Operator
各位好,欢迎参加网易2025年第一季度财报电话会议。今天的会议正在录音。现在,我将会议转交给吴海伦女士。请开始。
Operator
Good day, and welcome to the NetEase First Quarter 2025 Earnings Conference Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Helen Wu. Please go ahead.
Helen Wu
谢谢主持人。请注意,今天的讨论将包含与公司未来业绩相关的前瞻性陈述,这些陈述旨在符合美国《私人证券诉讼改革法案》确立的安全港条款。此类陈述并非对未来业绩的保证,并受到某些风险、不确定性、假设和其他因素的影响。其中一些风险超出公司的控制范围,可能导致实际结果与今天新闻稿和本次讨论中提及的内容存在重大差异。关于可能影响网易业务和财务业绩的风险因素的一般性讨论,包含在公司向美国证券交易委员会提交的某些文件中,包括其20-F表格年度报告,以及香港交易所网站上的公告和文件。除非法律要求,公司不承担更新其前瞻性陈述的义务。在今天的电话会议中,管理层还将讨论某些非公认会计准则财务指标,仅用于比较目的。有关非公认会计准则财务指标的定义以及公认会计准则与非公认会计准则财务结果的调节表,请参阅今天早些时候发布的2025年第一季度财报新闻稿。提醒一下,本次会议正在录音。此外,本次电话会议的投资人演示文稿和网络直播回放将在网易公司网站ir.netease.com上提供。参加本次电话会议的网易高级管理层包括首席执行官丁磊先生和企业发展副总裁潘磊先生。现在,我将电话转交给潘磊先生,他将代表丁磊先生宣读准备好的讲话。
Helen Wu
Thank you, operator. Please note that today's discussion will contain forward-looking statements related to the future performance of the company and are intended to qualify for the safe harbor from liability as established by the U.S. Private Securities Litigation Reform Act. Such statements are not guarantees of future performance and are subject to certain risks and uncertainties, assumptions and other factors. Some of those risks are beyond the company's control and could cause actual results to differ materially from those mentioned in today's press release and in this discussion. A general discussion of the risk factors that could affect NetEase's business and financial results is included in certain filings of the company with the Securities and Exchange Commission, including its annual report on Form 20-F, and in announcement and filings on the Hong Kong Stock Exchange website. The company does not take any obligation to update its forward-looking statements, except as required by the law. During today's call, management will also discuss certain non-GAAP financial measures for comparison purposes only. For definition of non-GAAP financial measures and a reconciliation of GAAP to non-GAAP financial results, please see the first quarter 2025 earnings news release issued earlier today. As a reminder, this conference is being recorded. In addition, an investor presentation and a webcast replay of this conference call will be available on the NetEase corporate website at ir.netease.com. Joining us on the call from NetEase senior management are Mr. William Ding, Chief Executive Officer, and Mr. Bill Pang, Vice President of the Corporate Development. I will now turn the call over to Bill, who will read the prepared remarks on William's behalf.
Bill Pang
翻译中...
Bill Pang
Thank you, Helen, and thank you, everyone, for participating in today's call. Before we begin, I would like to remind everyone that all percentages are based on RMB. We started 2025 with strong momentum. Innovative content and exceptional operations continue to underpin our growth, as we further globalize and diversify our expanding game portfolio. Our total net revenue increased 7% year-over-year. Alongside the success of our new titles, our flagship titles continued to captivate players throughout the first quarter, reaching new record highs after decades of operations. This combination of new hits and long-time fan favorite drove our total revenue from gaming and value-added services up by 12% year-over-year to RMB24.0 billion. Several new titles have recently debuted globally, and more players around the world are embracing our games than ever before. We now have a rich and growing global portfolio of games that spans a range of diverse genres, reinforcing our competitive edge in the dynamic gaming landscape with innovations that elevate our offerings and the industry as a whole. Starting with Marvel Rivals. Its successful launch last December marked a major milestone in our portfolio and a meaningful step forward in our globalization journey. Backed by critically-acclaimed gaming experience and dedicated live operations, it has continued to build strong momentum among players worldwide. In the first quarter, player engagement remained high, and the launch of Season 2 in April brought renewed excitement. Themed around Hellfire Gala, a once-a-year celebration of mutant culture and identity, the seasonal update introduced a new map, a new hero and fresh team ops, welcoming both veteran players and newcomers to the Living Island. Following the update, Marvel Rivals reclaimed its #1 position on Steam's global top seller chart. To deepen our connection with player community, we are moving to a two-month season cadence starting with Season 3, while keeping the momentum high by introducing a new hero each month. With continuous development and iteration, we are committed to delivering a distinctive and evolving gaming experience to players worldwide. Next is FragPunk, our fast-paced five versus five tactical shooter game that has energized global fans with a sleek shooting experience, innovative Shard Cards and bold art expression. Within just three days of its PC launch in March, the game achieved over 110,000 peak concurrent players and became #6 on Steam's global top seller chart. Building on this momentum, we launched Chapter 2 of Season 1 on April 29 with over 70 brand new Shard Cards, along with updated heroes and maps. With the update, FragPunk also debuted on consoles, making the game available to an even broader player base. As we continue pushing the boundaries of the shooter experience with systematic innovation and upgrades, we're also growing the game's community and hope to make FragPunk the one [indiscernible] titles. We also just launched the much anticipated Once Human mobile edition on April 24. It quickly gained global attention, claiming the top spot on iOS download chart in more than 160 regions. The optimized handheld experience is highly valued by mobile players as we retain the depth of PC version while featuring cross-platform play, progression and rewards. Meanwhile, the mobile launch generated even more community enthusiasm across platforms, driving the game to #5 spot on Steam's top seller chart. Across PC and mobile, our open-world PvP and PvE phenomena is reaching more users. Where Winds Meet has continued to draw players into its immersive world since its breakout domestic launch in December. Its ability to blend subtle storytelling, a richly layered historical setting and high fidelity graphics has made Where Winds Meet a game changer in the open world of Wuxia genre. We added more fresh content on March 28, introducing Hexi, a brand new district set against a stunning desert landscape and attracting a growth of new players. By the end of March, more than 30 million players had joined the community, and player engagement continues to be high, reinforcing the game's long-term potential. We are excited to build on this success and reach more players, with plans to launch the game in more regions across PC, mobile and console platforms later this year. Blizzard titles also demonstrated robust performances, driven by strategically tailoring experiences for local communities. The return of each title in 2024 reignited player enthusiasm, driving engagement to historical highs. This was especially evident by Overwatch, which broke new records of peak concurrent players upon its relaunch on February 19. A brand new stadium mode was launched in China this April, alongside its global release. In addition, momentum has been ongoing for World of Warcraft and Hearthstone, also which saw consistent popularity during Chinese New Year with targeted in-game events and localized designs. Notably, World of Warcraft achieved the leading sales through live commerce on social media, providing fans with an entertaining experience in a fresh way. Hearthstone came up with culturally resonant content, such as alternative art cards or signature cards inspired by Chinese painting and World of Warcraft [Suzhou] (ph) embroidery-inspired mounts. These creative designs rejuvenated the long-beloved IPs by infusing fresh elements that resonate with players, engaging both long-time fans and new players. In addition, Diablo 3 entered technical testing in April, paving the way for its re-entry into the Chinese market. Together, these successes demonstrate the strength of our operating capabilities and the close collaboration with our partners. Looking ahead, we are excited to bring players even more intriguing content, created and delivered with care by passionate teams and collaborators. As we celebrate the success of our new and return titles, our established NetEase games continue to play a vital role in our portfolio. Our long-standing beloved titles serve as foundational pillars and steady source of revenue with a lowering content update and continuous gameplay enhancements that deliver time-based appeal. The Fantasy Westward Journey franchise is a prime example. After decades of operations, it continues to be one of China's most influential brands. In the first quarter, we celebrated Fantasy Westward Journey mobile's 10 anniversary with a range of new content updates, including a crossover with renowned animation IP Digimon. The update sparked player engagement, signaling a remarkable beginning for its next decade. Westward Journey Online 2, another cherished classic, also maintained healthy traction in the first quarter with festive Chinese New Year events and the interactive live streaming that reignited player passion. Another example is our iconic asymmetric battle arena game, Identity V. First introduced to global market in 2018, the player base greatly expanded in the first quarter, achieving a new quarterly high on top of its record-breaking momentum in 2024. The excitement extended into April, with registered players surpassing 400 million globally during Identity V's seventh anniversary celebration. Similarly, our action-based battle royale game, Naraka: Bladepoint, has built a strong global player base since 2021. The game saw new record revenue in the first quarter with our updated PvE content. Players can now team up and confront formidable villains side by side, adding another layer of play through strategy, skill building and collaboration. Both Identity V Asian Games version and Naraka: Bladepoint have also been named as the official Esports event for the 2026 Aichi-Nagoya Asian Games. Each is the first title in this genre to be included in the Asian Games, marking another breakthrough for domestically-developed games on the international stage. Moreover, this veteran title's ability to reach new milestones highlight the strength of our long-term operations, premium content, crossover events, and our increasing strength in esports operations. Moving to Eggy Party. The game further solidified its leadership in the party game genre with robust sequential growth in the first quarter. Excitement lit up Eggy Island on Chinese New Year's Eve, featuring vibrant lineup of performances. Players jumped into the New Year celebrations, enjoying live entertainment, joining in activities with friends and creating a night to remember. The addition of the beloved Chinese animation IP, Calabash Brothers, added another layer of festivity, with Eggy Party attracting over 100 million players and new monthly players reaching a record high. As for our groundbreaking MMO game, Justice Mobile, it continues to raise the bar for innovation. In March, we introduced Starry Dreamland, a virtual amusement park in the heart of the Wuxia-inspired world. Packed with familiar attractions and activities that resonate with the younger generation, this new setting quickly became a hit. Justice Mobile is also pushing technology boundaries. We continue to elevate the gaming experience, adding enhanced interaction with AI-powered NPCs and improved lighting effect through cutting-edge graphic technology. We have also made a lot easier and more fun for players to get creative. With our upgraded creation system, players can produce their own video clips using in-game animations, complete with custom script, capture motions and voiceovers. It's a powerful tool that opens the door to a whole new level of creation -- creative expression. Justice Mobile's strong momentum has expanded to more regions since its launch in Hong Kong, Macau and Taiwan last November, as has our leading basketball game, Dunk City Dynasty. Currently, Dunk City Dynasty is targeting expansion to more regions across Western market and Southeast Asia in May. Similarly, Racing Master has secured a solid position in Japan, Korea and Southeast Asia, with the game topping the iOS download chart across multiple regions with each geographic launch. These solid operational metrics are a great indicator of what we can expect in other markets when we bring these titles to more regions. As we work to build on the success of our existing games and introducing them to more players around the world, we have a range of exciting upcoming titles on the way. The new titles in our pipeline will continue to push the envelope of creativity and interaction, elevating our portfolio and the overall gaming experience we bring to our gaming communities. MARVEL Mystic Mayhem, our superhero team-based tactical RPG, is currently preparing for its official worldwide launch. The closed beta test 2.0 conducted in March sparked massive passion within the community, where we gathered valuable feedback from players to aid in the final touches. With more details to be announced shortly, we eagerly anticipate introducing players to these exciting confrontations on a global scale. Some of our other titles under development include Destiny: Rising, our epic sci-fi RPG shooter game featuring a new adventure set in the alternative Destiny timeline. This one is currently in active development and progressing as planned. Ananta, our highly-anticipated metropolitical RPG, is also deep in development. The game draws on our years of experience in the gaming industry to deliver innovative gameplay shaped by deep player insights. As across our portfolio and pipeline, we're reaching more players through a wider range of genres and expanding our global footprint. We're launching new titles and building on the momentum of our existing hits with updates players love, all while delivering new inspiring experiences that resonate with fans around the world. By continuing to reimagine what's possible in gaming, we help advance the industry as a whole. Our commitment to quality and innovation shapes each area of our business. Looking now at Youdao. With a relentless focus on technology-driven innovation integrated into the user experience and a disciplined effort to foster long-term sustainability, Youdao achieved record high first quarter operating profit, maintaining the profitability momentum of previous quarters. Learning services revenue declined in Q1 as we continue to prioritize core services with strong long-term potential. By focusing on high demand subjects, we advance quality operations and further strengthen the profitability. As a part of this effort, our online intelligent learning platform, Youdao Lingshi, upgraded its college entrance planning system to deliver more seamless and personalized guidance based on individual needs, driving exceptional user engagement and loyalty. By prioritizing AI technology in the development of our products and services, we have seen strong user reception and robust growth in AI subscription sales. Our existing applications continue to evolve, with our dictionary and translation services now delivering industry-leading accuracy and a smooth user experience, powered by our proprietary large language model, Confucius. This model innovatively integrates multiple models and leverage online direct preference optimization during training, which enhances its ability to generate responses that are aligned with users' preferences. This elevated experience has driven increasing engagement in our AI translation services. Youdao's online marketing services remain focused on high-quality growth. In the first quarter, sales from overseas grew sharply, driven by strengthened collaboration with overseas partners and the KOLs. We also boosted operational efficiency through advanced technologies. For example, we launched Youdao Magic Box, a video creation tool that simplifies the production of high-quality advertising videos through intuitive inputs, making ad content creation easier and more time efficient. Our smart devices segment maintained healthy year-over-year growth. Building on our leading position in China's Dictionary Pen market, we continue to bring new innovations to the industry. In the first quarter, we launched Youdao SpaceOne, a next-generation device equipped with a larger screen than dictionary pens and the ability to answer students' open ended questions in real time, much like a human tutor. Powered by advanced large language models, Youdao SpaceOne can accurately interpret images, respond with natural voice interactions and deliver highly accurate answers across a wide range of school grade levels. As our online businesses continue to explore avenues for delivering meaningful experiences in entertainment and learning, the NetEase family remains committed to enriching people's lives and lifestyle and product with services that consistently impress our users with exceptional quality. Take Yanxuan as an example. The strong commitment to quality and innovation drove another quarter of healthy performance across our core product categories. In the first quarter, our pet product and household cleaning items remained top sellers within their category on major e-commerce platforms. Particularly, the signature product maintained strong momentum, while new releases, such as [indiscernible], a limited edition New Year bathroom fragrance, saw strong consumer demand. We were especially delighted that in March, one our cat food products, especially formulated to support healthy fur, received the 2025 Pet Orange Dot Award, a notable recognition from the pet industry. Additionally, ESG initiatives are ongoing priorities for NetEase. Earlier today, we published our sixth Annual ESG Report outlining our progress towards sustainable growth, transparency and social responsibility. We believe that technology can both empower and inspire. Through AI-driven innovations, we're redefining entertainment experiences, while modernizing traditional industries for safer, more efficient production. Our business growth reflect the trust our user place in us, further motivating our efforts to serve our communities. While our business has limited environmental impact due to its predominantly online nature, we continue to enhance our carbon reduction efforts across data centers and office campuses to strengthen operational resilience. In 2024, by prioritizing energy saving measures within our operations, we successfully achieved a 16% reduction in greenhouse gas emissions compared to the previous year. Leading ESG rating organizations have also recognized our progress in sustainability. Notably, MSCI upgraded us from A to AA in this latest assessment, designating NetEase as a leader among 237 companies in the global media and entertainment sector. S&P Global included us in its 2025 Sustainability Yearbook, and Sustainalytics has rated us as a low-risk company for the six consecutive years. Each of these honors speak to the dedication and ESG standard we uphold across our company. As we look to the months ahead, we are encouraged by the global momentum we have established and the breadth of opportunities across our increasingly diversified game portfolio and broader NetEase family of businesses. With a robust pipeline of new releases, continued global expansion and ongoing enhancement to our most iconic franchises, we are well-positioned to sustain our growth and deepen our connection with players worldwide, creating more value for players, partners and shareholders. That concludes William's comments. I will now provide a brief review of our 2025 first quarter financial results. Given the limited time of today's call, I'll be presenting some abbreviated financial highlights. We encourage you to read through our press release issued earlier today for further details. Total net revenue for the first quarter were RMB28.8 billion or $4.0 billion, representing a 7.4% increase year-over-year. Meanwhile, current contract liabilities were RMB17.7 billion, up 16% quarter-over-quarter. Total net revenue from our games and related VAS were RMB24.0 billion, up 12% year-over-year. Specifically, net revenues from online games were RMB23.5 billion, up 14% quarter-over-quarter and 15% year-over-year. This growth was primarily driven by increased revenue contributions from key PC games, such as newly-launched titles, Where Winds Meet and Marvel Rivals, as well as established mobile games like Identity V. Specifically, net revenues for our PC games accounted for approximately 34% of our total online games revenue, representing an increase of 13% quarter-over-quarter and an increase of 85% year-over-year. Youdao's net revenues were RMB1.3 billion, representing declines of 7% year-over-year and 3% quarter-over-quarter. This was primarily due to strategic structural improvement in the learning services segment, which is increasingly focused on high-demand subject. NetEase Cloud Music net revenues were RMB1.9 billion, declining 8% from the same period last year and 1% from previous quarter. This was primarily due to decreased revenue from social entertainment services. Net revenue for innovative businesses and others were RMB1.6 billion, decreasing by 17% year-over-year and 29% quarter-over-quarter. The decline was mainly due to decreased net revenue from Yanxuan, advertising services, and certain other businesses in this segment. Gross profit for the first quarter of 2025 was RMB18.5 billion, up 9% year-over-year and 14% quarter-over-quarter. This was primarily driven by increased net revenues from online games as mentioned above. Our total gross profit margin was 64.1% in the first quarter compared with 63.4% for the same period in 2024. Specifically, in more detail, gross profit margin for games and related VAS was 68.8% compared with 69.5% in the same period last year. The change was primarily due to fluctuations in product mix. The operating expense for the first quarter was RMB8.0 billion or 28% of our net revenues. Taking a closer look at our cost composition. Our selling and marketing expenses as a percentage of total net revenue were 9.4% compared with 15.0% for the same period last year, mainly due to decreased spending on gaming promotions during the quarter. Our R&D expenses as a percentage of total net revenues remained stable year-over-year at 15.2% in the first quarter compared with 15.5% for the same period last year. We remain committed to invest in content creation and product development. The effective tax rate was 15.3% for the first quarter. As a reminder, the effective tax rate is presented on an accrual basis depending on applicable policies and our operations. Our non-GAAP net income attributable to shareholders for the first quarter totaled RMB11.2 billion or US$1.5 billion, up 32% year-over-year. Non-GAAP basic earnings per ADS for the quarter was US$2.44 or US$0.49 per share. Additionally, our cash position remains robust with net cash of approximately RMB137.0 billion as of March 31, 2025, compared with RMB131.5 billion at the end of 2024. In accordance with our dividend policy, we are pleased to report that our Board of Directors has approved a dividend of US$0.135 per share or US$0.675 per ADS. Lastly, under our current US$5 billion share repurchase program, which started in mid-January of 2023, we had repurchased approximately 21.6 million ADS as of March 31, 2025, for a total cost of approximately US$1.9 billion. Thank you for your attention. We would now like to open the call to your questions. Operator, please.
Operator
谢谢。[操作员说明] 第一个问题来自美国银行的Miranda Zhuang。请提问。
Operator
Thank you. [Operator Instructions] Your first question comes from Miranda Zhuang with Bank of America. Please go ahead.
Miranda Zhuang
[外语] 谢谢您回答我的问题。我的问题是关于《第五人格》的。这款游戏去年全年表现持续强劲,现在已成为公司游戏组合中的顶级游戏之一。管理层能否分享一下背后的原因,以及在基数变高后如何看待该游戏未来的增长?这对公司其他游戏的复兴有何启示?谢谢。
Miranda Zhuang
[Foreign Language] Thank you for taking my question. My question is about Identity V. So, this game had a consistent and strong performance throughout last year and is now one of the top game among company's game portfolio. Can management share the reasons behind and how to think about the game growth going forward after the comp base becomes higher? Any implication to the revival of your other games? Thank you.
William Ding
[外语] [口译] 谢谢您的问题。是的,您说得对。《第五人格》作为一款非常独特的不对称PVP游戏,已经运营了六年。在这六年里,我们从未停止过对该游戏的投入、优化和改进。因此,这款游戏不仅在中国非常成功,在日本也处于非常领先的地位。您说得对,我们的其他团队确实从《第五人格》团队的实际经验中学到了很多——如何持续改进我们其他游戏的运营——持续运营改进。展望未来,我们将继续向《第五人格》投入越来越多的资源,将不对称PVP的乐趣带给更多玩家。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. Yeah, you're right. Identity V, being a very unique asymmetric PvP game, has been there for six years. And during the past six years, we never stopped, keep investing, keep optimizing, keep improving this game. And as a result, the game is not only very successful in China, it's actually in a very leading position in Japan as well. You're right, our other teams, actually, they learned a lot from the hands-on experience of Identity V team to -- how to keep improving other -- the operations -- continuous operational improvement of our other games. Looking to the future, Identity V, we'll keep investing to more and more resources into the game Identity V and to bring the fun of asymmetric PvP to more players. Thank you.
Operator
下一个问题来自高盛的Lincoln Kong。请提问。
Operator
Your next question comes from Lincoln Kong with Goldman Sachs. Please go ahead.
Lincoln Kong
[外语] 谢谢管理层回答我的问题。我的问题是关于《漫威争锋》的。我们看到最近几个月用户数量有所波动。我们应该如何看待确保这个IP的生命周期和长期性?我记得管理层提到未来会缩短赛季时长,并更频繁地推出英雄和角色。那么展望未来,我们是否应该考虑在长期运营和货币化策略方面进行更多调整?谢谢。
Lincoln Kong
[Foreign Language] Thank you management for taking my question. So, my question is about Marvel Rivals. So, we have seen some user number volatility in the recent months. How should we think about to ensure the lifecycle, the longevity of this IP? I think the management talking about we're going to shorten the season length -- season time going forward and also introduce more frequently of the hero and characters. So, going forward, should we think about more adjustment in terms of the long-term operation and monetization strategy? Thank you.
William Ding
[外语] [口译] 谢谢您的问题。正如您提到的,我们在4月份推出了第二赛季更新,这在玩家中获得了广泛欢迎,并带来了运营指标的大幅增长。对于基于赛季的产品来说,运营指标随着赛季更新节奏出现波动是正常的。这个过程本身实际上也有助于巩固用户基础。因此,从第三赛季开始,我们将把赛季更新间隔从三个月缩短到两个月。此外,我们将在5月启动《漫威争锋》电竞赛事,以发展我们的电竞生态系统。我们相信,通过更高效的内容更新和不断发展的电竞生态系统,我们将看到所有游戏内指标的逐步改善。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. As you mentioned, we introduced the season two update in April, which achieved wide popularity among players and resulted in a significant growth over operating metrics. For season-based products, it's normal to observe fluctuations in operating metrics that align with the cadence of seasonal updates. And the process itself will actually also help to solidify the user base. So, starting from season three, we will reduce the seasonal update internal from three months to two months. And additionally, we will initialize Marvel Rivals Esports event in May to develop our Esports ecosystem. We believe that with more efficient content updates and our evolving Esports ecosystem, we'll see gradual improvement across all in-game metrics. Thank you.
Operator
下一个问题来自瑞银的Felix Liu。请提问。
Operator
Your next question comes from Felix Liu with UBS. Please go ahead.
Felix Liu
[外语] 让我自己翻译。首先,感谢管理层接受我的提问。祝贺《漫威争锋》和《FragPunk》取得的强劲业绩和出色表现。考虑到公司自主研发游戏表现强劲以及部分海外工作室关闭的消息,管理层能否分享一下对最新海外市场战略的思考?谢谢。
Felix Liu
[Foreign Language] Let me translate myself. First, thank you management for taking my question. Congratulations on the strong results and the strong performance of Marvel Rivals and FragPunk. Could management share how you think about your latest strategy for overseas markets, given the backdrop of the strong performance of your domestically-developed games and the news of shutdowns of some of your overseas studios? Thank you.
William Ding
[外语] [口译] 感谢您的提问。是的,长期以来,我们实际上一直非常关注海外市场,包括欧洲市场、北美市场、日本和韩国市场。在过去一段时间里,我们确实关闭了一些海外工作室,但这些决定纯粹是基于未来产品定位和产品质量的考量。正如您所见,自去年12月以来,我们自主研发的游戏,即《FragPunk》和《漫威争锋》,在海外市场确实取得了不错的成绩,我们相信这与我们的判断以及我们根据计划对海外市场的看法是一致的。我们相信,未来网易将制作越来越多适合全球市场的游戏。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your questions. Yeah, for a long period of time, we have actually paying a lot of attention to the overseas market, including European market, North American market, Japan and Korea market. In the past period of time, we did close some of our overseas studio, but those decisions was purely made based on the positioning of the future product and consideration of product quality. Looking -- as you see, since last December, our domestically-made games, namely FragPunk and Marvel Rivals, they indeed achieved not bad result in overseas market, and we believe this is in line with our judgment and our -- how we see the overseas market according to our plan. And we believe that in the future, NetEase will make more and more games suitable for global market. Thank you.
Operator
您的下一个问题来自摩根士丹利的杨柳。请提问。
Operator
Your next question comes from Yang Liu with Morgan Stanley. Please go ahead.
Yang Liu
[外语] 让我来翻译。《燕云十六声》的反馈和变现情况有所改善。网易在这方面采取了哪些被证明有效的措施?这款游戏下一步的运营计划是什么?谢谢。
Yang Liu
[Foreign Language] Let me do the translation. The Where Winds Meet saw improving feedback and monetization. What have NetEase done here is proven effective? And what is the next step for this title's operation? Thank you.
William Ding
[外语] [口译] 感谢您的提问。《燕云十六声》是我们花费五年时间开发的一款游戏,是一款以亚洲中国历史为背景的开放世界游戏。去年12月底发布时,它获得了用户的大量好评。我们实际上非常重视这款游戏。这对我们来说是一款非常重要的游戏。未来,我们将继续对这款游戏进行投入,即进一步打磨艺术表现,持续优化游戏玩法。因此,它将成为我们的一款长期运营的游戏。当玩家玩这款游戏时,我们实际上鼓励玩家在PC上玩,因为在PC上,它的图形表现要好得多。《燕云十六声》迄今为止的成功为我们提供了很多实践经验。我们将从这些经验中学习,并将其应用到其他产品中,以帮助我们的其他产品取得成功。我们相信《燕云十六声》在未来五到十年内,将成为我们的常青游戏之一。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. Where Winds Meet is a game that we spent five years to develop, an Asian Chinese historical background open-world game. When it's released in late December last year, it got a lot of acclaimed reviews from users. We actually pay a lot of attention to this game. It's a very important game to us. And we are -- in the future, we're going to keep investing to the game, namely to further polishing the art representations, keep polishing the gameplays. So, it will be a long-term game for us. When players play the game, we actually -- we encourage players to play on PC because on the PC, it has much better graphical presentations. Where Winds Meet, the success so far has provided us a lot of hands-on experiences. And we're going to learn from the experiences and deploy them into other products to help our other products to be successful. We believe Where Winds Meet in the coming five to 10 years, it's going to be one of our evergreen titles. Thank you.
Operator
您的下一个问题来自汇丰银行的Ritchie Sun。请提问。
Operator
Your next question comes from Ritchie Sun with HSBC. Please go ahead.
Ritchie Sun
[外语] 感谢管理层回答我的问题。祝贺非常强劲的季度业绩。我的问题是关于《Once Human》。移动版本在下载排行榜上表现不错,但货币化仍然相当保守。那么,管理层如何评价《Once Human》的表现及其潜力?这些产品的关键竞争优势和差异化是什么?未来有哪些计划来进一步提升商业化?谢谢。
Ritchie Sun
[Foreign Language] Thank you management for taking my questions. Congrats on very robust quarter results. My question is about Once Human. The mobile version has done well in the download rank, but monetization remains quite conservative. So, how management rate the performance of Once Human and its potential? And what are the key competitive edge and differentiation of these products? And what are the plans to further enhance the commercialization going forward? Thank you.
William Ding
[外语] [口译] 感谢您的提问。《Once Human》移动版上线后非常成功。在iOS平台上,它在166个地区达到了下载榜首位置。第一周我们获得了超过600万新用户。关于在畅销榜上观察到的现象,这款游戏的一个特点是它是跨平台游戏。玩家可以选择在PC和移动设备上玩,使用同一个账号。因此,很多顶级玩家在两个客户端上都会玩,他们选择更多地或在PC端游玩。实际上,移动版本上线后,PC端的并发用户增长了90%,付费增长了500%。PC端的付费比例实际上超过了50%。这就是为什么当我们推出移动游戏时,Steam平台上的销量排名也进入了畅销榜前列。所以,玩家在PC端的付费实际上影响了移动端的畅销榜排名。关于这款游戏的特点,这是一种基于剧本的季节性游戏。这是与其他SOC类型游戏的一个区别。未来,我们将从两个角度进一步满足玩家的需求。一是我们将添加新的游戏玩法,新的基于剧本的游戏玩法,可以进一步满足用户在PvE探索或PvP对抗方面的需求。另一个我们正在探索的方向是优先生态系统。一些SOC玩家有开设私人服务器的需求。这是一种不同的游戏体验,我们将探索如何满足这类需求。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. Once Human Mobile launched, it's very successful. It's achieved top downloading spot on 166 regions on iOS. In the first week, we got more than 6 million new users. Regarding the -- what do you observe on the top grossing chart, one of the nature of this game is that it's a cross-play game. Players, they play -- they can play -- choose to play on PC and on mobile, it's the same account. So, a lot of top players, they play on both clients, and they choose to play more or play on the PC side. Actually, after the mobile version launch, from the PC side, the concurrent user, they increased by 90% and payment actually drove by 500%. And it's -- the payment on PC actually increased -- the payment ratio from PC actually is more than 50%. And you see -- that's why this -- you see when we launched a mobile game, actually the Steam -- on Steam, it's rank on the -- one of the top seller chart. And so probably, the players pay on PC actually kind of impacted the top grossing chart ranking on mobile. For the specialty of this game, this is kind of a script-based seasonal-based game. That's one difference compared to other SOC type of game. In the future, we're going to further satisfy the gamers' demand from two angles. One is we're going to add new gameplays, new script-based gameplays that can further satisfy the demand from users from PvE kind of exploration or PvP kind of confrontation. And the other front that we're exploring is we're going to explore the prioritized ecosystem. Some of the SOC players, they have demands to, for example, open their private servers. So, that's a different kind of a gameplay experience, and we're going to explore how to satisfy this kind of demand. Thank you.
Operator
您的下一个问题来自摩根士丹利的Yang Liu。请提问。
Operator
Your next question comes from Yang Liu with Morgan Stanley. Please go ahead.
Yang Liu
[外语] 我来翻译一下。《FragPunk》在发布阶段后热度下降较快。网易可以做些什么来帮助《FragPunk》在海外FPS游戏竞争中更好地实现差异化?谢谢。
Yang Liu
[Foreign Language] Let me do a translation. FragPunk's popularity declined faster after the launch stage. What can NetEase do to help FragPunk to differentiate better in the overseas FPS game competition? Thank you.
William Ding
[外语] [口译] 感谢您的提问。FragPunk实际上是由一个新团队开发的。从新团队的角度来看,我们对迄今为止的表现感到满意。这款游戏实际上拥有坚实的基础。它具有创新性。卡牌机制允许在游戏模式方面进行快速更新和迭代。我们一直在告诉团队,重要的是我们要持续参与这个市场,不断刷新并寻求游戏玩法扩展的机会。我们致力于长期支持这款产品,以支持长期运营。为此,我们鼓励团队确保我们拥有非常坚实、稳定的团队,并给予团队更多空间和时间来持续成长。从市场运营的角度来看,我们将继续投资海外市场,通过各种渠道保持可见度,包括锦标赛、与影响者的合作以及其他IP跨界合作。这将维持我们的忠实玩家基础,同时我们也在寻求突破性机会。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. FragPunk was actually made by a new team. From new team perspective, we're satisfied with the performance so far. The first the game actually has a solid foundation. It's innovative. The card mechanism allows for rapid updates and iterations regarding gameplay modes. We have been telling the team that it's important that we keep engaged in this market and keep refreshing and seeking for opportunities for gameplay expansions. We're committed to supporting this product in the long run to support the long-term operations. To achieve this, we encourage the team that to make sure that we have a very solid, stable team and give the team more room and more time to keep growth. From the market operation perspective, we'll continue to invest into overseas markets, maintaining visibilities through all sorts of vehicles, like including tournaments, including collaboration with influencers and other IP crossovers. This will maintain our loyal player base while we're seeking for breakthrough opportunities. Thank you.
Operator
下一个问题来自Jefferies的Thomas Chong。请提问。
Operator
The next question comes from Thomas Chong with Jefferies. Please go ahead.
Thomas Chong
[外语] 感谢管理层回答我的问题。我的问题是关于资源分配。管理层能否评论未来几年在国内外市场的资源分配情况?谢谢。
Thomas Chong
[Foreign Language] Thanks management for taking my question. My question is about resource allocation. Can management comment about the allocation of resources in domestic and overseas market over the next few years? Thank you.
William Ding
[外语] [口译] 从网易的角度来看,我们相信我们有足够的资源同时开展国内和海外市场业务。在我们从事这项业务的20年历史中,我们积累了许多培训工具和人才。当然,我们也有不足之处,例如如何理解海外游戏玩家的需求。在这方面,我们将持续改进。但从资源分配和执行的角度来看,我们确实有足够的资源同时开展两个市场。谢谢。
William Ding
[Foreign Language] [Interpreted] From NetEase perspective, we believe we do have sufficient resources to do both domestic and overseas market at the same time. From the 20-years history we have been doing this business, we have accumulated a lot of tools to train and talents. Of course, there are -- we have shortcomings as well, for example, like how to understand the demand from overseas gamers. On that part, we'll keep improving. But from resource allocation perspective and execution perspective, we do have sufficient resources to do both market. Thank you.
Operator
您的下一个问题来自中金国际的Xueqing Zhang。请提问。
Operator
Your next question comes from Xueqing Zhang with CICC International Corporation. Please go ahead.
Xueqing Zhang
[外语] 感谢管理层回答我的问题,并祝贺本季度表现稳健。我有两个问题。第一个是关于你们的新游戏。我们注意到几款新游戏取得了出色的表现。在公司产品构思和审批过程中,哪些关键评估指标被优先考虑?我们应该如何预期未来一到两年的产品线?我的第二个问题是关于电竞的后续问题。祝贺《第五人格》和《永劫无间》首次入选2026年亚运会。请问管理层是否计划借此机会发展国际电竞运营?公司对电竞游戏的长期战略是什么?谢谢。
Xueqing Zhang
[Foreign Language] Thank you, management, for taking my questions, and congratulations on the solid quarter. I have two questions. My first one is about your new titles. We have noticed that several new titles achieved a great performance. Which key evaluation metrics are prioritized during the product ideation and approval basis in the company? And how shall we expect the pipeline in one to two years? My second question is a follow-up one on Esports. Congratulations on Identity V and Naraka being selected for the 2026 Asian Games for the first time. May I ask whether management plans to take this opportunity to develop international Esports operations? And what's the company's long-term strategy for the Esports games? Thank you.
William Ding
[外语] [口译] 感谢您的提问。我们先回答第一个问题。过去25年来,我们积累了丰富的经验、工具和人才。我们的人才和团队对游戏充满热情。在讨论新项目时,我们欢迎所有具有创造性游戏想法的各类人才。当我们评估新产品案例时,首要考虑的因素是核心团队成员是否对游戏充满热情,是否对他们提出的具体游戏项目充满热情,包括如何长期执行这些项目。如果他们满足所有这些门槛条件,我们会积极评估并考虑这个产品。当然,我们确实有内部评估体系。未来,我们实际上会向更多外部游戏爱好者和人才开放这个平台,如果他们想加入我们,如果有创意想法,我们欢迎他们。关于未来几年的产品线,请放心,无需担心,我们还有其他非常优秀的产品尚未公布。谢谢。[外语] [口译] 是的。感谢您对我们亚运会产品的提问和关注。长期以来,我们一直非常关注电子竞技。这次,我们的两款产品入选,这不仅证明了游戏的质量,也证明了游戏的玩家基础。我们希望我们自主研发的游戏能够持续成为亚运会的一部分。我们希望它们能被纳入更高水平的电子竞技奥运会。关于电竞运营,我们在杭州拥有最大的电竞场馆,并持续在这里举办电竞赛事。在上海,我们也有自己的私人电竞场馆,这是最大的场馆之一,我们也基于此持续进行电竞运营。长期来看,我们将继续投资电竞运营。谢谢。主持人,考虑到时间关系,我们还有时间回答最后一个问题。
William Ding
[Foreign Language] [Interpreted] So, thank you for your question. We'll answer the first question first. Over the past 25 years, we have accumulated a lot of experience, tools and talents. And our talents, our teams, they're really passionate about gaming. And talking about -- when we talk a new project, we welcome all sorts of talent with thinking -- creative thinking about game ideas. When we consider a new product case, actually, the first attribute that we consider is whether or not the core team members, they're passionate about gaming, are they passionate about the specific game project they're proposing and including how to execute them out over years. And if they satisfy all this threshold, we'll actively evaluate and think about this product. Of course, we do have an internal evaluation system. And in the future, actually, we'll open this platform to more game lovers outside, talent outside if they want to join us, if they have creative ideas, we welcome them. Specific about the pipeline in the next couple of years, rest assured, don't need to worry, we have other very good product that in our pipeline has not been announced yet. Thank you. [Foreign Language] [Interpreted] Yeah. So, thank you for your question and interest about our product in the Asian Games. For a long period of time, we have been actually paying a lot of attention to Esports. And this time, two of our products have been selected. That's a testimony of not only the quality of the game, but also the gamer base of the games. And we hope our self-development game non-stop at being part of Asian Game. We hope them to be included in higher level on Esports Olympic Games. Talking about Esports operation, in Hangzhou, we have the largest Esports stadium and we continue to run Esports tournaments here. And we're also -- in Shanghai, we have our own private Esports stadium, which was one of the biggest and we have continuous Esports operation based there as well. In the long run, we're going to -- in the long term continue to invest into Esports operations. Thank you. And operator, for the sake of time, we have time for one more question.
Operator
谢谢。最后一个问题来自花旗集团的Alicia Yap。请提问。
Operator
Thank you. Your final question comes from Alicia Yap with Citigroup. Please go ahead.
Alicia Yap
[外语] 谢谢管理层回答我的问题。在AI的帮助下,游戏工作室似乎能够非常快速地制作内容更新,同时也缩短了扩展包的整体开发时间。随着AI在游戏开发和发行中扮演越来越重要的角色,这是否会影响并改变网易计划扩展包的发布时间以及游戏推广策略?谢谢。
Alicia Yap
[Foreign Language] Thanks, management, for taking my questions. With the help of AI, it seems like the game studios are able to produce content update very quickly and then also shorten the overall development time for the expansion pack. Would that affect and change how NetEase plans to expansion pack release timing and also the game promotion targeting as AI increasingly taking a more important part of the game development and game publishing? Thank you.
William Ding
[外语] [口译] 感谢您的提问。实际上,我们在游戏开发和玩家体验中使用人工智能已有很长时间,至少五年了。在过去五年中,我们从未停止对技术(包括人工智能技术)的投资。这些成果很多已经部署并应用于我们的游戏开发和内容生产。对于人工智能,总的来说,我们认为它并不专属于某一家特定公司,而应该是整个行业的事情。在整个行业中,每家公司都在或将会积极采用人工智能技术。只是每家公司根据自身不同的背景,可能应用的广度或深度会有所不同。我想再次强调,人工智能确实至关重要,不仅对游戏行业,对许多其他业务也是如此。它一直是一个至关重要的因素。谢谢。
William Ding
[Foreign Language] [Interpreted] Thank you for your question. We actually have been using AI in our game development and gamers' experience for a long time, at least five years. In the past five years, so we never stopped investing into technologies, including AI technologies. And a lot of this result actually has been deployed in our -- applicated in our game development and content production. For AI, in general, we believe it's not specifically attached to specific one company, it should be a whole industry kind of thing. In the whole industry, everyone are or will be actively adopting AI technology. It's just every company with their different context, maybe the [breadth] (ph) or the deepness, how they apply AI technology might be different. I want to emphasize again, actually AI is critically important, not only to game industry and to many other business as well. It's been a critically important thing. Thank you.
Operator
问答环节到此结束。现在请将会议交还给Helen Wu进行补充或结束发言。
Operator
And that concludes the question-and-answer session. I would like to turn the conference back over to Helen Wu for any additional or closing comments.
Helen Wu
再次感谢大家今天的参与。如果您有任何进一步的问题,请随时直接联系我们。祝您有美好的一天。再见。
Helen Wu
Thank you once again for joining us today. If you have any further questions, please feel free to contact us directly. Have a nice day. Goodbye.