Catherine Liu
Analyst · Jefferies
Thank you, Mr. Dong, and hello, everyone. Following Mr. Dong's remarks, I would like to first elaborate on our content enrichment and diversification efforts, our key user growth pillars. Our major content creators are our broadcasters. In Q1, our broadcasters live streamed a total of 55 million hours of content on our platform, representing increases of 53% year-over-year and 21% quarter-over-quarter. The number of average monthly active broadcasters on our platform in Q1 also hit a record high of over 800,000. Other important content sources for us are third-party e-sports tournaments. Due to the coronavirus outbreak, some of these tournaments that were originally scheduled in Q1 were either postponed or canceled. As a result, in Q1, we only broadcasted 67 third-party e-sports tournaments. This is a decrease from the same period from last year, but the viewership of these tournaments remained flat year-over-year at approximately 380 million. In Q1, we broadcasted major tournaments such as LPL Spring Season, Honor of Kings Winter Champion Cup, and we exclusively broadcasted LoL Champions Korea and PC -- and PGL Summit. As a reminder, e-sports tournaments are typically leveraged to attract user traffic, but are not a major contributor to our direct live streaming revenue. Given that we have achieved a surge in mobile user traffic during the lockdown period, the negative impact of the coronavirus outbreak to e-sports tournaments are limited in terms of both users and revenues. During this challenging period, we continue to build long-term relationships with the third-party e-sports partners. For instance, we partnered with ESL to exclusively live stream ESL ONE: Road to Rio in China. Also, we recently signed a strategic partnership with a U.K. company, a Russia e-sports organizer, and secured its exclusive broadcasting rights for 8 regions of CS:GO tournaments and 4 regions of Dota 2 tournaments. In addition, many e-sport tournaments have started to transition to online forms. For example, after more than 1 month of delay, LPL Spring Season was launched in March in the form of an online competition with its final competition organized in an off-line studio without audience in May. As China began to emerge from the pandemic, as we move forward, we expect to see more alternative structures to this event. A continuous key focus for our content ecosystem is to build on and improve our self-generated content capabilities. In Q1, we organized the 18 tournaments and events, slightly lower than last year. However, the viewership increased to 79% year-over-year, reaching over 113 million. Notably, Huya Destiny Cup generated a substantial viewership of 27 million, more than doubled compared with our Huya Destiny PUBG Solo series in the same period last year. In terms of content diversification, we continue to cultivate non-gaming content, such as talent shows, anime, outdoor activities, live chat and online theater. Our increasingly diverse content is designed to help retain existing gaming users as well as attract new users. We believe this strategy is working. In Q1, the percentage of our users who watched non-gaming content increased to over 60%. For example, we organized, Open Now, [Foreign Language], a talent show that combines real performers with virtual background, and the Night of China Comics, or [Foreign Language], a music show performed by Huya's virtual broadcasters. Driven by our rich and diverse content offerings as well as benefit from the lockdown period and extended school holidays during the coronavirus outbreak, the growth of mobile users accelerated in Q1. Average mobile MAUs of Huya Live grew 39% year-over-year in Q1 reaching 74.7 million and representing a net addition of 13 million from Q4. Our average total MAUs of Huya Live also increased to 22% year-over-year in Q1 reaching 151.3 million and representing a net addition of 1 million from Q4. Along with the fast growth of mobile users, the paying users of Huya Live increased by 13% to 6.1 million in Q1 and also representing a net addition of close to 1 million from Q4. In Q1, mobile users contributed close to 50% of our MAUs of over 80% of our paying users. The live streaming revenue per paying user for Huya Live experienced a year-over-year growth but decreased quarter-over-quarter due to seasonality and accelerated growth of mobile users. Moving on to our overseas business, we reached 24 million MAUs in Q1. We remain optimistic about the emerging markets that we are currently in and are likely to see positive impact to mobile users as users around the world continue social distancing practices to help limit the spread of the coronavirus. Despite the ongoing pandemic affecting all aspects of the world, we remain confident in our business and our prospects. But we will continue to closely monitor the evolving situation and assess its impact accordingly. Now let me walk you through our financial highlights. In Q1, our total net revenues grew by 48% year-over-year to RMB2.4 billion. This is the eighth consecutive quarter that we exceeded our management guidance since IPO. We continue to successfully diversify our revenue streams with our advertising and other business contributing 5.7% in Q1 compared to 4.8% in the same period last year. Our live streaming revenues increased by 47% year-over-year to approximately RMB2.3 billion in Q1. The increase was primarily due to the increased number of paying users and then the increase of revenue per paying users. The sequential decrease was due to seasonality. Our live streaming ARPU increased year-over-year, but dropped quarter-over-quarter. As we discussed in the last earnings call, our year-end promotional activities drove up the ARPU in Q4 and set a high base. Additionally, we have also welcomed a lot of new users, our new paying users in Q1, and takes time to cultivate their paying behavior. Advertising and other revenues decreased 74% year-over-year to RMB137.5 million in the first quarter, representing 13% quarter-over-quarter growth, primarily due to higher demand from more diversified advertisers, our new advertising distribution platform and our strengthened brand recognition. On a quarter-over-quarter basis, while many advertising budgets declined due to the negative impact of COVID-19 in other sectors, we still experienced a higher revenue growth rate as most of our advertisers in Q1 are in the online gaming industry, which were less impacted from the coronavirus outbreak. We are particularly glad to be able to make continued investments in content and products while expanding our gross margin and operating margin and net margins, which further reflects our increasing economics of scale and operating efficiency. Our non-GAAP gross margin improved to 20.3% compared with 19.5% in Q4 2019 and 17% in Q1 2019. Our non-GAAP operating margin improved to 9.4% compared with 7.4% in Q4 2019 and 5.9% in Q1 2019. Our non-GAAP net margin improved to 10.9% compared with 9.8% in Q4 2019 and 8% in Q1 2019. Now let me move on to financial details. Cost of revenues increased by 43% to RMB1.9 billion for Q1, primarily attributable to the increase in revenue sharing fees and content costs, bandwidth costs and personnel-related costs. Revenue sharing fees and content costs increased by 38% to RMB1.5 billion for Q1, primarily due to the increase in virtual item revenue share fees in relation to higher live streaming revenues and continued spending in content creators and e-sports content in both domestic and overseas markets. The year-over-year increase was partially offset by benefits from economies of scale. Bandwidth costs increased by 42% to RMB240.1 million for Q1, primarily due to an increase in bandwidth usage as the result of our larger user base and enhanced live streaming video quality, and partially offset by improved efficiency in bandwidth utilization through continued technology enhancement efforts. Gross profit increased by 74% to RMB474.8 million for Q1, and gross margin increased to 19.7% for Q1. Research and development expenses increased by 73% to RMB156.1 million for Q1, mainly attributable to increased personnel-related expenses. Sales and marketing expenses increased by 36% to RMB106.5 million for Q1. The increase was primarily attributable to the increased marketing expenses associated with the promotions for our products and brand name in both domestic and overseas markets as well as increased personnel-related expenses. General and administrative expenses increased by 5% to RMB90.2 million for Q1 mainly due to the increased personnel-related expenses. Operating income increased by 372% to RMB133.3 million for Q1, and operating margin increased to 5.5% for Q1. Non-GAAP operating income, which excludes share-based compensation expenses, increased by 137% to RMB227.2 million for Q1. Income tax expenses increased by 98% to RMB37.6 million for Q1. Net income attributable to HUYA Inc. increased by 170% to RMB171.2 million for Q1. And the net margin increased to 7.1% in Q1. Non-GAAP net income attributable to HUYA Inc., which excludes share-based compensation expenses gain on fair value change of investments, and income tax effect on non-GAAP adjustments, increased by 101% to RMB263.4 million for Q1. Our diluted net income per ADS was RMB0.73 for Q1, and our non-GAAP diluted net income per ADS was RMB1.12 for Q1. As of March 31, 2020, we had cash and cash equivalents, short-term deposits and short-term investments of RMB10.3 billion as of March 31. 2019 -- as of March 31, 2020. Net cash provided by operating activities decreased to RMB135.1 million for Q1. The decrease was primarily attributable to the increase of annual cash bonuses paid to our employees, the increase of fees paid to broadcasters and the increase of licensing fees paid to broadcasting e-sports tournaments. For the second quarter of 2020, Huya currently expect the total net revenues to be in the range of RMB2.6 billion to RMB2.63 billion, representing a year-over-year growth of between 29.3% and 30.8%. This forecast considers the potential impact of COVID-19 pandemic, including the temporary suspension of public entertainment activities during China's national day of mourning on April 4, 2020, and reflects our current and preliminary views on the market and operational conditions, which are subject to change, particularly as to the potential impact of the COVID-19 on the economy in China and elsewhere in the world. With that, I would now like to open the call to your questions.