Thank you. Hello, everyone. Welcome to our first quarter 2023 earnings call. Joining us today are Mr. Shaojie Chen, Chairman and Chief Executive Officer; Mr. Mingming Su, Chief Strategy Officer; and Mr. Hao Cao, Vice President of Finance. You can refer to our fourth quarter 2023 financial results on our IR website at ir.douyu.com. You can also check a replay of this call when it becomes available in a few hours on our IR website. Before we start, please note that this call may contain forward-looking statements made pursuant to the safe harbor provision for the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on management's current expectations and observations that involve known and unknown risks, uncertainties, and other factors not under the company's control, which may cause actual results, performance or achievements of the company to be materially different from the results, performance or expectations implied by these forward-looking statements. All forward-looking statements are expressly qualified in their entirety by the cautionary statements, risk factors, and details of the company's filings with the SEC. The company undertakes no duty to revise or update any forward-looking statements for selected inventor circumstances after the date of this conference call. I will now speak on behalf of our Chairman and CEO, Mr. Shaojie Chen. In 2023, we plan to continue implementing our core growth strategy of building a comprehensive game centric content ecosystem and to prioritize our focus on fostering a vibrant and healthy gaming community. In the fourth quarter, we made persistent efforts to produce premium gaming content and highlight our platform's gaming features by refining our operations and optimizing community actions. These initiatives continue to lay a solid foundation for our long-term sustainable development. With that in mind, we proactively adjusted our revenue generation and marketing strategies with a sharp focus on enhancing our user quality and maintaining stable business performance. In the fourth quarter, our mobile MAUs were 50.2 million with the total number of paying users at 4.5 million, and our adjusted net profit was RMB25.8 million. To begin with, our average mobile MAUs for the quarter were 50.2 million, a year-over-year decline of 8.9%, which was in-line with our expectations. The main reasons for the changes include: first, in the fourth quarter, we shifted our operating strategy to focus on improving user quality, which significantly reduced our marketing expenses for user acquisition. On a year-over-year basis, the lack of user acquisition from promotional channels led to a notable decline in may use in the fourth quarter. We made this change in strategy because we discovered through data analysis that channel promotions resulted in low user retention and conversion, despite a short-term increase in user numbers. That is to say, as users' needs grow more than worse, marketing alone is not a sustainable means of user acquisition. As such, we cut back on our low ROI marketing spending and so to attract and retain users through continuous investments in high-quality content and cooperation with game developers, essentially advancing our growth with a content-driven approach. Second, our membership business, which we launched in collaboration with game developers contributed to user growth, partially offsetting the year-over-year decrease in MAUs, due to the adjustment we made in our marketing strategy. By upgrading and promoting our membership business based on game features, we met the gaming needs of more users, gaining traction among both new and existing users. Moving to our content ecosystem. Throughout our many years of operation, we have emphasized the development of our game-centric interactive content ecosystem. Our [insistence on accounting] [ph] centered approach allows for continuous improvement in the quality of our content based on game features, well provided innovative services, and driving enhanced interactions in our community. [Indiscernible] this contributes to a healthy ecosystem with rich content and extensive interactions. In parallel with content optimization in the fourth quarter, we introduced new content display format and interaction options to meet different users' needs across more diversified content consumption scenarios, which elevated overall user engagement and stickiness on our platform. In the fourth quarter, we continued to improve our diversified self-reduced terminal system and organize almost [90 tournaments] [ph]. This included collaborative events that have been held for several years in a row and are already integrated into the game's professional torment system, such as the League of Legends Teamfight Tactics tournament under this platform. We also produce tournaments based on our existing IP with participation coming, primarily from streamers, including the Peacekeeper Elite, [Indiscernible] for NARAKA: BLADEPOINT and [CSCO] [ph], which we held for female streamers. In addition, we organized even more interactive and engaging mass tournaments such as the Honor of Kings micro tournament and the Peacekeeper Elite for lower context, among others. By providing both professional and larger events, our multi-layer tournament system not only met gamers' need for working diverse competition, but also encouraged more users to take part in mass tournaments. In addition to producing tournaments for existing games, we also be building new torment content that caters to the future and user base of new games. For example, we unveiled the Waller Range overseas tournament to build momentum for this new game segment, along with the opening of the game for domestic pre-registration, while offering streamers more opportunities for participation and exposure. This offers streamers with a wider growth path and provided a channel to professional esports teams to subsequently select professional player candidates. With respect to copyright determents, as copyright pricing gradually returning to a reasonable range, we purchased some core tournaments copyrights again this year, including the League of Legends, Pro League and LoL World Championship tournament. These purchases are in consideration of the board influence of core [indiscernible] tournaments and our rich experience in operating such content. In the fourth quarter, we broadcasted over 20 large-scale official events, such as the spring tournaments of LPL, KPL, and the PEL, further elevating user engagement and stickiness in our game segment through differentiated derivative content and diverse operating activities. For example, in LPL by leveraging our top-tier streamer resources we selected 12 streamers to do a core streaming of the tournament events, which achieved good results. The DAUs on our top streamers live streaming channel were on par with that of the official – games official channel. In addition, the number of bullet chats exceeded those from the games of vital channel by several times. In terms of community interaction, our goal is to augment the level of user engagement on our platform by exploring a broad variety of content format. To that end, we consistently upgrade and roll-out new bullet chats formats and as bullet chats has proven to be an important form of live streaming interaction. Specifically, we provided different colors in multi-pictures and in-game roles for users to customize their bullet comments, further complemented by identity tax that can be used as user names prefixes to diversify the interactive experience. Furthermore, we designed different bullet chats formats that varied according to users' membership levels and identity settings on our platform, that's offering users better interactive experience. Between live streaming sessions, our game-centric community became the primary hub for communication between streamers and users and among users themselves. As such, we continue to explore different interactive formats within our community channel. For example, we observed that organizing team gaming activities through our community channel was an effective way to enhance user activity, addressing our users' gaming needs while highlighting our platform's game-oriented features. Moving on to our monetization strategy. Our total number of paying users in the fourth quarter was 4.5 million, with a quarterly ARPU of RMB314. The reasons for the change in the number of paying users are threefold. First, we continue to execute on the strategy we introduced in 2022 of increasing our operating efficiency, which included canceling marketing activities for new payment users with low rates of return. Second, beginning in the fourth quarter of 2023, we proactively reduced our low gross margin marketing activities by cutting back on the promotions of certain virtual gifts. Third, the decrease in our oral user base was partially a result of reduced marketing spending. To some extent, these adjustments affected our users' willingness to pay, including both new users and price-sensitive users, resulting in an oral decline in paying users. Nevertheless, we devoted more operational resources to maintaining our cost paying users. Internal data show that in the fourth quarter, our core paying users maintained stable spending habits as reflected in our quarterly ARPU, which rose both year-over-year and quarter-over-quarter. Apart from traditional virtual gifting, our membership business also represents a sustainable source of revenue, which is essential for maintaining core users. Since 2022, we have consistently improved and promoted our platform-wide membership service with upgraded membership features and privileges to reinforce the companionship attribute of our products and amplified interactions between streamers and members. In the fourth quarter, we further optimized our paying user ecosystem through various member privileges and operational activities, facilitating a steady increase in members new rates for several consecutive quarters. On top of that, this year, we plan to focus on expanding our game-specific membership services. We will design and promote customized game membership services tailored to each game to meet users' diversified needs for in-game items. Meanwhile, we will work closely with game developers to explore more commercialization channels based on gamers' habits and consumption characteristics. Overall, the development of our membership business has not only strengthened our users business, but also promoted our revenue diversification and sustainability, demonstrating the long-term value of DouYu centric ecosystem. In terms of our product R&D and functionality innovation as a gaming content platform, we continue to launch new content production tools. In the fourth quarter, we provided more convenient editing and display tools in our PC-based live streaming application for streamers, enabling them to quickly add gaming images, their personal images, works and advertisement as live streaming inputs to improve live streaming quality and efficiency. Thanks to the user-friendly interface of this content aggregation tools, more long-tail streamers were able to employ them and enjoy an enhanced live-trialing experience, which can help to improve their long-term retention rate. In conclusion, we remain committed to executing our core growth strategy of fostering a vibrant game-centric content ecosystem with a focus on maintaining the scale and quality of our core users. We will strive to build a healthy platform by attracting more high-quality users to our diverse and growing content and fortifying user interaction and stickiness through innovative operations. Looking forward, we will continue to explore more commercialization channels and new growth avenues, while maintaining our leading position in the domestic game live streaming industry. With that, I will now turn the call over to our Vice President of Finance, Mr. Hao Cao, to go through the details of our financial performance in the quarter.