Mao Mao
Analyst · Bank of America Merrill Lynch
[Interpreted] Hello, everyone. Welcome to our second quarter 2019 earnings conference call. Also, our very first earnings call as a public company. We are pleased with our robust growth trajectory during the quarter as our total revenue increased by 133.2% year-over-year to RMB 1.87 billion.
Our gross profit increased by 823.8% year-over-year to RMB 301 million, with gross margin expanding to 16.1%. Our adjusted net income reached RMB 52.6 million with an adjusted net margin of 2.8%. The average total MAUs in the quarter increased by 32.6% year-over-year to RMB 162.8 million while the average mobile MAUs increased by 42.5% year-over-year to $50.6 million. Our quarterly paying users reached 6.7 million implying a year-over-year growth of 123.3%.
In the second quarter, we were able to expand our user base substantially, driven by user growth on both mobile and PC. The rapid mobile MAU growth in the second quarter was driven by our continuous efforts to upgrade our product functionality and the user interface, such as the instant turndown feature, which enhances user experience on our mobile app.
As the user bandwidth cost of 4G networks gradually declined, we saw the number of users watching streaming content through 4G hotspot. The average mobile MAUs who visited our app through our 4G network increased by 39% year-over-year. With the increasing popularity of 4G and the coming launch of 5G networks, we are confident that our mobile MAUs will continue to grow at a fast pace and become one of the key drivers for user growth. At the same time, our PC user base maintained its steady growth trajectory.
During the second quarter, our average PC MAUs increased by 28.5% year-over-year to 112.2 million, mainly driven by the improving penetration and rising popularity of eSports games such as DNF, CS:GO and TFT. These type of eSports games tend to attract hardcore gamers who are extremely loyal live streaming viewers and contribute high life cycle user value.
In addition, the gradual resumption of regulatory approval for game licenses has led to the introduction of new games onto the market and the associated user growth. As the eSports industry evolved and consolidates continuously, our market leadership has enabled us to attract an increasing number of high-quality streamers to our platform. Thus further enhancing our content and accelerating our user attraction capabilities.
Also, as we launch more diversified product functionality and improve the social features of our online community, our user engagement is perpetually on the rise.
In the second quarter, the total billing time of our active users achieved 2.5 billion hours, representing a year-over-year increase of 56%. As we continue to convert eSports gamers into game live-streaming viewers, we are confident that we will be able to attract more and more users and fortify our leadership position as the largest game-centric live streaming platform in China.
During the second quarter, we further enhanced content throughout our game-centric live streaming ecosystem to improve user stickiness. Game live streaming contributed more than 80% of total viewership and approximately 50% of revenue from live streaming for this quarter.
Our game-centric premium content is effectively supplemented by pay entertainment and talent shows, enabling us to build up a comprehensive content creation system while achieving better user outreach and diversified monetization. As we continue to invest in eSports to capture its growth and monetization potential, we self-organized and live streamed 38 eSports tournaments and broadcasted 76 additional high-quality eSports tournaments during the second quarter.
Our Golden Grand Tournament, for example, attracted 17.7 million viewers in the first half of the year. During the 2019 DouYu Carnival in June, we broadcasted 33 eSports competitions and attracted over 310 million online viewers. To complement our direct investment in eSports content we sponsored a number of top eSports teams, including IG team who won the World Championship of AOL Season 8 and eStar team who won the KPL Spring 2019 championship.
We also explored cooperative initiatives with Tencent in several eSports tournaments such as the interactive audience cheering system for KPL. Going forward, we plan to expand and deepen our eSports footprint through eSports team sponsorships and eSports tournament organization to ensure a consistent supply of high-quality content, grow our user base and discover new monetization opportunities.
For streamers, we continue to refine our exclusive contract model to work directly with our top streamers, which contributed significantly to premium content production and user traction. At the same time, we utilized our talent agency model to engage and manage long tail streamers efficiently. We believe that those 2 models combined are critical to streamer diversification and monetization. We view premium game content as our key competitive advantage.
Looking forward, we are committed to building out our game-centric content production system, fine-tuning our operations within each segment and improving our streamer development mechanism. In addition, through our precise identification of new megahit games, we should be able to enhance our user conversion and deepen our market penetration.
During the second quarter, we continued to see further improvement in monetization. Our quarterly paying users increased by 123.3% year-over-year to 6.7 million with a paying ratio of 4.1% and a quarterly ARPU increase of 14.3% year-over-year to RMB 256.
We are currently deploying different monetization strategies in different segments. For game live streaming, we increased our users willingness to pay through small amount gifting and our friends system. Once a user bought his or her first friends card. We successfully transformed that user's consumption habit and converted a casual user into a paying user. Moreover, we perpetrated his or her consumption through superior user experience by continuous product upgrades and social feature enhancements.
Looking forward, we believe that game live streaming has a huge monetization potential. In addition to game live streaming, we continued to enrich our premium membership system in the pay entertainment and talent show segments to better cater to users' needs. By strengthening our cooperation with talent agencies, we further improved our monetization efficiency. Also, we worked closely with streamers and motivated them to take the initiative of promoting their user interactions and managing their live streaming rooms as self-sustaining independent platforms. For example, we provided our streamers with back-end data support and a series of operational tools so that they could increase their user traffic by utilizing these data and tools.
In this way, we were able to improve our monetization efficiency across the entire platform. In the second quarter, we continued to develop our AI and big data capabilities to satisfy varied customer demands, increase user traffic, improve user stickiness and enhanced user monetization.
For example, our AI backed video identification system can dynamically segment streamers to produce a precise match with user preferences. Users can also feature and select their desired content based on screen display information.
With the expected introduction of 5G technology, we foresee a whole new slew of business opportunities emerging for the game-centric live streaming industry. We are actively investing in technology and preparing for the new dawn of the 5G era.
In overseas expansion, we have established a foothold in India as well as Southeast Asia, including, for example, Vietnam and are actively following additional opportunities in Japan. While we pay close attention to overseas markets, we believe such opportunities are still at the early stage of their development. It will take time to educate overseas users and cultivate their paying habits, therefore we should remain prudent in our assessment of investment opportunities in overseas markets.
To conclude, we accomplished better-than-expected financial and operational results during the second quarter to maintain our market leadership as the largest game-centric live streaming platform in China, we will continue to lay the foundation for each link in the game live streaming and eSports value chain while improving our operating efficiency and financial performance to create value for our shareholders in the long run.
With that, I will turn the call to our Vice President of Finance, Mr. Hao Cao to go through the details of our financial performance in the second quarter.