Charles Zhang
Analyst · Jefferies
Thanks, Huang Pu, and thank you for everyone for joining our call. In the third quarter of 2026, our marketing services revenues hit the high end of our guidance, while both our online game revenues and our bottom line performance were in line with our expectations. For the Sohu social media platform, we continue to strengthen its social features through numerous iconic events, fostering genuine connections among users and boosting active user interactions across multiple verticals. We also kept leveraging our integrated product matrix with innovative and customized marketing solutions to unlock monetization potentials for our customers, for our clients. For online games, we continue to introduce fresh content to sustain player interest while offering tailored gameplay experiences to meet evolving player needs. Before going through each business unit in more detail, let me first give you a quick overview of our financial performance. Please be advised that this release relates to continuing operations only. For the third quarter 2026, total revenues were $133 million, down 26% year-over-year and 2% quarter-over-quarter. Marketing services revenues were $15 million, up 10% year-over-year and down 2% quarter-over-quarter. Online game revenues, $114 million, down 30% year-over-year and 2% quarter-over-quarter. GAAP net loss attributable to Sohu.com Limited $15 million compared with a net income of $9 million in the third quarter of 2025 and net income of $200,000 in the second quarter of this year. Non-GAAP net loss attributable to Sohu.com Limited was also $15 million compared with a net income of $9 million in the third quarter of last year and net income of $500,000 in the second quarter of this year. Now I'll go through our key businesses in more detail. First, Sohu social media platform. We continue to refine our products and technologies to enhance user experience across various scenarios, promote the generation and distribution of premium content and to strengthen the social features of our platform. We hosted diverse online and offline events, which effectively sparked vibrant interactions among users across multiple verticals and further supported the striving development of the social ecosystem of our platform. For example, in September 2026, Autumn Convention of Sohu Video Influencers [Foreign Language] took place in Beijing. With genuine social networking at its core, we invited celebrities and broadcasters in diverse verticals ranging from popular interest to professional fields, we provided them with opportunities to share ideas and build social connections, which greatly enhanced user interaction engagement in our platform. The convention was well received by broadcasters and users and continue to expand our brand influence further promote and deepen authentic social connections among our users. Also in this quarter, we continued with the 2026 Dancing Festival, [Foreign Language] and 2026 Hanfu Model Competition, [Foreign Language] with higher professional standards and a broader international outlook. Both competitions drew large numbers of enthusiasts worldwide to participate and interact both online and offline earning widespread recognition. They have become signature events that not only consistently generate premium content, but also stimulate social connections and vitality in our platform. In addition to Dance and Hanfu, we proactively expanded into other online interest communities and fostered a vibrant and dynamic atmosphere on our platform. Moreover, in October, we launched the Sohu Video American TV Series Month, [Foreign Language] during which we presented audiences with a wide selection of classic TV dramas, films and variety shows. At the end of October, we hosted its highlight event, the Halloween American TV Series Cosplay Party, bringing online and offline participants an exclusive carnival that combined a rich lineup of our premium content covering various topics with lively social interactions. Earlier this November, Tao's Physics Class marked its fifth anniversary since its launch in 2021. It has broadcast around 300 live sessions and conducted nearly 40 offline seminars featuring in-depth explanations of physics principles and advanced discussions with well-known physicists. Together with Charles' English Class, these 2 IPs have persistently disseminated professional knowledge and news events to the public, bringing them closer to science and cutting-edge developments. We have attracted a large number of professional broadcasters and encourage them to contribute and connect on our platform, further strengthening our unique competitive advantage in knowledge and science-related live broadcasting. Benefiting from our long-standing brand influence and profound understanding of the market, we were able to precisely identify and meet advertisers' needs with customized marketing solutions and help them to expand their brand influence. Leveraging our distinctive and differentiated IPs, we gained high recognition from advertisers and secured more advertising dollars. Next, turning to our online game business. During the quarter, our online game business performed well with revenues in line with our prior guidance. In our PC game business, we launched the Qixi Festival themed content and gameplay for regular TLBB PC and TLBB Vintage. We also introduced game content for regular TLBB PC designed to deliver a more streamlined low-pressure gameplay experience, which effectively promote improved player engagement. In addition, we rolled out crossover content of TLBB Return, generating excitement among users and players. Moving on to our mobile game business, we launched new expansion packs and festival events for Legacy TLBB Mobile, helping maintain stable player engagement. Next quarter, we will continue to release expansion packs and content updates for the TLBB series and other titles to keep players engaged. Looking ahead, we will remain committed to our top game strategy. On the product development front, we will continue to optimize our R&D processes, implement advanced technologies and enhance our R&D capabilities through continuous experimentation and validation, striving to bring more high-quality games to players. Regarding our pipeline, we seek to further unlock the potential of our TLBB IP. Meanwhile, as we can maintain our competitive edge in MMORPGs, we will keep diversifying our portfolio with multiple games [indiscernible] and expanding our product offering with global appeal. Now I'd like to provide an update on our ongoing share repurchase program. As of November 5, 2026, this year, Sohu has repurchased 10.1 million ADS shares for an aggregate cost of approximately $134 million. With that, I will now turn the call over to our CFO, Joanna. Joanna, please.