Wang Li
Analyst · Nomura. Please go ahead
[Foreign Language]. Thanks. Now, let me review the Company's business results and the progress we've made across our priorities on the monetization side. Number one, drive steady and healthy growth from live broadcasting business through product innovations and operational efforts. Number two, cultivate the paying potential from middle cohort and long-tail users through greater VAS experience. Number 3, drive monetization growth of Tantan through optimization of existing premium features and the introduction of new paying experiences. Wang Yu will elaborate on the third one later in his remarks. So next, I'm going to take you through what we've done and the future plans regarding the first two priorities. [Foreign Language]. Firstly, on live broadcasting. Total revenue from live broadcasting business for the quarter was RMB3.28 billion, an increase of 18% from the same period last year. Our strategy to apply different products and operational efforts to drive spending from different cohorts of users continue to pay off in the third quarter, driving steady and healthy growth in revenues. In June, we rolled out the nobility system with the key objectives to provide better paying experience to the high paying users. In Q3 based on the initial learnings and feedback-- and the feedback from the users, we made some optimizations to the system. For example, for those who are able to maintain their titles for multiple months in a row, we would grand additional rewards and benefits. As a result, we are seeing a strong mentality among the high paying users to keep up the spending in order to level up or keep their respective titles. In addition to the nobility system, the other initiative that the team has taken was the offline music tour branded as [Foreign Language] in Chinese. This series of event aims at enhancing the experience for the top of the pyramid users and leveraging their network to expand the pool of high-paying customers. Another goal of the event is to showcase the unique fun of the live talent shows as the new form of entertainment as compared to other form of offline recreational activities. Since the first of such offline music tours was held in May this year, they have been well received by the users. In August, we held the third tour of the year in Chengdu, which contributed to the growth of the top spenders -- to the number of the top spenders in the third quarter. [Foreign Language]. Other than these initiatives targeted at the high-paying users, in Q3, we continue to push forward on providing richer and better experience for the middle cohorts. This year, one of the biggest successes we had was the launch of the interactive gifts, which was proven to be effective in enhancing the sense of participation of middle-layer paying users. In Q3, we released a number of new ones that have been tested as effective in the first half of the year. These new gifts includes the fighter jet, gold miners, and the snowball fights. These interactive gifts contributed positively to the growth of spending in the middle layers. [Foreign Language]. As a result of these multifaceted efforts, the spending from the core paying users defined as those who spend more than CNY5,000 per month grew 20% on a year-over-year basis. More importantly, the growth was driven primarily by the increase of the number of paying users in these hardcore layers, where their respective ARPUs remained almost flattish from last year. Such growth pattern was consistent with last quarter, which we consider a healthy, sustainable structure as opposed to a pure ARPU driven model. [Foreign Language]. As we understand, some of the investors are concerned about the competitive landscape in the live streaming space, mainly due to the rapid -- rapidly rising revenues from some other players with larger user base. At this point, we have not seen any meaningful competitive pressure from these players or any systemic risk to our ecosystem posted by the competitors out there in the market. The revenue and profit performance of our live broadcasting business speaks for itself. For the third quarter of 2019, our live broadcasting revenues grew 18% from last year. More importantly, as I mentioned earlier, such growth was fueled primarily by product and operational initiatives geared toward structural improvements to the ecosystem rather than simple stimulus, such as higher payout ratios. In the third quarter, the payout ratio to the talent agencies showed a slight downtick as compared to the year ago period. In addition, the number of the professional broadcasters defined as the high grossing performers who on individual basis bring in more than RMB30,000 growth in per month, continue to grow healthily by 20% year-over-year and 9% quarter-over-quarter in Q3. The number of quality agencies who have the ability to generate more than RMB2 million monthly growth -- monthly gross revenues, reached close to 100, up 67% on a year-over-year basis. And as I shared a bit earlier, the number of core paying users also grew around 20% compared to the year-ago period. The payout ratio, the number of professional broadcasters, the number of quality agencies and the number of core paying users are the key indicators that we monitor closely to gauge the competitive pressure and the healthiness of the supply and demand side structure. The positive trajectories in these data show that Momo's live broadcasting ecosystem is solid and poised for healthy and sustainable growth, even under an environment where bigger players are trying to compete with higher payout. We have been in live broadcasting business for four years now. The team has proven their execution capabilities in this space, which has always been highly competitive from day one. I'm confident that we will continue to do well with the unique position of the Momo platform. [Foreign Language]. Now turning to VAS. Revenue from Value Added Services or VAS continue to grow at a decent pace, reaching RMB1.06 billion in the third quarter of 2019, an 86% increase on a year-over-year basis. Wang Yu will talk about Tantan's business later, so I'll be focusing on the VAS business for the core Momo. Excluding Tantan, VAS business for the core Momo generated RMB755 million in revenue, an increase of 84% from the same period last year and up 14% from last quarter. Virtual gifting and identity business continue to grow with a strong momentum, offset by a slight downtick in the membership subscription business. Now, let me quickly walk you through the different drivers of the virtual gifting identity business. Chat room with the biggest growth contributor for the quarter as we continue to release more traffic into the higher revenue generated channels. While chat room is now becoming a sizable revenue driver, the team is still operating the business at a controlled pace focusing primarily on building better user experience instead of driving monetization. At this point, we still would like to see the big majority of the traffic going into the non-commercially operated channels. We are also working on a number of new chat room experiences to bring some of the popular offline party games and activities to our users. These non-commercially operated channels are also revenue generative as people send virtual games to each other in different occasions for the purpose of enhancing their social experience. But the ARPU is generally lower than that in the commercially operating channels. Moving on to other paying experiences that we have. Last quarter, I mentioned that the virtual community experiences represented by the parking lot and the farm have been ramping up rapidly in terms of usage and the team started to test paying experience in July. Now I'm happy to see that this initiative progressed well in Q3. The DAU penetration and the other engagement metrics of these two experiences continue to grow. Now, over half of our data users connect through these two virtual community experiences. Meanwhile, our early monetization efforts within the parking lot also start to bear fruits, making a meaningful contribution to the growth of VAS business in the third quarter. The value-added services currently offered in the parking lot experience, allow the users to purchase items to establish their own virtual identity or interact with other users in a playful manner. Thus, enhancing the social experience of the users. We have also started to build a task and reward system that will better motivate and engage the users. With the encouraging result of the parking lot monetization, and uptrending usage of the farm experience, we have started testing monetization within the farm experience in Q4. [Foreign Language]. In addition to the chat room and the new virtual community service, virtual gifting within traditional use cases that include interest group, greetings and IM chat also grew nicely in Q3. The growth was driven by the second The Romance Car events and the new greeting experience, which led to an increase in the number of virtual gift buyers. Quick Chat and Party remain pretty flattish over last quarter as we took down the one-to-one chatting for some products tweaking in Q3. But the steady growth of the Party experience made up for the revenue loss from the suspension of Quick Chat. We expect to gradually replace the Quick Chat experience with a new video/audio chatting experience, which we are currently testing with a small base of users. Overall, we believe that still has a lot of headroom for further growth, which will come from the optimization of existing VAS features as well as from new VAS experiences that the team will continue to roll out moving into next year. [Foreign Language]. Now briefly on other business lines. Mobile marketing revenue was RMB81.89 million, a 30% year-over-year decrease, but a 7.5% increase from last quarter due to the natural rebound after the ban of the new seat was lifted. Given the headwind in the overall ad market, mobile marketing will remain as a low priority effort for us for the remainder of this year. Mobile gaming business continue to shrink, bringing in only RMB15.79 million for the quarter. Our expectation is that the jointly operated games as a business will gradually phase out on our platform. [Foreign Language]. That's the review of the key business lines. Now, let me hand over to Mr. Wang Yu to review Tantan's product and business development. Mr. Wang, please.