Charles Zhang
Analyst · Jefferies. Please go ahead
Thanks, Huang Pu, and thank you, everyone, for joining our call. In the second quarter of 2024, we hit the high end of our prior guidance in brand advertising revenues while our online game revenues came in well above expectations. Our bottom line performance was in line with the prior guidance. For Sohu Video -- Sohu Media and Sohu Video, leveraged by our increasingly integrated and sophisticated product matrix, we further promoted the generation and assumption of premium content and vigorously boosted social interactions among users. Benefiting from our differentiated events and marketing campaigns, we were able to continually strengthen our brand influence and explore a diverse range of monetization opportunities. Online Games performed well with revenues exceeding our expectations. Before going through each business unit in more detail, let me first give you a quick overview of our financial performance. For the second quarter of 2024, total revenues of $172 million, up 13% year-over-year and 24% quarter-over-quarter. Brand advertising revenues, $20 million, down 17% year-over-year and 24% up quarter-over-quarter. Online game revenues, $147 million, up 24% year-over-year and 25% quarter-over-quarter. GAAP net loss attributable to Sohu.com Limited was $38 million compared with a net loss of $21 million in the second quarter of last year and a net loss of $25 million in the last quarter. Non-GAAP net loss attributable to Sohu.com Limited was $34 million, compared with a net loss of $80 million last year -- in the second quarter of last year and a net loss of $22 million in the first quarter of this year. Now let me go through the key businesses in more detail. First, Sohu Media and Sohu Video together. We consistently optimized our products, introduced innovative features and further enhanced user experiences. We have built up a close connection among the platforms content creators and at the same time, they are also users. And these enhancements greatly promoted a continuous generation and distribution of diversified content, improved user engagement and inspired active social interactions. During the quarter, we focused on stimulating content innovation through these online and offline events and actively explore opportunities in developing our influential online interest clubs in different verticals, the 2024 Sohu Video K-pop Master Class has attracted nationwide attention and recognition from a large number of K-pop fans. We'll follow this up by launching 2024 Sohu K-pop Dancing Festival. Last year, we also did that. So second annual event this year. In early August, besides K-pop, we have also hosted various events related to the traditional Chinese handful, costume and photography. These events have gained notable traction and recognition as younger users with same interest flocked to our flourishing online interest clubs. Meanwhile, in June, we hosted our traditional flagship event of 16th Sohu News Marathon in Shenzhen this time. During the Marathon, entrepreneurs, sports celebrities and pop stars actively shared their ideas and their pictures by broadcasting short video clips on to Sohu's app and Sohu Video app, also the social network channel. This has provided us with abundant premium content stimulating user engagement and social interactions across our platform as well as attracted various advertisers' budgets. Furthermore, we continue to enrich our video content library by acquiring exclusive dramas, rolling out unique original content, introducing short-form dramas, short-form clips -- short-form dramas. Our original drama, President is President, [indiscernible] and Olympic variety -- topic reality show, Be A Hero, both well received by audiences and generated widespread discussions across various social media platforms. Although advertisers remain relatively cautious in the quarter, thanks to our knowledge-based video platform and advanced and live broadcasting technology, and the strong termination ability, we were able to strengthen our differentiated advantages and continue to explore innovative monetization opportunities. For example, we integrated our definitive my own [indiscernible] into various marketing campaigns, which were highly appreciated by other advertisers, and this cloud helped us capture advertising budgets because through these derivative events, we not only help audiences simultaneously to comprehend the physics knowledge behind, especially the auto -- auto companies, the products, the cars, the physics knowledge behind the product, also promoted branding for advertisers. So meanwhile, we kept integrating advertisers' needs into our traditional content marketing campaigns to maximize the monetization value we offered. Next, turning to online game business. During the quarter, online game business performed well with revenues exceeding prior guidance as our TLBB series remained stable, while new Western Westward Journey [indiscernible], a licensed card-based RPG that we launched during the quarter performed well. In our PC game business, we launched various events for regular TLBB PC to celebrate its anniversary. We also supplemented and optimized its gameplay and content based on player feedback. With TLBB Vantage, we introduced a team PBP event to satisfy players' demand of combat. Mobile game business, we launched an expansion pack for Legacy TLBB Mobile for its anniversary, updating its graphics and adding a fund strategic game plan which were well received by players. Next quarter, we will continuously launch expansion packs and content updates for the TLB series, new Westworld Journey and other titles to keep players engaged. As market competition intensifies, the market demand becomes more diversified, we will forge ahead with our top game strategy, continually optimizing the R&D process enhancing execution and expanding our international presence. In addition, we will continue to invest in professional talent development as well as content and technology innovation in order to bring more high-quality games to the market. We will maintain our core competitiveness on MMORPGs going forward while also seeking to make breakthroughs in multiple types of games, including card-based RPGs, sports games and casual games, et cetera. Now I'd like to give an update on the ongoing share repurchase program for Sohu. As of August 1, 2024, Sohu has repurchased $2.3 million ADS for an aggregate cost of approximately $26 million. With that, I now turn the call to our CFO, Joanna. Joanna, please.