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Tencent

Tencent Holdings Limited is a Chinese multinational technology conglomerate founded in November 1998 in by , known as Pony Ma, along with , Xu Chenye, , and Zeng Liqing. Headquartered in , the company initially developed the QQ service and later expanded into a diverse portfolio encompassing social networking, online gaming, , , and . Tencent's flagship product, , a multi-purpose messaging, , and app, has over one billion monthly active users primarily in , integrating communication, , and services into a "super app" model. Through , it operates as the world's largest by revenue, with major titles including and international stakes in studios like and . The company's value-added services, including gaming and social platforms, alongside and business services, drove 2024 revenues exceeding RMB 600 billion, underscoring its dominance in 's . As an investment holding company, Tencent holds significant stakes in global tech firms and has fueled across sectors, though its operations are shaped by China's regulatory environment, including content controls and antitrust scrutiny that have prompted adjustments in business practices. This interplay reflects broader tensions between technological advancement and state oversight in the .

History

Founding and Early Development (1998–2004)

Tencent was founded in November 1998 in , , by (commonly known as Pony Ma), , Xu Chenye, , and Zeng Liqing, initially as a provider of value-added services with a focus on software. The company began operations with just five employees, operating from modest rented space amid 's nascent sector, where dial-up connections and limited were becoming accessible to urban users. In February 1999, Tencent launched OICQ, its flagship instant messaging product modeled after America Online's ICQ, which quickly attracted users due to its simple interface and compatibility with China's growing PC user base. Facing trademark infringement claims from AOL, Tencent rebranded OICQ to QQ later that year, a move that allowed continued expansion without legal interruption; by 2000, QQ had established itself as China's dominant messaging platform, leveraging network effects as internet penetration rose from under 3% of the population in 1999 to over 6% by 2002. QQ's user base grew rapidly through word-of-mouth and viral adoption among young Chinese users, reaching 160 million registered accounts and 50 million by 2002, driven by features like customizable avatars and group chats that fostered social connectivity in an era of limited alternatives. began modestly with and premium features, such as QQ membership subscriptions introduced around 2001, which provided ad-free access and enhanced functionalities; by March 2004, simultaneous online users exceeded 6 million, reflecting sustained daily engagement. This period culminated in Tencent's initial public offering on the on June 16, 2004, raising approximately HK$4.15 billion and valuing the company at around HK$24 billion, signaling investor confidence in QQ's sticky user ecosystem amid China's .

Domestic Expansion and Gaming Entry (2005–2010)

During this period, Tencent consolidated its dominance in China's instant messaging market through rapid growth in QQ's user base. On February 16, 2005, concurrent online QQ users exceeded 10 million for the first time, reflecting the platform's deepening penetration amid China's expanding internet access. By June 3, 2006, this figure surpassed 20 million, driven by enhancements to QQ's core features, including file sharing, voice chat, and integration with emerging mobile services. These developments capitalized on network effects, where QQ's penguin mascot and low-cost access fostered habitual use among urban youth and professionals, with registered users reaching hundreds of millions by mid-decade. Tencent expanded its domestic ecosystem by layering social and multimedia services atop QQ. In May 2005, the company launched , a blogging and social networking platform integrated with QQ accounts, enabling users to share photos, music, and personal updates. This move addressed the rising demand for personalized online expression in , where social features boosted user retention; Qzone quickly amassed tens of millions of active profiles. Complementing this, Tencent introduced in July 2005, an online streaming service that licensed content from domestic labels to offer ad-supported playback, further embedding the QQ suite into daily digital life. These additions diversified revenue from value-added services like premium memberships and , while reinforcing QQ's position as a gateway to broader internet activities. Entry into online gaming marked a pivotal shift, transforming Tencent from a communications provider into a multimedia conglomerate. In 2005, Tencent released QQ Fantasy, its first in-house developed (MMOG), which integrated seamlessly with QQ for social and item trading. This low-barrier title targeted casual gamers, leveraging QQ's user base to achieve quick adoption. By 2008, Tencent accelerated through licensing foreign titles for the market, launching —a developed by South Korean studio —on April 28, which emphasized competitive multiplayer modes and microtransactions. That same year, Tencent published , a side-scrolling from Neople, capitalizing on its arcade-style combat to attract mass-market players. These games pioneered models with in-game purchases, generating revenue from high-volume, low-cost engagement rather than upfront fees. Gaming initiatives fueled Tencent's financial ascent, with total revenue rising from approximately $1.5 billion in 2005 to $12 billion by 2010, largely from domestic operations. By 2009, Tencent had become China's largest online gaming platform through aggressive licensing and server infrastructure investments, outpacing rivals by bundling games with QQ's social tools to lower acquisition costs. Concurrent QQ users peaked above 100 million by March 5, 2010, underscoring the symbiotic growth between messaging and gaming ecosystems. This era's strategies—prioritizing user scale over immediate profitability in new verticals—laid the foundation for Tencent's later dominance, though early reliance on licensed content highlighted dependencies on foreign developers amid China's nascent domestic game production capabilities.

Initial Global Investments (2011–2014)

In February 2011, Tencent made its first major global investment by acquiring a 93% stake in Riot Games, the developer of League of Legends, for approximately $400 million. The deal, announced on February 4, allowed Tencent to publish the game in China while permitting Riot to operate independently in the United States, preserving its creative autonomy. This acquisition provided Tencent with access to Riot's expertise in free-to-play multiplayer online battle arena games and helped establish a foothold in the Western gaming market. Building on this momentum, Tencent invested $330 million in in June 2012, securing a 40% minority stake in the company behind the and franchises like . The strategic partnership aimed to leverage Epic's advanced technology for Tencent's domestic and global expansion efforts. This move diversified Tencent's international portfolio beyond publishing partnerships, emphasizing equity investments in high-potential studios to foster technological synergies and revenue-sharing opportunities in mobile and PC gaming. These early investments marked Tencent's shift toward a global investment strategy centered on , with a focus on acquiring stakes in innovative Western developers to import successful models to and export Chinese capital abroad. By , Tencent's pace of investments had accelerated, completing 10 deals in the first half of the year alone, though many remained concentrated in to capitalize on the sector's potential. This period laid the groundwork for Tencent's emergence as a significant player in ecosystems, prioritizing empirical success in user engagement and monetization over speculative ventures.

Ecosystem Integration and Fintech Rise (2015–2019)

During this period, Tencent intensified efforts to consolidate its diverse services into a unified centered on , transforming it into a "super app" that encompassed social communication, , payments, and lifestyle services, thereby reducing user friction and enhancing retention. This integration was driven by the "connect everything" philosophy articulated by CEO , which emphasized seamless linkages across Tencent's platforms like QQ, gaming, and content services. By 2017, had over 900 million monthly active users in , serving as the backbone for this , with features such as official accounts enabling businesses to engage users directly and mini-programs—lightweight applications launched in January 2017—allowing third-party developers to embed services without separate downloads, fostering an intra-app economy that grew to millions of programs by 2019. Parallel to ecosystem deepening, Tencent's fintech segment experienced explosive growth, primarily through , which evolved from a social payment tool into a dominant mobile wallet competing with Alibaba's . The 2014 viral success of digital red envelopes during continued to propel adoption, with 's transaction volume surging as it integrated into daily , , and offline via QR codes. By 2019, facilitated over 20 million daily purchases and added 200,000 new users per day, contributing to and business services revenues of RMB 101.4 billion for the year, a 39% year-over-year increase driven by commercial and social payments. This dual focus yielded synergistic effects, as WeChat's ecosystem amplified penetration; for instance, mini-programs incorporated payment gateways, enabling seamless in-app transactions that boosted overall platform stickiness and monetization. Tencent's alignment with China's "Internet+" initiative, announced in , further supported this by promoting digital integration across industries, though growth was tempered by intensifying domestic rivalry and regulatory scrutiny on data privacy and risks. Overall, these developments solidified Tencent's position as a pivotal player in China's , with WeChat's monthly active users exceeding 1.1 billion globally by late , though the majority of value creation remained domestic.

Pandemic Response and Regulatory Pressures (2020–2022)

Tencent integrated health code features into in February 2020, allowing users to obtain color-coded QR codes based on self-reported , location tracking, and official records to facilitate control measures such as travel permissions and venue access across . By late March 2020, the system had recorded over 10 billion visits, positioning —developed by Tencent—as a primary platform for these digital passes amid widespread lockdowns. This integration supported government-led and mobility restrictions, with Tencent collaborating with state entities to standardize the codes nationwide. On March 25, 2020, Tencent launched a $100 million Anti-Pandemic Fund to procure medical equipment, fund research, and assist vulnerable communities internationally, reflecting the company's alignment with initiatives during the crisis. The pandemic drove accelerated adoption of Tencent's services, boosting revenues from online , video streaming, and as physical activities shifted digital; for instance, domestic gaming revenue grew 39% year-over-year in Q2 2020 amid heightened user engagement. From late 2020 onward, Tencent encountered escalating regulatory actions from authorities targeting antitrust practices, , and youth protection in the tech sector, as part of a broader effort to rein in perceived monopolistic behaviors and promote "." In May 2021, regulators imposed restrictions on operations, requiring Tencent's and related units to halt aggressive lending expansions and adhere to stricter capital rules, curbing growth in . Sector-specific rules intensified in August 2021, when the National Press and Publication Administration limited online for minors under 18 to one hour per day on Fridays, weekends, and holidays (between 8 p.m. and 9 p.m.), totaling three hours weekly; Tencent, whose segment accounted for over 30% of , reported a subsequent drop in underage playtime to 2.6% of total domestic hours by September 2021, contributing to a 9% year-over-year decline in domestic in Q4 2021. Antitrust enforcement included investigations into Tencent's historical acquisitions; in November 2021, the company was fined 500,000 yuan (approximately $78,000) for failing to report 22 prior deals, alongside similar penalties for other tech firms. These measures, overlaid on lingering pandemic disruptions like renewed lockdowns in 2022, strained Tencent's performance, culminating in the company's first quarterly revenue decline of 1% year-over-year in Q2 2022, with online games revenue specifically falling 1% amid regulatory compliance costs and reduced advertising spend. Profits halved in Q1 2022, attributed partly to these pressures and COVID-related economic slowdowns. Tencent responded by enhancing facial recognition for age verification in gaming and divesting non-core assets to align with directives, though the regulations prompted market value erosion exceeding hundreds of billions in yuan for the sector.

AI-Driven Recovery and Recent Growth (2023–present)

Following the regulatory challenges of prior years, Tencent initiated a recovery phase in 2023 marked by intensified development, including the September launch of its proprietary Hunyuan large , which became available for testing and application building through Tencent Cloud . This effort aligned with broader investments, as the company allocated RMB 64 billion to R&D—up from RMB 61.4 billion in 2022—to bolster capabilities in amid domestic competition. Concurrently, Tencent's overall revenues reached RMB 609.01 billion for the year, reflecting a 10% year-over-year increase, while adjusted net profit surged 36%; revenues, a core segment, grew 5.4% to RMB 179.9 billion, supported by domestic and international titles recovering from prior spending curbs. AI integration began yielding tangible efficiencies in 2023, particularly in platforms and services, where modest emerged alongside e-commerce recovery via features like Video Accounts. Into 2024, these efforts accelerated, with total revenues climbing 8% to RMB 660.3 billion, driven by AI-enhanced , expansions, and sustained gaming performance; gross rose to RMB 349.2 billion. The fourth quarter alone posted 11% revenue and a 90% increase year-over-year, attributed to AI-driven optimizations in marketing services and operational efficiencies across and gaming ecosystems. Tencent's strategy emphasized leveraging its ecosystem advantages, integrating Hunyuan models into consumer applications and investing in chips and agentic AI to counter rivals. By mid-2025, contributions intensified, powering double-digit revenue growth in the second quarter (13% overall), with boosted by platforms and buoyed by new titles on a low 2023 base. and segments showed accelerating momentum, enabling Tencent to introduce more functions and products aimed at outperforming competitors. Advancements included open-sourcing hybrid models like Hunyuan-A13B in and releasing Hunyuan 3.0 in late , which topped leaderboards for open-source image generation with capabilities surpassing models like Google's Nano-Banana. Hunyuan 3.0, launched in , tripled modeling accuracy for generation at resolutions up to 1536³, downloaded over 2.6 million times on platforms like . These developments, alongside applications in content creation and personalization, positioned Tencent for sustained expansion, with analysts noting undervalued potential in -leveraged efficiencies despite gaming's foundational role.

Corporate Structure

Leadership and Ownership

Tencent Holdings Limited is headed by , commonly known as Pony Ma, who has served as co-founder, chairman of the board, and since the company's in 1998. Pony Ma, born in 1971, holds a degree in from and previously worked as a before establishing Tencent. Under his leadership, Tencent has expanded from a messaging service provider to a diversified technology conglomerate encompassing , , , and . The executive team includes Chi Ping Lau (Martin Lau), who joined in 2005 and serves as president, overseeing strategic operations and business development. Other key figures comprise as and co-founder, and senior executives such as Ren Yuxin and James Mitchell managing specific divisions like gaming and international business. The board of directors features Pony Ma as chairman, alongside non-executive directors including Jacobus Petrus Bekker from and Charles St Leger Searle, reflecting significant external investor influence. As a publicly traded company incorporated in the Cayman Islands and listed on the Hong Kong Stock Exchange (ticker: 0700.HK), Tencent's ownership is widely held with no single majority stakeholder. Prosus N.V., a Dutch investment firm formerly part of Naspers, maintains the largest stake at approximately 23% as of July 2025, following gradual divestments to fund share buybacks. Pony Ma holds the second-largest individual stake, owning around 8.6% of the shares, which provides him substantial influence despite the dispersed ownership structure. Institutional investors and mutual funds collectively account for over 40% of shares, with the remainder held by public and retail investors. Tencent employs a single class of ordinary shares, eschewing dual-class structures common in some tech firms, though founder-led governance ensures continuity in strategic direction.

Subsidiaries and Key Holdings

Tencent operates through several wholly owned or majority-controlled subsidiaries that form the core of its operations in gaming, music, and payments. , established as the company's interactive entertainment arm, oversees domestic and international game development and publishing, including titles like and . Entertainment Group, a separately listed entity in which Tencent holds a , manages streaming services such as and , generating revenue from subscriptions and digital sales. In fintech, Tenpay Technology, a wholly owned launched in 2005, provides third-party payment processing under brands like , facilitating billions in annual transactions across and transfers. Tencent's key holdings emphasize strategic investments in global gaming firms, often securing influence over development pipelines without full control. It owns 100% of since completing its acquisition in 2015, the developer of , which has driven revenue exceeding $1 billion annually through tournaments and in-game purchases. A 40% stake in , acquired via a $330 million in 2012, provides access to royalties and licensing, bolstering Tencent's position in cross-platform gaming ecosystems. Further, an 84.3% majority stake in , purchased for $8.6 billion in 2016, yields ongoing profits from mobile hits like , with Tencent retaining operational autonomy for the Finnish studio. Beyond gaming, Tencent maintains a 30% stake in WeBank, China's first digital-only bank founded in 2014, which leverages integration for microloans and deposits serving over 300 million users by emphasizing algorithmic credit assessment over traditional collateral. Other notable holdings include a 20% interest in , enhancing music licensing synergies with , and minority stakes exceeding 10% in firms like (16% as of mid-2025, valued over $2.5 billion) and (13.9%), diversifying into and genres.
Key Gaming HoldingsOwnership StakeAcquisition YearNotable Assets
Riot Games100%2011 (full by 2015)League of Legends
40%2012Fortnite,
84.3%2016
30%Recent (post-2023)
This table summarizes select investments; Tencent's broader portfolio includes over 800 global stakes, prioritized for ecosystem integration rather than outright control.

Research and Development Divisions

Tencent's research and development activities are centralized under its Technology and Engineering Group (TEG), which manages core labs dedicated to advancing , , , and applied technologies to support the company's ecosystem of products and services. These divisions emphasize foundational research alongside practical applications, with significant investments reported at over 10% of annual revenue allocated to R&D as of 2023. The flagship Tencent AI Lab, established in November 2016, conducts fundamental research in computer vision, speech recognition, natural language processing, and machine learning. It drives innovations such as generative models and federated learning, contributing to Tencent's broader AI ecosystem including the Hunyuan large language models released in 2023. The lab collaborates with academic institutions through programs like Rhino-Bird, funding projects in meta-learning and deep graph learning as of 2025. Tencent Robotics X, founded in 2018 in , focuses on embodied intelligence and core technologies including mobility systems, dexterous manipulation, and intelligent agents. The lab has developed prototypes such as a multi-modal quadruped unveiled in 2021 and the hybrid bipedal-wheeled "The Five" in September 2024, which switches between legged and wheeled locomotion for versatile navigation. It operates as a key R&D arm under TEG, providing technological support for industrial applications and partnering with hardware manufacturers via platforms like the Embodied Intelligence launched in 2025. Other specialized units include the Tencent ARC Lab, which targets understanding and generation inspired by Tencent's content platforms, and the Tencent Media Lab, dedicated to compression and emerging technologies for video and audio processing. These divisions collectively published over 1,000 research papers in top conferences by , though outputs are scrutinized for alignment with commercial priorities amid China's regulatory environment favoring state-aligned development.

Financial Performance

Revenue Sources and Diversification

Tencent's revenue is segmented into value-added services (VAS), marketing services, and business services, and others, reflecting a broad spanning platforms, , , payments, and enterprise solutions. In , total revenue reached RMB 660.3 billion, an 8% increase from 2023. VAS contributed RMB 319.2 billion (48%), driven by domestic games (RMB 139.7 billion, up 10% year-over-year), international games (RMB 58.0 billion, up 9%), and networks (RMB 121.5 billion, up 2%), with games encompassing in-app purchases for virtual items in titles like and . Marketing services generated RMB 121.4 billion (18%), up 20%, fueled by on platforms such as Video Accounts, Mini Programs, and Weixin Search, alongside traditional display ads across Tencent's properties. Fintech and business services formed the second-largest segment at RMB 212.0 billion (32%), growing 4%, with key drivers including commercial payment commissions via and Tenpay, wealth management products, , and enterprise tools like Tencent Meeting (up over 40% in adoption). Others added RMB 7.8 billion (1%), up 44%, from media content, film production, and licensing. Diversification has mitigated reliance on , which historically dominated VAS but now competes with fintech's scale; the latter's stability from volumes and subscriptions contrasts 's volatility tied to hit titles and regulatory approvals. Tencent has expanded into AI-enhanced services and solutions, integrating them into business services to capture demand, while related-party with subsidiaries like Tencent Computer (RMB 352 billion total) underscore internal synergies. This multi-stream approach, bolstered by investments in healthcare and adjacencies, supports amid domestic regulations and global competition.

Historical Growth and Metrics

Tencent's financial trajectory originated with modest revenues in its founding year of 1998, primarily from nascent internet services, escalating rapidly following the February 1999 launch of QQ, an platform that captured a burgeoning Chinese user base through free access and value-added features like virtual items. By 2004, QQ's popularity underpinned Tencent's on the in June, with post-IPO market capitalization at approximately $894 million, enabling capital for expansion into gaming and advertising. Revenue reached 12.44 billion RMB in 2009, surging to 19.65 billion RMB in 2010 amid diversification into online games and payments. The debut of catalyzed accelerated metrics, blending messaging with mobile payments and mini-programs, which drove combined QQ and monthly active users beyond 1 billion by early , sustaining engagement despite QQ's gradual decline from a mid-2010s peak of over 900 million mobile users. This ecosystem fueled revenue compounding, with annual figures climbing from 28.5 billion RMB in to over 377 billion RMB by , propelled by royalties and , while net income rose from 11.42 billion RMB in to 97.9 billion RMB in . paralleled this, expanding from under $50 billion in to surpass $500 billion in , reflecting investor confidence in Tencent's monopoly-like dominance in China's digital services before regulatory interventions. Key financial metrics underscore this pre-2020 expansion:
YearRevenue (billion RMB)Net Income (billion RMB)Market Cap (billion USD, year-end)
201128.511.42~40
2015102.840.3~200
2018312.172.8~420
2019377.797.9~480
Data derived from annual reports and financial aggregators, highlighting a compound annual exceeding 30% from 2011 to 2019, attributable to network effects in user platforms and high-margin .

Recent Fiscal Results (2020–2025)

Tencent's grew 25% year-over-year to 482.0 billion RMB in 2020, driven by increased usage of its platforms and services amid the lockdowns, with IFRS net profit attributable to equity holders reaching 156.0 billion RMB. The company's value-added services (VAS), including , accounted for the majority of , while and business services also expanded due to heightened digital payments. In 2021, revenue rose 16% to 560.1 billion RMB, but net profit dipped to 175.0 billion RMB amid higher investments and initial regulatory scrutiny on antitrust and data practices. revenue faced emerging pressures from government policies limiting minors' playtime to three hours per week, contributing to moderated domestic growth. Fiscal marked Tencent's first annual decline, falling 1% to 554.6 billion RMB, primarily due to China's intensified regulatory on the industry—including approval delays for new titles and spending caps—and sector reforms targeting consumer lending and monopolistic behaviors. Net profit attributable to equity holders dropped sharply to 116.0 billion RMB, reflecting impairment charges on investments and reduced monetization. Domestic declined 9% in the fourth quarter alone, underscoring the causal of policies aimed at curbing "spiritual " in youth . Recovery began in 2023, with revenue increasing 10% to 609.0 billion RMB and net profit rising to 123.2 billion RMB, supported by eased regulatory approvals for and diversification into and services. International and rebounded, offsetting lingering domestic constraints. For 2024, revenue accelerated 11% to approximately 678 billion RMB, with net profit surging over 50% to around 200 billion RMB, fueled by strong VAS performance—including domestic up 14%—and AI-enhanced efficiency. services grew modestly at 3% in the fourth quarter, reflecting stabilized post-regulatory overhaul. In the first half of 2025, revenue reached 364 billion RMB, with Q1 at 180 billion RMB (up 13% year-over-year) and Q2 at 184.5 billion RMB (up 15%), driven by integrations in products like mini-programs and gaming hits. Non-IFRS net profit for Q2 climbed 10% to 63.1 billion RMB, indicating sustained profitability amid broader economic recovery in . These results suggest a trajectory toward double-digit full-year growth, though subject to ongoing geopolitical and domestic policy risks.
Fiscal YearRevenue (RMB billion)YoY GrowthNet Profit (RMB billion, attributable to equity holders)Key Driver/Challenge
2020482.0+25%156.0Pandemic-driven digital shift
2021560.1+16%175.0Initial regulations on youth
2022554.6-1%116.0Regulatory crackdown on and
2023609.0+10%123.2Regulatory easing and diversification
2024678.0+11%~200.0 and recovery

Products and Services

Communication Platforms

Tencent's communication platforms primarily consist of QQ and , which dominate and networking in . QQ, launched in February 1999 as an service originally named OICQ, was designed for PC users and rapidly expanded to mobile devices. It supports text chatting, voice and video calls, , and features such as groups and feeds, catering mainly to younger demographics with over 60% of users under 30 years old. As of 2025, QQ maintains approximately 562 million monthly active users, though this figure has declined steadily by about 16 million year-over-year due to competition from more integrated apps. WeChat, introduced in January 2011 as Weixin for the Chinese market and later rebranded internationally, began as a mobile messaging alternative to and evolved into a comprehensive "" encompassing communication, payments, , and services. Key features include end-to-end encrypted text and multimedia messaging, voice and video calls, a social feed called Moments for sharing updates, for transfers and merchant transactions, and mini-programs—lightweight apps within the platform enabling third-party services without downloads. Official accounts allow businesses, media, and government entities to broadcast content and interact with users, integrating it into public services like health codes during the . The platform's combined monthly active users for Weixin and exceeded 1.3 billion as of March 2024, with nearly all users in and growth stabilizing as penetration nears saturation among smartphone owners. These platforms generate revenue through social advertising, virtual item sales in associated features like games and , and value-added services such as premium stickers and music subscriptions. In the fourth quarter of 2024, Tencent's social networks segment, encompassing QQ and functionalities, reported revenues of RMB 29.8 billion, a 6% year-on-year increase attributed to higher virtual item sales from app-based games and music offerings. 's has fostered a closed-loop , where users conduct daily transactions, but it faces scrutiny for practices and integration with state , as mandated by regulations. Despite QQ's foundational role in establishing Tencent's user base, 's versatility has made it indispensable, with over 1 billion daily messages processed and significant contributions to Tencent's overall value-added services revenue.

Gaming Operations

Tencent's gaming operations are managed primarily through , its dedicated video game and development division, which focuses on , PC, and console titles with a strong emphasis on online multiplayer experiences. The division operates multiple internal studios, including , which developed in 2015—a (MOBA) game that has become one of the highest-grossing titles globally, generating substantial in-game purchase revenue through hero skins and battle passes. Lightspeed & Quantum Studios handles for , a co-developed with , launched in in 2018 and expanded internationally, contributing significantly to events like the Esports World Cup. In 2024, Tencent's overall online gaming revenue reached RMB 197.7 billion (approximately $27.34 billion), up 9.9% year-over-year, driven largely by evergreen titles rather than new intellectual properties. Tencent has expanded its gaming footprint through strategic acquisitions and investments in international studios. It acquired full ownership of Riot Games in December 2015, following an initial majority stake in 2011; Riot develops , a cornerstone of the global ecosystem with millions of monthly active users. Tencent holds a majority stake in Finnish studio , known for Clash of Clans and Clash Royale, which emphasize models with clan-based social features. Additionally, a 40% stake in , secured via a $330 million in 2012, provides influence over and the , though Epic retains operational independence. These operations prioritize monetization via microtransactions and live services, tailored to China's regulatory environment requiring version approvals for domestic releases, while leveraging global partnerships for international distribution. Tencent Games also invests in emerging technologies like AI for game optimization and hosts premieres at events such as gamescom 2025, showcasing titles like Honor of Kings: World. Despite dominance in player engagement—exemplified by Honor of Kings and PUBG Mobile generating nearly $200 million combined in September 2023—the portfolio relies heavily on a few flagship franchises, prompting ongoing efforts to diversify.

Entertainment and Media

Tencent's entertainment and media operations encompass video streaming, music services, film production, and digital content adaptation, leveraging its ecosystem for content distribution via platforms like and QQ. These segments generated significant revenue through subscriptions, advertising, and intellectual property (IP) licensing, with and Tencent Music Entertainment (TME) as core pillars. Tencent Video, a subscription-based over-the-top (OTT) platform, leads China's video streaming market by user engagement and . Launched in 2011, it offers dramas, variety shows, and original content, achieving peak usage of 69% among online video consumers in 2021 surveys. The service invests heavily in exclusive , including adaptations from web novels and international partnerships, to retain over 100 million paid subscribers as of recent reports. Tencent Music Entertainment Group, formed in 2016 through the merger of , , and Kuwo, dominates China's online audio market with streaming, , and live performance features. It operates as the largest by monthly , exceeding 800 million, and monetizes via subscriptions and gifting during live . TME's emphasizes social entertainment, integrating music discovery with to drive engagement. In film, , established in 2015 as an extension of Tencent Penguin Pictures, handles production, distribution, and minority investments in theatrical and online features. The unit budgeted over $150 million (1 billion ) for 2017 financing alone, focusing on IP from games, comics, and novels. Internationally, Tencent invested strategically in in 2018, enabling co-financing of films and content while expanding merchandising in . Tencent has extended into and digital , with Tencent Animation and —launched in 2012—incubating for adaptation across media. These assets transferred to subsidiary China Literature in 2023 to streamline IP pipelines from web novels to . In 2025, Tencent piloted AI-generated animations like My Healing Game, garnering 10 million views in four days, signaling a shift toward technology-driven .

Fintech and E-commerce

Tencent's operations primarily revolve around , a digital payment platform integrated into the super-app and underpinned by the Tenpay system, which facilitates mobile payments, money transfers, and such as and microloans. By mid-2024, had approximately 1.225 billion active users, with projections estimating growth to 1.318 billion users in 2025, reflecting a year-over-year increase of about 7.6%. In , usage penetration stood at 85% among surveyed respondents by mid-2024, supporting high transaction volumes driven by commercial payments and consumer lending. The segment's revenue, categorized under and Services, demonstrated steady expansion amid regulatory constraints on lending. In the second quarter of 2025, this segment generated RMB 55.5 billion, marking a 10% year-on-year increase, primarily from elevated consumer loan services, processing, and products. Growth in services was further propelled by commercial activities, with the segment contributing significantly to Tencent's overall revenue diversification, though it faced from rivals like and periodic crackdowns on high-risk lending practices by Chinese authorities. In e-commerce, Tencent adopts an ecosystem-enabling approach rather than direct platform operation, leveraging WeChat's mini-programs, stores, and Channels to host third-party merchants and drive transactions. This infrastructure supported a gross merchandise value (GMV) of RMB 2 trillion in 2024 from mini-programs and micro-businesses, underscoring WeChat's role in facilitating social commerce integrated with payments. Tencent bolsters this through strategic investments, holding substantial stakes in JD.com for logistics-integrated retail and Pinduoduo (operator of Temu internationally) for group-buying and low-price models, which enhance WeChat traffic monetization without owning core marketplaces. These efforts yielded e-commerce revenue growth within the FinTech segment, tied to payment facilitation, though the model remains secondary to Tencent's gaming and social revenues and vulnerable to platform algorithm shifts and antitrust scrutiny.

Cloud Computing and AI Initiatives

Tencent , launched in 2010, operates as the company's infrastructure-as-a-service (IaaS), platform-as-a-service (PaaS), and software-as-a-service () provider, positioning it as China's third-largest vendor behind and Huawei Cloud. The platform supports enterprise workloads, including , computing resources, and hybrid solutions, with a focus on scalability for domestic and international clients. By 2024, Tencent had expanded its global data centers to over 70 regions worldwide, emphasizing low-latency services for , , and applications. Revenue from Tencent Cloud has shown steady growth amid China's competitive cloud market. In 2024, capital expenditures across Tencent's operations, heavily weighted toward cloud and AI infrastructure, surged to $10.7 billion from $3.4 billion the prior year, representing 12% of total revenue. This investment supported double-digit growth in cloud-related segments during Q2 2025, contributing to overall quarterly revenue of RMB 184.5 billion, up 15% year-over-year. Partnerships, such as with MongoDB for AI-enhanced database features like vector search and eMAG for digital infrastructure in Southeast Europe, have bolstered Tencent Cloud's enterprise adoption. Tencent's AI initiatives center on the Hunyuan large language model family, initially released for enterprise use on September 7, 2023, to compete in China's generative AI landscape. Hunyuan has since evolved with over 30 model variants by September 2025, incorporating mixture-of-experts (MoE) architecture for efficiency; for instance, the open-sourced Hunyuan-A13B model, with 80 billion parameters, was made available in June 2025. Tencent committed to further AI investments in 2025, including upgrades to Hunyuan and contributions to open-source ecosystems, amid plans for RMB 100 billion in total AI spending. Integration of AI into Tencent Cloud services includes the Hunyuan-powered AI Coding Assistant, adopted by over 50% of Tencent's internal engineers by September 2024, and AIoT platforms for intelligent device analytics. These efforts target sectors like AI, content generation, and judicial case analysis, with expansions into via Hunyuan 3D 3.0 in September 2025. Strategic alliances, including with for GPU acceleration and regional partners in the for infrastructure, underscore Tencent's push for AI-driven cloud sovereignty and global scalability.

Global Expansion

International Investments

Tencent has expanded internationally through strategic investments, amassing a portfolio exceeding 1,200 companies by 2025, including over 120 valued at more than $1 billion each. These investments, initiated prominently in the early , target synergies with Tencent's core competencies in , , and , often yielding financial returns and operational influence. In the gaming sector, Tencent holds dominant positions in key studios. It acquired full ownership of Riot Games, creator of League of Legends, after purchasing a majority stake in 2011 and the remaining equity by 2015. Tencent invested $330 million in Epic Games in June 2012 for a 40% stake, supporting titles like Fortnite and enabling cross-platform integrations with WeChat. It also owns an 84% stake in Supercell, developer of Clash of Clans, acquired progressively since 2016. Additional gaming holdings include a 5% stake in Ubisoft, increased via options in 2022, and a 25% stake in Ubisoft's March 2025 subsidiary focused on franchises like Assassin's Creed and Rainbow Six, valued at $1.25 billion. Beyond , Tencent ventured into electric with a 5% in purchased in March 2017 for $1.78 billion, which it sold in January 2023 amid market gains. In , it acquired a 12% in in November 2017, leveraging expertise in messaging apps. By 2022, Tencent shifted toward majority in overseas assets to mitigate domestic regulatory risks and capitalize on growth. This approach continued into 2025, with investments in and diversified tech amid a portfolio emphasizing long-term value over short-term exits.
CompanyStakeInitial Investment YearSectorNotes
100%2011 (majority), 2015 (full)GamingLeague of developer
40%2012 ($330M)Gaming publisher
84%2016Gaming
Ubisoft Subsidiary25%2025 ($1.25B)Gaming, etc.
5% (sold 2023)2017 ($1.78B)Electric VehiclesExited for profit
12%2017Social Messaging app synergies

Overseas Operations and Partnerships

Tencent maintains overseas operations through wholly-owned subsidiaries in the gaming sector, including , acquired fully in 2015 after an initial 93% stake purchased for $400 million in 2011, which operates from its headquarters in and publishes and other titles worldwide. Similarly, , a Finnish mobile game developer behind , operates under Tencent's 84.3% ownership acquired for $8.6 billion in 2016, retaining significant autonomy in while benefiting from Tencent's global distribution. These entities handle development, publishing, and esports activities independent of Tencent's domestic constraints, contributing to international revenue streams. In December 2021, Tencent established Level Infinite as its international publishing brand under , focused on delivering high-quality titles to global audiences from bases in , , and . Level Infinite partners with external developers for worldwide releases, such as (prior to rights reversion in December 2024), emphasizing cross-platform accessibility and localized support without direct regulatory overlays. This arm extends Tencent's operational footprint beyond equity stakes, facilitating partnerships with studios in and for titles like Arena Breakout. Tencent's cloud computing operations involve international partnerships to support enterprise clients abroad. In September 2024, Tencent Cloud collaborated with Indonesia's GoTo Group to provide infrastructure for digital services, enhancing scalability for e-commerce and payments in Southeast Asia. Further, in September 2025, Tencent partnered with Brazil's StarkCloud to accelerate digital transformation in Latin America, offering hybrid cloud solutions tailored to regional data sovereignty needs. In October 2025, Tencent Cloud announced expansions in the Middle East, including new partnerships in the UAE focused on gaming and super-app development, alongside a $150 million commitment in Saudi Arabia to bolster local cloud infrastructure for interactive entertainment. These alliances prioritize technical integration over ownership, enabling Tencent to penetrate markets resistant to full foreign control. Fintech operations overseas remain limited due to regulatory hurdles, with Weixin Pay primarily serving inbound via foreign card linkages introduced in July 2023, rather than full cross-border expansion. Tencent's global offices, spanning Palo Alto, , , and , coordinate these efforts but emphasize B2B services like Tencent Meeting, available in over 100 countries since September 2020. Overall, partnerships favor collaborative models in and to mitigate geopolitical risks, contrasting with Tencent's investment-heavy approach elsewhere.

Regulatory Environment

Relations with Chinese Government

Tencent exhibits a symbiotic relationship with the Chinese government, marked by extensive compliance with state mandates on content censorship and . WeChat, the company's dominant messaging platform, integrates mechanisms that enable authorities to monitor user communications and enforce political restrictions, as evidenced by analyses of its data handling practices. Tencent has cooperated with regulators to curb content deemed illegal or sensitive, including during crackdowns on platforms hosting unapproved material, aligning its operations with priorities under laws like the 2024 revisions to the State Secrets Law. Founder , known as Pony Ma, has engaged directly in political processes, submitting policy proposals to the (NPC) on topics such as development as recently as 2021. He previously served as a delegate to bodies like the (CPPCC), though his attendance waned during the 2022-2023 sessions amid broader tech sector scrutiny. In February 2025, Pony Ma participated in a high-level meeting with President focused on technological innovation, signaling renewed alignment. The government has exerted structural influence through mechanisms like a "golden share" acquired by Beijing authorities in a Tencent subsidiary in 2023, providing veto power over strategic decisions and exemplifying state oversight of key tech firms. Tencent has supported national initiatives, including government-backed projects in AI and medical imaging, positioning it as a designated contributor to state priorities. Tensions arose during the 2021-2023 regulatory campaign against , where Tencent incurred fines exceeding 3 billion yuan (approximately $410 million USD) for antitrust infractions and faced caps on revenues and user spending, contributing to a $1.1 trillion collective erosion across the sector. These measures, aimed at curbing monopolistic practices and , temporarily strained relations but did not sever ties, as Tencent adapted by enhancing and aligning with policy shifts toward semiconductors and by 2024.

Domestic Regulations and Compliance

Tencent adheres to China's Anti-Monopoly Law, enforced by the (SAMR), which prohibits exclusive dealings and requires pre-merger notifications for significant transactions. In July 2022, SAMR fined Tencent a total of 6 million (approximately $896,000) across 12 cases for failing to prior acquisitions and investments, marking the maximum penalty under disclosure rules. In November 2021, the company received additional fines alongside Alibaba and for antitrust violations related to market dominance practices. These penalties followed a 2020 pledge by Tencent to align with new guidelines curbing tech sector monopolies, including commitments to loosen exclusive app distribution arrangements. In the gaming sector, Tencent complies with regulations from the National Press and Publication Administration limiting minors' online playtime to prevent . Effective August 2021, rules cap under-18s at three hours weekly, specifically one hour daily from 8 p.m. to 9 p.m. on Fridays, weekends, and holidays, with real-name verification mandatory. Tencent enforced these via facial recognition and payment restrictions starting September 1, 2021, reporting a drop in minor gaming revenue. Under the 2017 Cybersecurity Law, Tencent stores user data domestically and conducts security assessments for operators, as required for network operators handling . The company supports compliance through Tencent Cloud services that align with classified protection standards graded by national security impact. Following the 2021 Personal Information Protection Law, Tencent integrated consent mechanisms and data minimization practices into platforms like WeChat. In September 2021, it opened ecosystem access to rivals, such as allowing third-party payments in mini-programs, to meet fair competition mandates.

International Regulatory Challenges

Tencent has encountered significant regulatory hurdles in the United States, primarily centered on risks associated with its application. In August 2020, the administration issued an declaring WeChat a threat due to potential data collection and transmission to the , leading to prohibitions on U.S. transactions with Tencent effective September 18, 2020, including removals. Courts partially blocked the ban, and the Biden administration rescinded it in June 2021, opting for ongoing review under frameworks, though concerns persist over Tencent's compliance with laws mandating data access for intelligence purposes. In December 2024, the U.S. Department of Justice prompted Tencent to remove two directors from ' board—where Tencent holds a 40% stake—and relinquish unilateral appointment rights, citing violations of Section 8 of the Clayton Act prohibiting interlocking directorates that could facilitate anticompetitive coordination. In , escalating border tensions with triggered bans on Tencent-linked applications. On September 2, 2020, the Indian government prohibited 118 Chinese apps, including —published by Tencent in India—citing data theft and prejudicial activities under the Information Technology Act. PUBG Corporation, the game's developer, severed ties with Tencent for the Indian market on September 9, 2020, to attempt circumvention, but operations halted entirely by October 30, 2020, amid the ban's enforcement, resulting in lost revenue from India's 100 million-plus users. Australian regulators have scrutinized Tencent's for potential foreign interference. In July 2023, declined invitations to a parliamentary on social media's in political , prompting over and risks of favoring interests. Broader challenges include reviews under mechanisms like the U.S. CFIUS, which has blocked or conditioned Tencent's acquisitions due to fears, and EU data protection probes under GDPR, though no major fines have materialized as of 2025; these stem from empirical evidence of firms' obligations under the 2017 National Intelligence Law to share user data with authorities, raising causal risks of espionage absent verifiable firewalls. In , while Tencent invests heavily in cloud infrastructure—pledging $500 million by 2030—regulatory pushback focuses on local and competition, reflecting regional wariness of dominance. These actions highlight a pattern where host governments prioritize over data flows, often justified by documented instances of access rather than unsubstantiated bias.

Controversies

Intellectual Property Allegations

In July 2025, Sony Interactive Entertainment filed a lawsuit against Tencent in the U.S. District Court for the Central District of California, alleging copyright and trademark infringement over Tencent's upcoming game Light of Motiram, developed by subsidiary Polaris Quest (also known as Aurora Lights). Sony claimed the game constitutes a "slavish clone" of its Horizon Zero Dawn and Horizon Forbidden West franchise, copying protected elements such as robotic machines, character designs, weapons, environments, and narrative motifs involving tribal human societies combating mechanical beasts. The complaint sought unspecified monetary damages, a jury trial, and an injunction to halt distribution, asserting Tencent's actions were willful and caused irreparable harm to Sony's brand. Tencent responded by denying the allegations, arguing that Light of Motiram was independently developed with original assets and that any superficial similarities stem from common genre tropes in open-world action RPGs featuring post-apocalyptic machine enemies. In October 2025 court filings, Sony rebutted Tencent's defense, claiming the Chinese developer had accessed Horizon materials and that promotional trailers demonstrated "blatant copying," with ongoing harm from Tencent's marketing efforts despite the denial. The case remains pending as of October 2025, highlighting tensions in cross-border IP enforcement amid China's historically lax protections that have enabled rapid imitation of foreign innovations by domestic firms like Tencent. Earlier allegations include a 2018 dispute with PUBG Corporation (now Krafton), which accused Tencent's Game for Peace (a censored version of PUBG Mobile) of infringing on PlayerUnknown's Battlegrounds by replicating core mechanics, maps, and assets without authorization beyond the licensing agreement. No formal lawsuit was filed, and the matter resolved without public admission of wrongdoing, though it fueled broader claims of Tencent leveraging its publishing role to appropriate Western game designs for the Chinese market. In October 2025, Rothschild Broadcast Distribution Systems filed a patent infringement suit against Tencent America in New York federal court, alleging unauthorized use of video distribution technology, separate from copyright claims but adding to scrutiny of Tencent's U.S. operations. These cases reflect recurring accusations against Tencent of exploiting weak IP regimes in to clone successful foreign titles, enabling rapid market dominance before legal challenges abroad; however, Tencent has countered by winning numerous infringement suits against rivals, such as a February 2025 U.S. ruling awarding it $85 million against Taiwan-based Unblock Tech for video . Critics, including U.S. policymakers, attribute such patterns to systemic incentives in 's state-influenced , where enforcement favors domestic giants until international pressure mounts.

Data Privacy and Security Issues

Tencent's privacy practices have drawn international criticism primarily due to legal obligations under regulations, such as the 2017 National Intelligence Law, which mandates cooperation with government intelligence requests, including access to user without explicit user notification or . This compels Tencent to vast amounts of personal information—encompassing over 1 billion users' communications, locations, and financial details—on servers subject to state oversight, raising fears of indiscriminate and misuse for non-commercial purposes. Critics, including Western policymakers, argue that such erodes user trust, particularly for global users whose may be transferred to authorities lacking independent . A prominent incident occurred in 2024, when hackers under the alias "Fenice" leaked approximately 1.4 billion Tencent user records, including addresses, numbers, and QQ identifiers, via underground forums. The breach exposed systemic weaknesses in data protection, enabling potential , , and account takeovers, with no immediate public disclosure from Tencent confirming the scope or steps. Earlier vulnerabilities, such as a 2024 flaw in WeChat's custom allowing remote execution, further demonstrated exploitable risks in core applications handling sensitive interactions. WeChat's operational model exacerbates concerns through automated scanning applied to users, where uploaded images and documents are analyzed against censorship lists, even for non-China-based accounts. A 2020 Citizen Lab investigation documented this cross-border surveillance, revealing keyword-based filtering and political flagging that extends beyond domestic users, effectively exporting China's apparatus. In response, U.S. users filed a class-action against Tencent in 2020, alleging unlawful and without adequate safeguards, though the case highlighted challenges in enforcing foreign over firms. Tencent maintains ISO/IEC 27018 for controls but has faced accusations of opaque practices, including unconsented photo caching clarified by CEO Pony Ma as a technical misunderstanding in 2019.

Content Censorship Practices

Tencent, operator of and QQ, enforces content censorship on its platforms to comply with regulations imposed by the (PRC) government, which mandate the removal or blocking of politically sensitive material. These practices include real-time keyword filtering, image analysis, and server-side moderation, primarily targeting content related to events such as the 1989 Tiananmen Square protests, criticism of the (CCP), and calls for dissent. For instance, employs automatic censorship of chat images based on embedded text or visual elements deemed sensitive, blocking transmission before it reaches recipients. In domestic operations, Tencent's platforms like Weixin (the PRC version of ) apply pervasive in private chats, group discussions, and public feeds, often preemptively deleting messages containing flagged terms without user notification. Compliance is driven by PRC laws requiring firms to monitor and report sensitive , with non-adherence risking shutdowns or executive detentions, leading Tencent to induce among users and content creators. Specific incidents include the suspension of accounts in October 2022 for sharing images of anti-lockdown protests in , prompting users to submit "confession letters" pleading for restoration. In gaming, Tencent has altered titles to excise references to cults, , or elements, aligning with 2021 directives that expanded state oversight of the industry. Internationally, accounts registered outside the PRC face no direct but are subject to , with analyzed content from these users feeding into algorithms that refine domestic blocking lists. This "one app, two systems" approach separates (global) from Weixin (domestic), yet interactions between China-registered and foreign accounts can trigger for the former. Tencent has pursued legal actions to dismantle tools circumventing its controls, such as suing in July 2025 to remove FreeWeChat.com, an archive preserving censored articles. Critics, including organizations, argue these practices extend PRC influence abroad by normalizing and deterring free expression among communities, who self-censor to avoid repercussions for relatives in . Tencent maintains that such measures are necessary for legal operation in , where failure to censor could result in platform bans, as evidenced by broader PRC controls employing millions in monitoring roles.

Antitrust and Market Dominance Claims

Tencent has been accused of market dominance in several sectors, particularly through , which commands over 1.3 billion monthly active users as of early 2023 and functions as an integrated "" encompassing messaging, payments, , and mini-programs, creating high for competitors via network effects and data advantages. In gaming, Tencent holds a leading position in , deriving significant revenue from titles like and international investments in studios such as and , with gaming contributing substantially to its overall earnings, including a 13% quarterly revenue increase in Q1 2025 partly driven by this segment. Critics, including Chinese regulators, have claimed these positions enable , such as exclusive licensing deals and bundling services that lock in users and stifle rivals. Domestic antitrust actions intensified in 2021 amid China's broader regulatory campaign against technology firms. The (SAMR) investigated Tencent for monopolistic behaviors, including unreported dating back to 2012, resulting in fines of 500,000 yuan (approximately $78,000) per violation across multiple cases, with Tencent among companies penalized for 43 such infractions announced on November 19, 2021. In the music streaming sector, SAMR fined Tencent Music Entertainment 500,000 yuan on July 24, 2021, for violating anti-monopoly laws through exclusive copyright agreements that hindered competition, ordering the relinquishment of such rights to labels like and . Further penalties targeted "gun-jumping," where Tencent implemented deals without prior notification; for instance, on August 2, 2021, SAMR imposed a 500,000 yuan fine and mandated restoration of pre-merger competition status in a specific transaction involving an online map service. These measures reflect claims that Tencent's ecosystem, bolstered by WeChat's pervasive use for daily transactions, enables practices like preferential treatment for affiliated services and data-driven exclusion of competitors, though fines remained capped at the maximum under the pre-2022 Anti-Monopoly Law, totaling relatively modest sums compared to the company's scale. No equivalent large-scale penalties materialized from early 2021 reports anticipating billions in fines for broader anti-competitive conduct, suggesting regulatory focus shifted toward behavioral remedies over . Internationally, antitrust claims have been limited, with reviews of Tencent's acquisitions (e.g., in 2011, approved with conditions) citing potential dominance in online gaming but resulting in no major fines, while U.S. scrutiny has centered more on than pure . Overall, while dominance allegations persist due to Tencent's entrenched positions, has emphasized orders over structural breakups, aligning with 's state-directed approach to curbing influence.

Geopolitical and National Security Concerns

Tencent's inclusion on the U.S. of Defense's of Chinese Military Companies in January 2025 stemmed from assessments of its alleged ties to the , though the company has denied any such involvement and announced plans to appeal the designation. The listing, part of broader U.S. efforts to counter perceived in Chinese tech firms, prohibits direct procurement contracts with the U.S. of Defense under the for Fiscal Year 2024, but does not impose immediate investment bans or broader sanctions on private entities. National security concerns have centered on Tencent's application, which the administration sought to ban in 2020 via , citing risks of data collection on U.S. users for Chinese intelligence purposes and content enabling . Courts blocked the ban, but the app's compliance with China's 2017 National Intelligence Law—which requires companies to assist state intelligence efforts—has sustained scrutiny over potential compelled data sharing with authorities. Tencent's global gaming investments, including majority stakes in and significant holdings in , have amplified fears of user data harvesting for or influence operations, as Chinese apps could profile millions of Western gamers' behaviors and locations. Geopolitically, Tencent's operations expose it to escalating U.S.- tech , with analysts warning that the military designation could foreshadow investment restrictions or forced divestitures in sensitive sectors like and , where the firm has deepened capabilities. Local U.S. governments using Tencent platforms face elevated risks of data breaches or indirect vectors, prompting recommendations for audits and alternatives amid unverified claims of military linkages. Tencent maintains that the U.S. actions reflect rather than substantiated threats, while has decried them as suppression of legitimate business.

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