once “Operation Clapback” is deployed, its radio silence until Closed-Beta in mid-September.
Bigpoint MD Highlighted Achievements and Upcoming Games at Gamescom
Bigpoint’s Managing Director, Jeff Lu, took the opportunity to talk about strategy, current and upcoming products at Gamescom 2019; how Bigpoint remains committed to supporting their long running games and their communities, making sure that players can enjoy their favourite games even more than a decade after their initial release. “If the great people here at Bigpoint have shown one thing, then it is that they understand their products and, more importantly, their players. The spirit of games has not changed. That is the key to keeping free-to-play games, that are over 10-years-old, alive, generating steady revenue.” Says Jeff Lu. “Our players are not a statistic to us; they are real people with a passion and love for our games. Millions of our players have been counting on us for more than a decade to be able to play their favourite games like Seafight, DarkOrbit, Drakensang Online and Farmerama. We take this expectation very seriously. In fact, those games are still so popular that we are continually investing in them. In the case of Farmerama for example, we are currently porting completely to Unity to give our players the ability to keep playing even long after the flash technology will be shut off for good,” he goes on to say. “This shows a level of enthusiasm and dedication that we also want to bring to our new titles, and this is why we are setting high standards for ourselves and the games we put out there. Does it mean that it sometimes takes longer for a game to be published? Sure, but we are confident that it is the right approach.” Jeff Lu also revealed that the newest game from Bigpoint, WeFarm, will be heading into soft launch in selected test markets this September, giving players the chance to experience the game on iOS and Android devices ahead of the full launch later this year. “WeFarm is more than just a farming game” he remarks, “It is a place where the players can escape and feel our enthusiasm and passion: players build the farm of their dreams, care for cute pets and, as Mayor of the local town, also actively develop and expand their new home.” Players can also get adventurous and explore all the wonderful areas Woodland Springs has to offer, meet quirky and helpful characters and collect valuable items and resources to upgrade and design their farm and town. During the soft launch phase, the game will be available in the Czech Republic, Spain, Hungary, Canada and Australia. “As an important part of the YOOZOO global network, we will also work closely with our parent company YOOZOO in China and, in the future, aim to expand to markets in China, India and South East Asia.” He added.
VSPN Helps Bring The International (TI) 2019 to Shanghai
TI 2019 Boasts the Largest Esports Prize Pool in the WorldSHANGHAI, Aug. 26, 2019 /PRNewswire/ -- Today, OG won The International's (TI) 2019 Global Finals championship at Mercedes-Benz Arena in Shanghai, becoming the first two-time international winner in the history of the tournament. The International 2019 Global Finals was hosted by Dota 2 developer Valve Corporation on August 25th with extensive support from Shanghai-based VSPN, one of the official organizers of the tournament. TI 2019 boasts a record prize pool of USD 34 million as of August 23, with much of it crowdfunded from Dota 2 players in the form of "battle pass" in-game content sales. The International's 2019 Final at Mercedes-Benz Arena in Shanghai TI 2019 is the 9th iteration of the annual Dota 2 world championship, and is the most lucrative esports tournament in the world. After a competitive group stage eliminates two teams from the competition, the remaining 16 teams have been battling it out in the Main Event that began on August 20, with first place guaranteed at least USD 15.4 million. VSPN is working closely with Valve to support multi-language production and broadcast TI 2019 worldwide. VSPN has put its bilingual team with the most global experience at the forefront of its operations, which has facilitated seamless communication with their international counterparts and ensured quality performance at the highest level of esports competition. "We are excited to partner with Valve and help to bring to life a premier global esports event like TI 2019," said Dino Ying, CEO of VSPN. "Many of our production team are long-term Dota 2 fans, so it is also very personal for the team to ensure the broadcasting operations we are providing are seamlessly supporting this premium event. It is our honor to build on this experience and further expand our global presence." Having previously hosted the PUBG MOBILE Club Open Southeast Asia (PMCO-SEA), VSPN continues to pursue a strategy of global expansion, and is scheduled to present the PUBG MOBILE Star Challenge 2019 (PMSC 2019) Finals in September. About VSPN Founded in 2016 and headquartered in Shanghai, VSPN (Versus Programming Network) is the largest esports experience provider in Asia. VSPN focuses its business on esports organizing, esports content production and distribution, esports commercialization and offline esports venues. For more information about VSPN, please visit https://global.vspn.com/ Follow VSPN's latest news on Facebook, Twitter, YouTube, Instagram. Photo - https://photos.prnasia.com/prnh/20190826/2561101-1?lang=0Related Links :https://global.vspn.com/
The International Dota 2 Championships 2019 Kicks off in China
SHANGHAI, Aug. 22, 2019 /PRNewswire/ -- The International Dota 2 Championships 2019, also known as TI9, kicked off at the Mercedes-Benz Arena in Shanghai, China on August 20. This is the first time that an Asian city is hosting the annual tournament since 2011. The opening ceremony of The International Dota 2 Championships 2019 At the opening ceremony, Gabe Newell, co-founder of American video game developer and the developer of the game Valve, extended his thanks to the the Shanghai government and citizens for hosting the event on behalf of the entire Dota 2 community, intoning in Chinese: "Xie xie, Shanghai (Thank you, Shanghai)!" Gabe Newell, co-founder of Valve, spoke to the players and audiences at the opening ceremony. Audiences at the venue witnessed a Chinese fans dance show to the accompaniment music that was a perfect blend of a symphony orchestra and Chinese folk music, representing the fusion of Eastern and Western cultures. Then, to the sound of a resonant battle drum, the participating teams ascended the stage. As the defending champion due to their win last year, the OG team came out last, showcasing the glory of the TI9 event: The Aegis Shield. As the opening ceremony came to an end, the opening game of the main event began between the PSG.LGD and VP teams. Sixteen teams from around the world had competed fiercely to gain entrance to the main stadium. The final lineup of contestants will embark on a six-day final race in pursuit of the championship trophy. By the end of the opening ceremony, the prize pools to be distributed at TI9 had exceeded US$33 million, with 45.5 percent allocated to the championship team. TI9's total prize pools exceeded that of World Cup, becoming the world's first e-sports competition with a single prize exceeding tens of millions of dollars. Shanghai's favorable e-sports policies paved the way for a successful TI9 In recent years, a series of favorable policies meant to attract the e-sports sector were issued by the Shanghai government as the city makes every effort to transform itself into a global e-sports capital. Last year, at an event in Vancouver (Canada), Shanghai's former vice mayor Weng Tiehui announced that the TI9 event would take place in the Chinese city in 2019. By this summer, the favorable regional policies, combined with top e-sports event like TI9, had made Shanghai the most appealing city in the eyes of e-sports enthusiasts around the world. E-sports enthusiasts who watched the competition said that the magnificent venues in which the TI9 took place made evident the degree to which China has "earned their chops" in terms of holding the world's top e-sports event. TI9's promotional films have been very successful in showcasing the city's charisma. The creation of an e-sports atmosphere in several metro stations including the China Art Museum and Century Avenue stations demonstrated the cultural soft power reflected by the combination of the e-sports sector, Chinese culture in general and Shanghai's urban culture. The e-sports culture at the metro stations of Shanghai Perfect World to build an e-sports event brand As the official distributor of Dota 2 at mainland China, Perfect World has maintained an excellent relationship with Valve, with the goal of delivering high-quality game and e-sports competition experiences to players. Valve's decision to hold TI9 in Shanghai is not only a great boon for players based in China but also in the whole of Asia, the decision is also a full affirmation of the long-term, successful management of the event alongside Perfect World's execution ability. Previously, Perfect World had accumulated a wealth of experience through hosting some of Valve's world-class e-sports competitions. Established in 2015, the Dota 2 Asia Championships (DAC) have been staged successfully three times, becoming one of the most influential and large Dota 2 events outside the TI series. Perfect World also held professional competitions such as the Perfect World Masters and the SuperMajor, and held two world-class competitions in 2018 alone. In the non-professional field, Perfect World has developed the College League and the City Challenge to encourage players to join the system, building new blood and solidifying the authority of the standardized and comprehensive event system. Dota 2 Asia Championships (DAC) 2015 With higher-than-expected influence, TI9 not only realizes the dream of e-sports for professionals and enthusiasts, but also gives additional impetus to China's e-sports sector. The sector is expected to gain even greater visibility from products, events, team brokers and other industry segments, while leading e-sports companies, of which Perfect World is one, are expected to become the main beneficiaries and continue to maintain their advantages in future competitions. Photo - https://photos.prnasia.com/prnh/20190821/2557834-1-a?lang=0Photo - https://photos.prnasia.com/prnh/20190821/2557834-1-b?lang=0Photo - https://photos.prnasia.com/prnh/20190821/2557834-1-c?lang=0Photo - https://photos.prnasia.com/prnh/20190821/2557834-1-d?lang=0
U Mobile Gamelord Tournament Winners Scores Prizes Worth Up To RM10,000
The tournament ended with a one-hour live gaming session between the top 10 U Mobile playersKUALA LUMPUR, Malaysia, Aug. 20, 2019 /PRNewswire/ -- Gamelord, a competitive mobile gaming portal has awarded RM10,000 worth of prizes to the top eight winners. The Gamelord contest spanned over six months, beginning on January 19, 2019 and ending on July 21, 2019. The Top 10 participating U Mobile users with the highest scores were shortlisted. The winners were then decided in a one-hour live gaming tournament, whereby 29-year-old Mohd Farhan bin Hassin has been crowned the winner, taking home with him a 128GB Samsung Galaxy Note 9. Muhammad Zairaih bin Mohd. (28) was the runner-up, winning himself a Huawei P30; while Muhammad Nazir bin Basri (31) placed third in the standings, earning himself a Samsung Galaxy A50. On the other hand, finalists who are placed between the fourth and eighth positions also won AEON e-vouchers that are worth up to RM300 each. Then again, this is not the end. The next Gamelord tournament has already started with a new game title. The contest will run for six months, and interested players should upload their high scores on to the Gamelord leaderboard. For more information, please visit http://www.gamelord.my/. About U Mobile Gamelord U Mobile Gamelord is a portal that holds mobile game tournaments regularly and exclusively for U Mobile users. Players are required to upload their high score onto the Gamelord leaderboard and rank in the top 10 spots to be eligible for the prizes.Related Links :http://www.gamelord.my
HUYA Inc. Reports Second Quarter 2019 Unaudited Financial Results
GUANGZHOU, China, Aug. 14, 2019 /PRNewswire/ -- HUYA Inc. ("Huya" or the "Company") (NYSE: HUYA), a leading game live streaming platform in China, today announced its unaudited financial results for the second quarter ended June 30, 2019. Second Quarter 2019 Highlights Total net revenues for the second quarter of 2019 increased by 93.6% to RMB2,010.5 million (US$292.9 million), from RMB1,038.3 million in the same period of 2018. Net income attributable to Huya was RMB121.8 million (US$17.7 million) for the second quarter of 2019, compared with a net loss attributable to Huya of RMB2,125.4 million in the same period of 2018. Non-GAAP net income attributable to Huya was RMB170.4 million (US$24.8 million) for the second quarter of 2019, representing an increase of 61.7% from RMB105.4 million in the same period of 2018. Average mobile MAUs in the second quarter of 2019 reached 55.9 million, representing an increase of 31.1% from 42.7 million in the second quarter of 2018. Average MAUs in the second quarter of 2019 reached 143.9 million, representing an increase of 57.3% from 91.5 million in the second quarter of 2018. Total number of paying users in the second quarter of 2019 reached 4.9 million, representing an increase of 46.7% from 3.4 million in the second quarter of 2018.  "Non-GAAP net income attributable to Huya" is defined as net income attributable to Huya before share-based compensation expenses, fair value loss on derivative liabilities, and gain on fair value change of investments and equity investee's investments. For more information, refer to "Use of Non-GAAP Financial Measures" and "Reconciliations of GAAP and Non-GAAP Results" at the end of this press release.  Refers to average monthly active users on the Huya Live mobile app. Average mobile MAU for any period is calculated by dividing (i) the sum of our active users on our Huya Live mobile app for each month of such period, by (ii) the number of months in such period.  Refers to average monthly active users on Huya's domestic platform (excluding active users of Nimo TV). Average MAU for any period is calculated by dividing (i) the sum of active users for each month of such period, by (ii) the number of months in such period.  Refers to a registered user (excluding the registered users of Nimo TV) that has purchased virtual items on Huya's domestic platform at least once during the period presented. "We delivered another solid quarter with steady growth in our key financial and operating metrics, underscoring the proven effective strategies and strong execution across our business," said Mr. Rongjie Dong, Chief Executive Officer of Huya. "Average MAUs in the second quarter of 2019 grew 57.3% year-over-year and 16.2% quarter-over-quarter, driven by enhanced partnership with several leading game studios and increased integration in the e-sports value chain. Huya's focus on mobile also continued to yield results, serving as a robust driver behind the strong topline performance. In this quarter, revenue achieved year-over-year growth of 93.6%, crossing the RMB2 billion mark for the first time, further demonstrating our ability to boost user engagement and monetize the diversified content genres over Huya's platform. Looking ahead, we will remain dedicated to strengthening our leadership in China game live streaming industry and enhancing our presence across the globe." Mr. Henry Sha, Chief Financial Officer of Huya, commented, "During the second quarter, we strategically upgraded our monetization tactics for sustainable longer-term growth. Despite the seasonal impact, Huya still achieved fast growth in both traffic and revenue. Our revenue growth once again exceeded the high end of management guidance range. We are also delighted to achieve better-than-expected profitability in the second quarter amid increased spending in content and marketing, both domestically and globally. Non-GAAP gross margin trended well at 16.9%, up from 16.3% in the second quarter of 2018, benefiting from self-produced content and optimized efficiency in operations. Non-GAAP operating income increased by 104.7% year-over-year with non-GAAP operating margin at 5.8%, compared with 5.5% in the second quarter of 2018, indicating our ability to invest in the future while continue delivering solid operating results." Second Quarter 2019 Financial Results Total net revenues for the second quarter of 2019 increased by 93.6% to RMB2,010.5 million (US$292.9 million), from RMB1,038.3 million in the same period of 2018. Live streaming revenues increased by 93.7% to RMB1,921.5 million (US$279.9 million) in the second quarter of 2019, from RMB991.8 million in the same period of 2018, primarily due to the increases in both the number of paying users on Huya's platform and average spending per paying user. The increase in the number of paying users was primarily driven by the Company's mobile strategy, diversification of content offerings and continued efforts in converting active users into paying users. The increase in spending per paying user was primarily driven by the enhancement of content attractiveness, the improvement in user experience and upgrade of product features. Advertising and other revenues increased by 91.3% to RMB89.0 million (US$13.0 million) in the second quarter of 2019, from RMB46.5 million in the same period of 2018. This increase was primarily driven by increased demand from gaming advertisers and further recognition of Huya's brand name in China's online advertising market. Cost of revenues increased by 92.1% to RMB1,674.8 million (US$244.0 million) in the second quarter of 2019 from RMB872.0 million in the same period of 2018, primarily attributable to the increase in revenue sharing fees and content costs, bandwidth costs, as well as the increase in headcount of personnel involved in the operations of Company's platforms. Revenue sharing fees and content costs increased by 105.0% to RMB1,355.6 million (US$197.5 million) in the second quarter of 2019 from RMB661.2 million in the same period of 2018, primarily due to the increase in virtual item revenue sharing fees which grew at a similar pace with the Company's live streaming revenue, and continued spending in e-sports content and content creators in both domestic and overseas markets. Bandwidth costs increased by 21.5% to RMB195.7 million (US$28.5 million) in the second quarter of 2019 from RMB161.0 million in same period of 2018, primarily due to an increase in bandwidth usage as a result of increased user base on Huya's platforms and enhanced live streaming video quality improvement, partially offset by improved efficiency in bandwidth utilization through continued deployment of new technologies in content distribution. Gross profit increased by 101.8% to RMB335.7 million (US$48.9 million) in the second quarter of 2019 from RMB166.4 million in the same period of 2018. Gross margin increased to 16.7% in the second quarter of 2019 from 16.0% in the same period of 2018, primarily due to Huya's enhanced monetization efforts, technology innovation on bandwidth utilization improvement and continued leverage on economies of scale. Research and development expenses increased by 75.8% to RMB105.4 million (US$15.4 million) for the second quarter of 2019 from RMB60.0 million for the second quarter of 2018, mainly attributable to the increase in headcount of research and development personnel and share-based compensation expenses related to the share awards granted since the second half of 2018. Sales and marketing expenses increased by 186.9% to RMB119.6 million (US$17.4 million) for the second quarter of 2019 from RMB41.7 million for the second quarter of 2018. The increase was primarily attributable to the higher channel and marketing expenses associated with the Company's products and brand awareness in both domestic and overseas markets, including the promotion expenses incurred in e-sports activities and various marketing channels. General and administrative expenses decreased by 16.0% to RMB74.3 million (US$10.8 million) for the second quarter of 2019 from RMB88.5 million for the second quarter of 2018, mainly due to the lower share-based compensation expenses recognized in relation to the share awards vesting schedule, partially offset by the increase in headcount of management personnel. Operating income was RMB67.7 million (US$9.9 million) for the second quarter of 2019, compared with an operating loss of RMB17.3 million in the same period of 2018. Non-GAAP operating income, which excludes share-based compensation expenses, increased by 104.7% to RMB116.3 million (US$16.9 million) for the second quarter of 2019 from RMB56.8 million in the same period of 2018. Income tax expenses were RMB21.6 million (US$3.2 million) for the second quarter of 2019, compared with income tax benefits of RMB6.1 million in the same period of 2018. Net income attributable to HUYA Inc. was RMB121.8 million (US$17.7 million) for the second quarter of 2019, compared with net loss attributable to HUYA Inc. of RMB2,125.4 million in the same period of 2018. Non-GAAP net income attributable to HUYA Inc. in the second quarter of 2019, which excludes share-based compensation expenses, fair value loss on derivative liabilities and gain on fair value change of investments and equity investee's investments, increased by 61.7% to RMB170.4 million (US$24.8 million), from RMB105.4 million in the same period of 2018. Diluted net income per American Depositary Share ("ADS") was RMB0.52 (US$0.08) for the second quarter of 2019, compared with diluted net loss per ADS of RMB13.70 for the same period of 2018. Non-GAAP diluted net income per ADS was RMB0.73 (US$0.11) for the second quarter of 2019, compared with RMB0.37 for the same period of 2018. Balance Sheets and Cash Flows As of June 30, 2019, the Company had cash and cash equivalents, short-term deposits and short-term investments of RMB9,112.9 million (US$1,327.5 million). During the second quarter of 2019, the Company completed a follow-on public offering of ADSs and received approximately US$313.8 million in net proceeds after deducting underwriting commissions and the offering expenses payable. Net cash provided by operating activities was RMB569.9 million (US$83.0 million) for the second quarter of 2019, compared with net cash provided by operating activities of RMB105.6 million in the same period of 2018. Business Outlook For the third quarter of 2019, Huya currently expects total net revenues to be in the range of RMB2,120 million to RMB2,200 million, representing a year-over-year growth of between 66.1% and 72.3%. This forecast reflects our current and preliminary views on the market and operational conditions, which are subject to change. Conference Call The Company's management will host an earnings conference call at 8:00 p.m. U.S. Eastern Time on August 13, 2019 (8:00 a.m. Beijing/Hong Kong time on August 14, 2019). Dial-in details for the earnings conference call are as follows: United States: +1-845-675-0437 International: +65-6713-5090 Hong Kong: +852-3018-6771 China: 400-620-8038 Conference ID: 7793184 Participants should dial-in at least 10 minutes before the scheduled start time and ask to be connected to the call for "HUYA Inc" with the Conference ID as set forth above. Additionally, a live and archived webcast of the conference call will be available on the Company's investor relations website at http://ir.huya.com. A replay of the conference call will be accessible approximately two hours after the conclusion of the live call until August 20, 2019, by dialing the following telephone numbers: United States: +1-646-254-3697 International: +61-2-8199-0299 Hong Kong: +852-3051-2780 China: 400-632-2162 Replay Access Code: 7793184 About HUYA Inc. HUYA Inc. is a leading game live streaming platform in China with a large and active game live streaming community. The Company cooperates with e-sports event organizers, as well as major game developers and publishers, and has developed e-sports live streaming as one of the most popular content genres on its platform. The Company has created an engaged, interactive and immersive community for game enthusiasts of China's young generation. Building on its success in game live streaming, Huya has also extended its content to other entertainment content genres. Huya's open platform also functions as a marketplace for broadcasters and talent agencies to congregate and closely collaborate with the Company. Use of Non-GAAP Financial Measures The unaudited condensed consolidated financial information is prepared in conformity with accounting principles generally accepted in the United States of America ("U.S. GAAP"), except that the consolidated statement of changes in shareholders' equity, consolidated statements of cash flows, and the detailed notes have not been presented. Huya uses non-GAAP gross profit, non-GAAP operating income, non-GAAP net income attributable to HUYA Inc., non-GAAP net income attributable to ordinary shareholders, and non-GAAP basic and diluted net income per ADS, which are non-GAAP financial measures. Non-GAAP gross profit is gross profit excluding share-based compensation expenses allocated in cost of revenues. Non-GAAP operating income is operating income excluding share-based compensation expenses. Non-GAAP net income attributable to HUYA Inc. is net income attributable to HUYA Inc. excluding share-based compensation expenses, fair value loss on derivative liabilities and gain on fair value change of investments and equity investee's investments. Non-GAAP net income attributable to ordinary shareholders is net income attributable to ordinary shareholders excluding share-based compensation expenses, fair value loss on derivative liabilities, gain on fair value change of investments and equity investee's investments and deemed dividend to Series A redeemable convertible preferred shareholders. Non-GAAP basic and diluted net income per ADS is non-GAAP net income attributable to ordinary shareholders divided by weighted average number of ordinary shares used in the calculation of non-GAAP basic and diluted net income per ADS. The Company believes that separate analysis and exclusion of the non-cash impact of (i) share-based compensation expenses, (ii) fair value loss on derivative liabilities, (iii) gain on fair value change of investments and equity investee's investments and (iv) deemed dividend to Series A redeemable convertible preferred shareholders adds clarity to the constituent parts of its performance. The Company reviews these non-GAAP financial measures together with GAAP financial measures to obtain a better understanding of its operating performance. It uses the non-GAAP financial measure for planning, forecasting and measuring results against the forecast. The Company believes that non-GAAP financial measure is useful supplemental information for investors and analysts to assess its operating performance without the non-cash effect of (i) share-based compensation expenses, which have been and will continue to be significant recurring expenses in its business, (ii) fair value loss on derivative liabilities and deemed dividend to Series A redeemable convertible preferred shareholders, which may not recur in the future, and (iii) gain on fair value change of investments and equity investee's investments, which may recur when there is observable price change in the future. However, the use of non-GAAP financial measures has material limitations as an analytical tool. One of the limitations of using non-GAAP financial measures is that they do not include all items that impact the Company's net (loss) income for the period. In addition, because non-GAAP financial measures are not measured in the same manner by all companies, they may not be comparable to other similar titled measures used by other companies. In light of the foregoing limitations, you should not consider non-GAAP financial measure in isolation from or as an alternative to the financial measure prepared in accordance with U.S. GAAP. The presentation of these non-GAAP financial measures is not intended to be considered in isolation from, or as a substitute for, the financial information prepared and presented in accordance with U.S. GAAP. For more information on these non-GAAP financial measures, please see the table captioned "HUYA Inc. Reconciliations of GAAP and Non-GAAP Results" near the end of this release. Exchange Rate Information This announcement contains translations of certain RMB amounts into U.S. dollars at a specified rate solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB6.8650 to US$1.00, the rate in effect as of June 28, 2019 as certified for customs purposes by the Federal Reserve Bank of New York. Safe Harbor Statement This announcement contains forward-looking statements. These statements are made under the "safe harbor" provisions of the U.S. Private Securities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as "will," "expects," "anticipates," "future," "intends," "plans," "believes," "estimates" and similar statements. Among other things, the business outlook and quotations from management in this announcement, as well as Huya's strategic and operational plans, contain forward-looking statements. Huya may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission ("SEC"), in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employees to third parties. Statements that are not historical facts, including statements about Huya's beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differ materially from those contained in any forward-looking statement, including but not limited to the following: Huya's goals and strategies; Huya's future business development, results of operations and financial condition; the expected growth of the game live streaming market the expectation regarding the rate at which to gain active users, especially paying users; Huya's ability to monetize the user base; fluctuations in general economic and business conditions in China and assumptions underlying or related to any of the foregoing. Further information regarding these and other risks is included in Huya's filings with the SEC. All information provided in this press release and in the attachments is as of the date of this press release, and Huya does not undertake any obligation to update any forward-looking statement, except as required under applicable law. For investor and media inquiries, please contact: In China: HUYA Inc.Investor RelationsTel: +86-20-2290-7829E-mail: email@example.com The Piacente Group, Inc.Jenny CaiTel: +86-10-6508-0677E-mail: firstname.lastname@example.org In the United States:The Piacente Group, Inc. Brandi PiacenteTel: +1-212-481-2050E-mail: email@example.com HUYA INC. UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (All amounts in thousands, except share, ADS, per share data and per ADS data) As of December 31, As of June 30, 2018 2019 2019 RMB RMB US$ Assets Current assets Cash and cash equivalents 709,019 1,335,923 194,599 Restricted cash - 13,150 1,916 Short-term deposits 4,983,825 6,875,566 1,001,539 Short-term investments 300,162 901,454 131,312 Accounts receivable, net 43,849 56,911 8,290 Amounts due from related parties 238,839 38,567 5,618 Prepayments and other current assets 319,493 293,028 42,684 Total current assets 6,595,187 9,514,599 1,385,958 Non-current assets Deferred tax assets 30,945 29,260 4,262 Investments 219,827 367,726 53,565 Property and equipment, net 87,419 106,048 15,448 Intangible assets, net 51,979 45,218 6,587 Right-of-use assets, net - 114,070 16,616 Prepayments and other non-current assets 120,830 123,508 17,991 Total non-current assets 511,000 785,830 114,469 Total assets 7,106,187 10,300,429 1,500,427 Liabilities and shareholders' equity Current liabilities Accounts payable 9,221 18,003 2,622 Deferred revenue 469,378 756,317 110,170 Advances from customers 14,403 7,600 1,107 Income taxes payable - 20,710 3,017 Accrued liabilities and other current liabilities 852,771 1,035,484 150,836 Amounts due to related parties 34,673 102,990 15,002 Lease liabilities due within one year - 29,453 4,290 Total current liabilities 1,380,446 1,970,557 287,044 Non-current liabilities Lease liabilities - 83,120 12,108 Deferred revenue 80,734 134,593 19,606 Total non-current liabilities 80,734 217,713 31,714 Total liabilities 1,461,180 2,188,270 318,758 HUYA INC. UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (CONTINUED) (All amounts in thousands, except share, ADS, per share data and per ADS data) As of December 31, As of June 30, 2018 2019 2019 RMB RMB US$ Shareholders' equity Class A ordinary shares (US$0.0001 par value; 750,000,000 shares authorized as of December 31, 2018 and June 30, 2019, respectively; 44,639,737 and 63,789,170 shares issued and outstanding as of December 31, 2018 and June 30, 2019, respectively) 29 42 6 Class B ordinary shares (US$0.0001 par value; 200,000,000 shares authorized as of December 31, 2018 and June 30, 2019, respectively; 159,157,321 and 154,357,321 shares issued and outstanding as of December 31, 2018 and June 30, 2019, respectively) 104 101 15 Additional paid-in capital 7,667,855 9,895,757 1,441,480 Statutory reserves 34,634 34,634 5,045 Accumulated deficit (2,424,182) (2,238,921) (326,136) Accumulated other comprehensive income 366,567 420,546 61,259 Total shareholders' equity 5,645,007 8,112,159 1,181,669 Total liabilities and shareholders' equity 7,106,187 10,300,429 1,500,427 HUYA INC.UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS (All amounts in thousands, except share, ADS, per share data and per ADS data) Three Months Ended Six Months Ended June 30, March 31, June 30, June 30, June 30, June 30, June 30, 2018 2019 2019 2019 2018 2019 2019 RMB RMB RMB US$ RMB RMB US$ Net revenues Live streaming 991,812 1,552,482 1,921,485 279,896 1,784,596 3,473,967 506,040 Advertising and others 46,520 78,996 88,976 12,961 97,318 167,972 24,468 Total net revenues 1,038,332 1,631,478 2,010,461 292,857 1,881,914 3,641,939 530,508 Cost of revenues(1) (871,965) (1,358,105) (1,674,793) (243,961) (1,584,498) (3,032,898) (441,791) Gross profit
DouYu International Holdings Limited Reports Second Quarter 2019 Unaudited Financial Results
WUHAN, China, Aug. 13, 2019 /PRNewswire/ -- DouYu International Holdings Limited ("DouYu" or the "Company") (Nasdaq: DOYU), a leading game-centric live streaming platform in China and a pioneer in the eSports value chain, today announced its unaudited financial results for the second quarter ended June 30 and first half of 2019. Second Quarter 2019 Highlights Total net revenues for the second quarter of 2019 increased by 133.2% to RMB1,872.7 million (US$272.8 million) from RMB802.9 million in the same period of 2018. Gross profit increased by 823.8% to RMB301.1 million (US$43.9 million) from RMB32.6 million in the same period of 2018, implying a gross margin of 16.1% in the second quarter of 2019 compared with 4.1% in the same period of 2018. Net income was RMB23.2 million (US$3.4 million) for the second quarter of 2019, compared with net loss of RMB228.7 million in the same period of 2018, implying an net margin of 1.2%, compared with a net loss margin of 28.5% in the same period of 2018. Adjusted net income was RMB52.6 million (US$7.7 million) for the second quarter of 2019, compared with an adjusted net loss of RMB221.9 million in the same period of 2018, implying an adjusted net margin of 2.8% compared with an adjusted net loss margin of 27.6% in the same period of 2018. Average MAUs in the second quarter of 2019 reached 162.8 million, representing an increase of 32.6% from 122.8 million in the second quarter of 2018. Average mobile MAUs in the second quarter of 2019 reached 50.6 million, representing an increase of 42.5% from 35.5 million in the second quarter of 2018. Quarterly average paying user base in the second quarter of 2019 reached 6.7 million, representing an increase of 123.3% from 3.0 million in the second quarter of 2018. Mr. Shaojie Chen, Chief Executive Officer of DouYu, commented, "Our second quarter results demonstrated robust growth, as our quarterly average MAUs grew by 32.6%, average mobile MAU by 42.5%, and total net revenues by 133.2% year over year. We are convinced of the growth potential in China's eSports market. Going forward, we will continue to focus on building a game-centric premium content ecosystem while strategically improving our monetization efficiency across all content genres." Mr. Hao Cao, Vice President of DouYu, commented, "We achieved solid financial results in the second quarter. After our initial public offering in July 2019, we continue to strive to strengthen our value proposition in the game-centric live streaming industry and explore the eSports value chain both upstream and downstream. Looking ahead, we will continue to drive our revenue growth through user base expansion, paying ratio enhancement, and ARPPU improvement. We will also further optimize our operating efficiency and operating leverage to improve our margins." Second Quarter 2019 Financial Results Total net revenues for the second quarter of 2019 increased by 133.2% to RMB1,872.7 million (US$272.8 million) from RMB802.9 million in the same period of 2018, primarily due to the increase in live streaming revenues. Live streaming revenues increased by 156.0% to RMB1,708.3 million (US$248.8 million) in the second quarter of 2019 from RMB667.3 million in the same period of 2018, primarily due to the Company's continuing efforts to cultivate users' paying habits as well as the growth in both the number of paying users and ARPPU. Advertising and other revenues increased by 21.2% to RMB164.4 million (US$24.0 million) in the second quarter of 2019 from RMB135.6 million in the same period of 2018, primarily driven by the increasing integrated promotion activities during live streaming as a result of improvements in the Company's brand awareness. Cost of revenues increased by 104.0% to RMB1,571.7 million (US$228.9 million) in the second quarter of 2019 from RMB770.3 million in the same period of 2018, primarily attributable to the increase in revenue sharing fees and content costs as well as bandwidth costs. Revenue sharing fees and content costs increased by 121.2% to RMB1,326.6 million (US$193.2 million) in the second quarter of 2019 from RMB599.8 million in the same period of 2018, primarily due to: 1) increases in revenue sharing fees which were in line with increases in live streaming revenue, and 2) increases in content costs primarily attributable to the high-quality content created on the Company's platform as well as eSports related content investment. Bandwidth costs increased by 15.2% to RMB153.3 million (US$22.3 million) in the second quarter of 2019 from RMB133.0 million in the same period of 2018, primarily due to the increases in bandwidth usage necessary to support the growth of user traffic on the platform and improve the quality of live streaming video to enhance user experience, partially offset by the improved bandwidth utilization efficiency primarily attributable to the continued deployment of new technologies in content distribution. Gross profit increased by 823.8% to RMB301.1 million (US$43.9 million) in the second quarter of 2019 from RMB32.6 million in the same period of 2018. Gross margin increased to 16.1% in the second quarter of 2019 from 4.1% in the same period of 2018, primarily due to the Company's continuing improvements on monetization capabilities, bandwidth utilization through technology upgrades, and operational efficiency, which has also contributed to the development of economies of scale on the platform. Sales and marketing expenses increased by 17.4% to RMB167.8 million (US$24.4 million) in the second quarter of 2019 from RMB142.9 million in the same period of 2018, mainly attributable to greater efforts in promoting the Company's brand awareness, eSports contents and offline events. Research and development expenses remained relatively stable at RMB84.4 million (US$12.3 million) in the second quarter of 2019, compared to RMB82.9 million in the same period of 2018. General and administrative expenses increased by 98.4% to RMB73.3 million (US$10.7 million) in the second quarter of 2019 from RMB37.0 million in the same period of 2018, mainly due to the significant increase in share-based compensation expenses related to the awarding of restricted shares in connection with the acquisition of Nonolive in October 2018, as well as the increase in salaries and benefits of the management team as a result of the Company's business growth. Other operating income, net was RMB14.5 million (US$2.1 million) for the second quarter of 2019, compared with RMB21.2 million in the same period of 2018. Operating loss was RMB10.0 million (US$1.5 million) in the second quarter of 2019, compared with an operating loss of RMB209.0 million in the same period of 2018. Adjusted operating income in the second quarter of 2019, which excludes share-based compensation expenses, was RMB17.4 million (US$2.5 million) for the second quarter of 2019, compared with an adjusted operating loss of RMB204.6 million in the same period of 2018. Income tax expenses were nil for the second quarter of 2019 and 2018, due to the Company's cumulative net losses and the resulting tax loss carryforward. Net income was RMB23.2 million (US$3.4 million) in the second quarter of 2019, compared with a net loss of RMB228.7 million in the same period of 2018. Adjusted net income in the second quarter of 2019, which excludes share-based compensation expenses, share of loss (income) in equity method investments, and impairment loss of investments, was RMB52.6 million (US$7.7 million) in the second quarter of 2019, implying an adjusted net margin of 2.8% and compared with an adjusted net loss of RMB221.9 million in the same period of 2018. Basic and diluted net income per ordinary share was RMB0.86 (US$0.13) and RMB0.82 (US$0.12), respectively for the second quarter of 2019, compared with a basic and diluted net loss per ordinary share of RMB28.07 and RMB28.07, respectively for the same period of 2018. Adjusted basic and diluted net income per ordinary share was RMB4.51 (US$0.66) and RMB1.91 (US$0.28), respectively for the second quarter of 2019, compared with an adjusted basic and diluted net loss per ordinary share of RMB27.25 and RMB 27.25 for the same period of 2018. Recent Development In July 2019, the Company successfully completed its initial public offering ("IPO") of 44,924,730 American depositary shares ("ADSs") at a price of US$11.5 per ADS, with the selling shareholders offering an additional 22,462,380 ADSs. Every ten ADSs represents one ordinary share. The Company received a total of approximately US$489.9 million in net proceeds from the IPO, after deducting the underwriting discounts and commissions, and estimated offering expenses payable. Upon its completion of IPO, the Company had a total of 32,462,368 ordinary shares issued and outstanding. Every ten ADSs represents one ordinary share. Business Outlook The Company expects its total net revenues to be in the range of RMB1,950 million to RMB2,000 million in the third quarter of 2019, representing a year-over-year growth between 90.3% and 95.2%. This forecast reflects the Company's current and preliminary views on the market and operational conditions, which are subject to change. Conference Call Information The Company will hold a conference call on Tuesday, August 13, 2019, at 8:00 a.m. Eastern Time or 8:00 p.m. Beijing Time on the same day to discuss the financial results. Listeners may access the call by dialing the following numbers: International: 1-412-317-6061 United States Toll Free: 1-888-317-6003 China: 4001-206115 Hong Kong Toll Free: 800-963976 Conference ID: 4987940 The replay will be accessible through August 20, 2019, by dialing the following numbers: International: 1-412-317-0088 United States Toll Free: 1-877-344-7529 Conference ID: 10134203 A live and archived webcast of the conference call will also be available at the Company's investor relations website at http://ir.douyu.com/.  "Adjusted net income" is defined as net income excluding share-based compensation expenses, share of loss (income) in equity method investments, and impairment loss of investments. For more information, refer to "Use of Non-GAAP Financial Measures" and "Reconciliations of Non-GAAP Results" at the end of this press release.  Refers to the average total MAUs during a given period of time calculated by dividing (i) the sum of active users, including active PC users and active mobile users for each month of such period, by (ii) the number of months of such period. MAUs refers to the number of active users, including active PC users and active mobile users in a given month. Active users refers to users who visited the Company's platform through PC or mobile app at least once in a given period; the number of active PC users is measured as the number of independent cookies generated by the Company's website when users visited the Company's platform through PC in a given period, and the number of active mobile users is measured as the number of mobile devices that launched the Company's mobile apps in a given period. The number of active users is calculated by treating each distinguishable independent cookie or mobile device as a separate user even though some individuals may access the Company's platform with more than one independent cookie or using more than one mobile device and multiple individuals may access the Company's services with the same independent cookie or using the same mobile device. About DouYu International Holdings Limited Headquartered in Wuhan, China, DouYu International Holdings Limited (Nasdaq: DOYU) is a leading game-centric live streaming platform in China and a pioneer in the eSports value chain. DouYu operates its platform on both PC and mobile apps, through which users can enjoy immersive and interactive games and entertainment live streaming. DouYu's platform brings together a deep pool of top live streamers. By providing a sustainable streamer development system built on advanced technology infrastructure and capabilities, DouYu helps ensure a consistent supply of quality content. Through collaborations with a variety of participants across the eSports value chain, the Company has gained coveted access to a wide variety of premium eSports content, which further attracts viewers and enhances user experience. For more information, please see http://ir.douyu.com/. Use of Non-GAAP Financial Measures Adjusted operating income (loss) is calculated as operating income (loss) adjusted for shared-based compensation expenses. Adjusted net income(loss) is calculated as net loss adjusted for shared-based compensation expenses, share of loss (income) in equity method investments and impairment loss on investments. Adjusted net income (loss) attributable to DouYu is calculated as net income (loss) attributable to DouYu adjusted for shared-based compensation expenses, share of loss (income) in equity method investments and impairment loss on investments. Adjusted basic and diluted net income per ordinary share is non-GAAP net income (loss) attributable to ordinary shareholders divided by weighted average number of ordinary shares used in the calculation of non-GAAP basic and diluted net income per ordinary share. The Company adjusted the non-cash impact of (i) shared-based compensation expenses, (ii) share of loss (income) in equity method investments and (iii) impairment loss on investments to understand and evaluate the Company's core operating performance. The non-GAAP financial measures are presented to enhance investors' overall understanding of the Company's financial performance and should not be considered a substitute for, or superior to, the financial information prepared and presented in accordance with U.S. GAAP. Investors are encouraged to review the reconciliation of the historical non-GAAP financial measures to its most directly comparable GAAP financial measures. As non-GAAP financial measures have material limitations as analytical metrics and may not be calculated in the same manner by all companies, they may not be comparable to other similarly titled measures used by other companies. In light of the foregoing limitations, you should not consider non-GAAP financial measures as a substitute for, or superior to, such metrics in accordance with US GAAP. For more information on these non-GAAP financial measures, please see the table captioned "Reconciliations of Non-GAAP Results" near the end of this release. Exchange Rate Information This announcement contains translations of certain RMB amounts into U.S. dollars at a specified rate solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB6.8650 to US$1.00, the noon buying rate in effect on June 30, 2019, in the H.10 statistical release of the Federal Reserve Board. The Company makes no representation that the RMB amounts could have been, or could be, converted, realized or settled in U.S. dollars at that rate on June 30, 2019, or at any other rate. Safe Harbor Statement This press release contains forward-looking statements. These statements are made under the "safe harbor" provisions of the U.S. Private Securities Litigation Reform Act of 1995. Statements that are not historical facts, including statements about the Company's beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties, and a number of factors could cause actual results to differ materially from those contained in any forward-looking statement. In some cases, forward-looking statements can be identified by words or phrases such as "may", "will," "expect," "anticipate," "target," "aim," "estimate," "intend," "plan," "believe," "potential," "continue," "is/are likely to" or other similar expressions. Further information regarding these and other risks, uncertainties or factors is included in the Company's filings with the Securities Exchange Commission. All information provided in this press release is as of the date of this press release, and the Company does not undertake any duty to update such information, except as required under applicable law. Investor Relations Contact Mao MaoDouYu International Holdings LimitedEmail: firstname.lastname@example.org Phone: +1 (646) 224-6934 Xinran RaoICR, Inc.Email: DouYu.IR@icrinc.com Phone: +1 (646) 224-6934 Media Relations Contact Joy YinDouYu International Holdings LimitedEmail: email@example.comPhone: +1 (646) 308-1475 Edmond LococoICR, Inc.Email: DouYu.PR@icrinc.comPhone: +1 (646) 308-1475 UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (All amounts in thousands, except share, ADS, per share and per ADS data) As of December 31 As of June 30 2018 2019 2019 RMB RMB US$ (1) ASSETS Current assets Cash and cash equivalents 5,562,205 4,399,996 640,932 Account receivables, net 129,465 216,290 31,506 Prepayments 135,755 96,266 14,023 Amounts due from related parties 64,070 76,445 11,135 Other current assets 225,514 410,562 59,805 Total current assets 6,117,009 5,199,559 757,401 Property and equipment, net 50,428 43,770 6,376 Intangible assets, net 131,014 189,773 27,644 Investments 134,252 145,479 21,191 Goodwill 13,568 30,772 4,482 Other non-current assets 48,581 36,878 5,372 Total non-current assets 377,843 446,672 65,065 TOTAL ASSETS 6,494,852 5,646,231 822,466 LIABILITIES, CONVERTIBLE REDEEMABLE PREFERRED SHARES AND SHAREHOLDERS' DEFICIT LIABILITIES Current liabilities: Accounts Payable 800,370 1,125,934 164,011 Advances from customers 9,708 20,179 2,939 Deferred revenue 112,072 158,379 23,071 Accrued expenses and other current liabilities 313,455 305,077 44,439 Amounts due to related parties 1,628,308 307,001 44,720 Total current liabilities 2,863,913 1,916,570 279,180 TOTAL LIABILITIES 2,863,913 1,916,570 279,180 Convertible redeemable preferred shares 6,644,823 6,644,823 967,928 Shareholders' deficit Ordinary shares 5 5 1 Additional paid-in capital 48,989 94,202 13,722 Accumulated deflict (3,388,471) (3,345,680) (487,353) Accumulated other comprehensive income 325,593 331,814 48,333 Total DouYu Shareholders' deficit (3,013,884) (2,919,659) (425,297) Non-controlling interests - 4,497 655 Total Shareholders' Deficit (3,013,884) (2,915,162) (424,642) TOTAL LIABILITIES, CONVERTIBLE REDEEMABLE PREFERRED SHARES AND SHAREHOLDERS' DEFICIT 6,494,852 5,646,231 822,466 (1) Translations of certain RMB amounts into U.S. dollars at a specified rate is solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB6.8650 to US$1.00, the noon buying rate in effect on June 30, 2019, in the H.10 statistical release of Federal Reserve Board. UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF INCOME (LOSS) (All amounts in thousands, except share, ADS, per share and per ADS data) Three Months Ended Six Months Ended June 30, March 31, June 30, June 30, June 30, June 30, June 30, 2018 2019 2019 2019 2018 2019 2019 RMB RMB RMB US$ (1) RMB RMB US$ (1) Net Revenues 802,909 1,489,124 1,872,729 272,794 1,469,391 3,361,853 489,709 Cost of revenues (770,320) (1,285,996) (1,571,679) (228,941) (1,412,171) (2,857,675) (416,267) Gross profit 32,589 203,128 301,050 43,853 57,220 504,178 73,442 Operating expenses Sales and marketing expenses (142,942) (123,569) (167,759) (24,437) (219,630) (291,328) (42,437) Research and development expense (82,872) (79,421) (84,404) (12,295) (155,467) (163,825) (23,864) General and administrative expenses (36,961) (63,459) (73,344) (10,684) (68,110) (136,803) (19,928) Other operating income, net 21,229 14,886 14,497 2,112 21,232 29,383
Bigger, Better and More Feature-packed Than Ever: Angry Birds GO! Turbo Edition is Available Exclusively on Cloud Gaming Service Hatch
Angry Birds GO! Turbo Edition, brings real-time multiplayer racing madness to Hatch, the cloud gaming service available to download on Google Play HELSINKI, Aug. 12, 2019 /PRNewswire/ -- Angry Birds GO! Turbo Edition is the turbocharged new version of one of the world's most downloaded kart games ever. The game is a Hatch Original title, and is available to play exclusively on Hatch - the only cloud gaming service designed for mobile. Streamed through Hatch, players will be able to experience a unique and thrilling racing game on mobile like never before. At the heart of Angry Birds GO! Turbo Edition is the all new real-time multiplayer mode offering players the chance to compete against friends, family and online rivals from across the globe. Streamed from any Android device as easily as a movie or TV show - on 5G, 4G/LTE and WiFi - players can compete with up to four other players from anywhere, anytime - a first for Angry Birds GO! Players of Angry Birds GO! Turbo Edition will be able to: ENJOY MULTIPLAYER MADNESS - race, clash and compete in real-time against four players PLAY ANYWHERE - Hatch delivers an incredible gaming experience across 5G Android devices and Android TV, as well as WiFi and 4G/LTE under good network conditions ACCESS ANYTIME, ANYWHERE - once Hatch is downloaded from Google Play (or the Samsung Galaxy Store in Korea), immerse yourself in Angry Birds GO! Turbo Edition with no additional cost or in-game purchases CLIMB THE LEADERBOARDS AND WIN FANTASTIC PRIZES - race your way to the top of the leaderboard and win some amazing prizes USE SPECIAL POWERS - smash and crash opponents off the road and cross the finish line first thanks to the unique and special powers of each character UPGRADE YOUR RIDE - compete to earn rewards to revamp your ride, and be crowned one of the best racers ALL NEW CHARACTERS COMING SOON - stay tuned for surprises Juhani Honkala, Founder and CEO, Hatch said: "To have the newest version of Angry Birds GO! streaming exclusively on Hatch is a very exciting moment. From thrilling multiplayer races with your friends and family to the chance to dominate leaderboards and win real life prizes - we're giving fans of the classic game a totally fresh experience while introducing a new audience to one of the most popular kart games ever. We believe people will love the new Angry Birds GO! Turbo Edition." Download Hatch from Google Play here or from the Samsung Galaxy Store (on Samsung S105G devices) for Korea. For more information about Hatch, please visit www.playhatch.com/angrybirdsgoturbo/. About Hatch Hatch is the cloud gaming service built for the always on, always connected 5G world, delivering rich, full-featured games to mobile devices and TVs with no downloads, no in-game purchases and no limits. Hatch is available now in selected European countries, the US, Japan and Korea. For more information, visit playhatch.com. Hatch is a subsidiary of Rovio Entertainment Corporation. Contact:Dan Walsh MUSTARD PRdan@mustardpr.com +44 (0) 7827-816-971 This information was brought to you by Cision http://news.cision.com https://news.cision.com/hatch-entertainment-oy/r/bigger--better-and-more-feature-packed-than-ever--angry-birds-go--turbo-edition-is-available-exclusi,c2879239 The following files are available for download: https://mb.cision.com/Public/18568/2879194/bccc27d7be848117_org.jpg 2 https://mb.cision.com/Public/18568/2879194/8f4c96a91ecf5650.pdf Global PR ABGOTE Aug12
NoxPlayer to Attend 2019 Tokyo Game Show and Announces 4th Anniversary Giveaway
BEIJING, Aug. 8, 2019 /PRNewswire/ -- NoxPlayer announces that it will attend the 2019 Tokyo Game Show (TGS) from September 12 to 15 and that it would like to invite all gamers to visit. Moreover, for its 4th Anniversary, NoxPlayer will host a huge giveaway from August 12 to 15 on a global scale. Stay tuned to NoxPlayer's Facebook and other social platforms for further information. NoxPlayer, the perfect Android emulator for PC and Mac NoxPlayer provides the widest range of compatibility to run 99.3% of all 2.7 million mobile games and trending applications. By March 2018, NoxPlayer users officially exceeded 150 million. Furthermore, in July 2019, NoxPlayer officially become a Facebook China Export Partner. NoxPlayer and Facebook will develop a deeper and more extensive partnership in the future. As a technology-based product, NoxPlayer alway stays at the forefront of technical innovation. In April 2019, NoxPlayer became the first Android Emulator that carries OpenGL Plus—An advanced graphic rendering mode that allows hardcore games to run smoother. In the second half of 2019, NoxPlayer will release a beta version to fully support all 64-bit games. Apart from that, NoxPlayer will also allow users to run Android 9 on PC anytime soon. Users can switch to different Android versions with one simple click. On August 12, 2015, the world first met NoxPlayer. It was the blowout time of Android emulators and NoxPlayer was one of them. Truth to be told, in the last four years, every single day was a battle. NoxPlayer team were challenged and doubted. They have made it through adversities and setbacks, but they were never defeated. All because they always bear one central tenet in mind for NoxPlayer—Less is more. It means that NoxPlayer always provides the most primitive Android environment with the best possible performance for its users. It means that NoxPlayer does not dazzle users with impractical functions, but iterates based on users actual demands. It means that even for a completely green hand, NoxPlayer can be easily operated without any difficulty. That is how NoxPlayer has developed from ordinary to extraordinary. Finally, NoxPlayer would like to show their deepest gratitude to all the noxers whether users are new to them or a "veteran". NoxPlayer will be honored to have users with them for another 4 years. View original content to download multimedia:http://www.prnewswire.com/news-releases/noxplayer-to-attend-2019-tokyo-game-show-and-announces-4th-anniversary-giveaway-300897870.html
TGS Forum 2019 - Outline of Keynote and Expert Sessions
TOKYO GAME SHOW 2019 (Organizer: Computer Entertainment Supplier’s Association [Abbreviation: CESA, Chairman: Hideki Hayakawa], Co-Organizer: Nikkei BP [President: Naoto Yoshida], Period: September 12 to 15, Venue: Makuhari Messe / hereafter “TGS2019”) determined the outline of TGS Forum 2019 scheduled on the Business Day Thursday, September 12 and Friday, September 13. The Keynote Speech titled “5G Impact - Will 5G be a “Game Changer”?" will be delivered on September 12 Thursday. A launch of the “5G” service is anticipated in 2020. Key figures involved in a launch will gather on this session to discuss the trend in the perspectives: How will gaming platforms change and what kind of new experiences can games deliver to users? On the afternoon of Thursday September 12, top companies and representatives from the video game industry will gather and hold “Global Game Business Summit” to exchange opinions on video game business trends. (Detail of GGBS will be revealed on middle August.) On Friday September 13, Expert Sessions focused on the game industry will be held. Leading experts in various fields and key figures in overseas gaming companies will be invited as guest speakers. The new business model and technology trends will be on the agenda. Advance registration for “TGS Forum 2019” and Expert Sessions started on today via the official website. Attendance for “TGS Forum 2019” is free of charge. ※ TGS2019 Business Day visitor badge will be required. Be sure to complete the advanced registration for Business Day visitors in order to be issued a badge before entering the venue. Business Day Advance Registration Has Begun, and the Convenient “Business Day Gold Pass” is also On Sale Advance registration for the Business Day for game industry personnel has started via the official website. In addition to “Business Day Registration Ticket” distributed to guests by exhibitors, paid registration (10,000 yen, w/o tax) is also available (After application, there is a predetermined confirmation. Applications are being accepted until 11:59pm Thursday September 5). In addition, a limited number of “Business Day Gold Pass” will be available, allowing you to enter the site smoothly through a special reception and giving access to the “TGS Business Matching System” appointment system for holding negotiations with exhibitors and other visitors (for those who have a Business Day Registration Ticket the price of the pass is 15,000 yen (w/o tax), and for those without a Business Day Registration Ticket, the price including the Business Day Advance Registration fee is 25,000 yen (w/o tax)). The Business Day Gold Pass will give you access to the Business Lounge set up on the 2nd floor of the Makuhari Messe International Conference Hall and allow you join the International Party (Friday September 13 (Friday) from 5:30 pm), providing a comfortable environment for handling business negotiations.
PUBG LITE Moves into Open Beta Period with New Features
SEOUL, South Korea, Aug. 8, 2019 /PRNewswire/ -- PUBG Corporation today announced that PUBG LITE, the free-to-play, low-spec adaptation of PLAYERUNKNOWN'S BATTLEGROUNDS, will be heading into Open Beta phase on August 8. During the initial eight month long Beta Test period, PUBG LITE expanded to over 80 countries. The start of the Open Beta period will mark the beginning of a new PUBG LITE season, which brings additional in-game content and the inaugural LITE PASS, which gives players the opportunity to complete in-game missions and unlock rewards as they level up the pass. "It's been quite a journey since we first launched and we are thankful to our players for the continued support," said Brady Choi, VP and Head of PUBG LITE at PUBG Corporation. "As we head into the Open Beta phase of PUBG LITE, we will continue to do our best to create engaging new content, and most importantly, a fun gaming experience." 4 VS 4 Match A new 4 VS 4 mode will be added to PUBG LITE on August 8. In this mode, the pace of the game is pushed to the limit as two four-man squads battle for survival. The mode takes place in a deserted warehouse surrounded by old shipping containers and vehicles, allowing each of the teams the chance to skillfully outmaneuver each other on their quest to become the first squad with 30 eliminations. New Season A new season pass will be released alongside the Open Beta phase on August 8. This marks the beginning of the LITE PASS system in PUBG LITE. LITE PASS: Free will be available to all players free of charge and includes completable missions that reward in-game items as players level up. For players that want more, the LITE PASS: Premium and LITE PASS: Premium Plus give fans the option to unlock even more missions and rewards. Finally, a new Collector's Crate and Special Crate have also been added alongside other exclusive items that will be sold separately through a new in-game currency called L-COIN. PUBG LITE aims to deliver the core PLAYERUNKNOWN'S BATTLEGROUNDS experience while balancing lower hardware requirements. PUBG LITE is a standalone product from the core PUBG game and has its own dedicated development team that creates exclusive content and quality of life features for PUBG LITE players. Fans can look forward to more feature updates and regional expansions of the PUBG LITE Open Beta service in the near future. For more information about the updates, go to the Open Beta page here or the official PUBG LITE Facebook page here. New 4VS4 Map available in PUBG LITE. Photo - https://photos.prnasia.com/prnh/20190808/2546087-1?lang=0
DouYu International Holdings Limited to Report Second Quarter and First Half 2019 Financial Results on August 13, 2019
WUHAN, China, Aug. 6, 2019 /PRNewswire/ -- DouYu International Holdings Limited ("DouYu" or the "Company") (Nasdaq: DOYU), a leading game-centric live streaming platform in China and a pioneer in the eSports value chain, today announced that it plans to release its unaudited financial results for the second quarter and first half of 2019 before the U.S. market opens on Tuesday, August 13, 2019. The earnings release will be available on the Company's investor relations website at http://ir.douyu.com/. DouYu's management will hold a conference call on Tuesday, August 13, 2019 at 8:00 A.M. Eastern Time or 8:00 P.M. Beijing Time to discuss the financial results. Listeners may access the call by dialing the following numbers: International: 1-412-317-6061 United States Toll Free: 1-888-317-6003 China Toll Free: 4001-206115 Hong Kong Toll Free: 800-963976 Conference ID: 4987940 The replay will be accessible through August 20, 2019 by dialing the following numbers: International: 1-412-317-0088 United States Toll Free: 1-877-344-7529 Access Code: 10134203 A live and archived webcast of the conference call will also be available at the Company's investor relations website at http://ir.douyu.com/. About DouYu International Holdings Limited Headquartered in Wuhan, China, DouYu International Holdings Limited (Nasdaq: DOYU) is a leading game-centric live streaming platform in China and a pioneer in the eSports value chain. DouYu operates its platform on both PC and mobile apps, through which users can enjoy immersive and interactive games and entertainment live streaming. DouYu's platform brings together a deep pool of top live streamers. By providing a sustainable streamer development system built on advanced technology infrastructure and capabilities, DouYu helps ensure a consistent supply of quality content. Through collaborations with a variety of participants across the eSports value chain, the Company has gained coveted access to a wide variety of premium eSports content, which further attracts viewers and enhances user experience. For more information, please see http://ir.douyu.com/. Investor Relations ContactMao MaoDouYu International Holdings LimitedEmail: firstname.lastname@example.orgPhone: +1 (646) 224-6934 Xinran RaoICR, Inc.Email: DouYu.IR@icrinc.comPhone: +1 (646) 224-6934 Media Relations ContactJoy YinDouYu International Holdings LimitedEmail: email@example.comPhone: +1 (646) 308-1475 Edmond LococoICR, Inc.Email: DouYu.PR@icrinc.comPhone: +1 (646) 308-1475 View original content:http://www.prnewswire.com/news-releases/douyu-international-holdings-limited-to-report-second-quarter-and-first-half-2019-financial-results-on-august-13-2019-300896846.htmlRelated Links :http://ir.douyu.com/