Operator
各位好,欢迎参加网易2025年第三季度财报电话会议。今天的会议正在录音。现在,我将会议转交给Brandi Piacente。请开始。
Operator
Good day, and welcome to the NetEase Third Quarter 2025 Earnings Conference Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Brandi Piacente. Please go ahead.
Brandi Piacente
谢谢主持人。请注意,今天的讨论将包含有关公司未来业绩的前瞻性陈述,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,公司不承担更新此前瞻性信息的义务。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年第三季度财报新闻稿。提醒一下,本次会议正在录音。此外,投资者演示文稿和本次电话会议的网络直播回放将在网易公司网站ir.netease.com上提供。今天参加电话会议的网易高级管理层包括首席执行官丁磊先生、执行副总裁胡志鹏先生以及企业发展副总裁Bill Pang先生。现在我将电话转交给Bill,他将代表丁磊先生宣读准备好的讲话。
Brandi Piacente
Thank you, operator. Please note that today's discussion will contain forward-looking statements relating 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 these risks are beyond the company's control and could cause actual results to differ materially from those mentioned in today's press release and 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 announcements and filings on the Hong Kong Stock Exchange's website. The company does not undertake any obligation to update this forward-looking information, except as required by law. During today's call, management will also discuss certain non-GAAP financial measures for comparison purposes only. For a definition of non-GAAP financial measures and a reconciliation of GAAP to non-GAAP financial results, please see the third quarter 2025 earnings 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 today on the call from NetEase's senior management are Mr. William Ding, Chief Executive Officer; Mr. Zhipeng Hu, Executive Vice President; and Mr. Bill Pang, Vice President of Corporate Development. I will now turn the call over to Bill, who will read the prepared remarks on William's behalf.
Bill Pang
感谢Brandi,欢迎大家参加今天的电话会议。在开始之前,我想提醒大家,所有百分比均以人民币为基准。第三季度,网易大家庭继续保持增长势头和强劲执行力。通过将创意与卓越运营相结合,我们与玩家建立了更有意义的连接,这得益于我们多元化的游戏产品组合,这些游戏扩大了我们的全球影响力,并重新点燃了玩家对我们关键IP的热情。总收入同比增长8%,第三季度达到284亿元人民币,游戏及相关增值服务收入较去年同期增长12%。无论是新发布游戏还是成熟作品,创新创意和长期运营仍然是网易持续玩家参与度和全球扩张的决定性力量。我们的团队致力于提供意想不到的游戏体验和响应迅速的实时服务,赢得了全球玩家的青睐。这种战略创意方法在海外持续获得关注,在第三季度放大了多款游戏的影响力与热度,包括我们的新作。《命运:崛起》是我们新的免费移动科幻RPG射击游戏,在8月28日全球发布后迅速登顶美国及其他主要西方市场的iOS下载榜。该游戏获得广泛好评,在全球近100个市场的iOS下载榜上占据领先位置,以《命运》标志性的强大枪战玩法为特色,跨越多样模式设定新时间线。该游戏获得了长期粉丝的积极反馈,同时在更广泛的射击游戏社区中获得关注。这股热潮在中国持续,10月16日《命运:崛起》在中国上线后立即登顶下载榜,吸引了全国玩家体验指尖上的流畅射击动作。《漫威争锋》继续吸引全球超级英雄射击粉丝。9月12日开启第四赛季后,游戏引入了大量令人耳目一新的新内容、功能、特殊活动和团队合作。更新后,该游戏在Steam全球畅销榜上排名第三。新地图
Bill Pang
Thank you, Brandi, and welcome, everyone, to today's call. Before we begin, I would like to remind everyone that all percentages are based on RMB. The third quarter marked continued momentum and strong execution across our NetEase family. By uniting creativity with exceptional operations, we created more meaningful connections with players, driven by our diverse portfolio of games that expanded our global reach and reignited our player enthusiasm for our key franchises. Total revenues increased 8% year-over-year, reaching RMB 28.4 billion in the third quarter, and revenues from our games and related VAS grew 12% in the third quarter compared with the same period last year. Innovative creativity and long-term operation remain the defining force behind NetEase's ongoing player engagement and global expansion, whether for new launches or established titles. Our teams are dedicated to delivering unexpected gaming experiences and responsive live services that are winning over players worldwide. This strategic creative approach continued to gain traction overseas, amplifying the influence and excitement of multiple games in the third quarter, including our new releases. Destiny: Rising, our new free-to-play mobile sci-fi RPG shooter quickly topped iOS download chart in the United States and other major Western markets following its global launch on August 28. The game has received widespread acclaim, securing leading positions on iOS download chart across nearly 100 markets worldwide, featuring Destiny's iconic powerful game gunplay across diverse mode setting new time line. The game has earned positive feedback from long-time fans, while gaining traction within the broader shooter game community. The excitement continued in China, where Destiny: Rising debuted on October 16 and immediately topped our downloading chart, drawing in players nationwide to experience the streaming shooting action at their fingertips. Marvel Rivals continues to captivate superhero shooter fan base around the world. Kicking off its fourth season on September 12, the game introduced a wealth of refreshing new content, features, special events and team-ups. Following the update, it reached #3 on Steam's global top seller chart. The new map, K'un-Lun: Heart of Heaven transport players to the Asian East, while the debut of Angela and eagerly anticipated Vanguard spurred excitement across the player community. Additionally, inspired by Marvel Animation's Marvel Zombies, a limited time PvE Zombie mode was released, featuring challenging bosses, Zombie Namor and Queen of the Dead just in time for Halloween. Beyond the game, Marvel Rivals Ignite celebrated its grand finals at DreamHack Atlanta, held in collaboration with ESL FACEIT Group. Elite players from around the world showcased their exceptional skills and strategies, drawing massive engagement both on-site and online and reflecting Marvel Rivals growing appeal. As we continue to enrich our global portfolio through diverse partnerships, our original titles are also gaining increasing momentum worldwide. Delivering a distinctive survival open world experience to players globally. Once Human launched engaging updates in the third quarter [ organizing ] its growing global community. On October 30, the game introduced a major new scenario centered on the capture and customization of deviations alongside a significant refresh of the PvP experience that provides more intense combat options. The highly anticipated collaboration event with the global hit game Palworld also went live on the same day, bringing popular pros to a dedicated in-game island, which further invigorated the player community. We recently shared some of our upcoming international expansion plans at worldwide gaming events like Gamescom and Tokyo Game Show 2025, generating even more excitement in the community with engaging player interactions. We exhibited Where Winds Meet at Gamescom 2025, showcasing our creative ambition in cultural storytelling and next-generation Wuxia World building. In China, Where Winds Meet continue to captivate Wuxia fans with its narrative-rich setting, authentic Chinese martial arts theme and innovative gameplay that combines single and multiplayer. Each newly unveiled district not only engages our existing fans, but also attract new players, driving continued growth in both revenue and monthly active users to new highs in the third quarter. On November 14, we brought Where Winds Meet [indiscernible] open-world featuring dynamic combat to the global market on both PC and PlayStation 5. Within just 2 days, we achieved a peak of 190,000 concurrent players, secured the #5 spot among the most played games and #4 position for top seller globally on them. Additionally, it became one of the top 10 bestsellers across the United States, Germany, France and several other regions on PlayStation. This underscores the widespread appeal of our captivating Wuxia universe to an even broader audience. To further enhance community engagement, the mobile version has commenced preregistration and is set to launch soon. Our highly anticipated title, Ananta, also garnered significant attention at the Tokyo Game Show. Players showed enthusiasm for in-depth game trailers and engaging hands-on playcasting. They will draw in by the game's imaginative action design, high-fidelity visuals and modern urban storytelling. Setting a dynamic and immersive city environment, Ananta blends high-energy action with open-world freedom, offering players an experience that goes well beyond conventional gameplay. We are pleased to see mounting excitement and anticipation among this title, including recognition from the Japan Game Award 2025 Future Division, where it was named as one of the most promising upcoming games. Our groundbreaking MMO, Sword of Justice went global across mobile and PC platform on November 7, topping the iOS download chart in multiple regions. The international release included AI-powered MPCs and intelligent face creation system. We showcased this at the Tokyo Game Show in September, highlighting how emerging technologies are reshaping gameplay experiences. Sword of Justice also continued to engage domestic players in the third quarter with its ever-evolving gameplay and rich content. With the global version now live, Swords of Justice is bringing its immersive world and cutting-edge AI enhancement to broader international audience. On top of the new releases we have brought to the international stage, our established games are also gaining steam in multiple regions worldwide. Our realistic car simulation game, Racing Master has continued to gain popularity overseas through localized content, making it highly resonate with players in Japan since it launched there last year. Player engagement spiked in August during its anniversary celebration with carefully designed in-game content, boosting the game's performance in Japan. Exciting e-sports events like the Racing Master 2025 Legendary Cup Finals held in Bangkok in August, brought passionate racers and fans from across Asia together, uniting Racing Master's distinctive global community. As firm believers in live operations, we stay closely attuned to players' evolving expectations across every title, and our domestic games continue to deliver strong performances. Each game update present new opportunities to entertain, engage and grow our communities. This approach continues to resonate with players, driving steady growth across our domestic portfolio for both new titles and games that has been around for decades. Fantasy Westward Journey Online, one of our longest running flagship titles at 22 years and counting, amplifies our dedication to sustain high-quality operations. The game is built around an inclusive ecosystem that allows players of all types to find enjoyment. We continue to inject fresh vitality through new features and mechanics. In July, we launched our innovative unlimited server, which offers classic gameplay under a popular modern model that eliminates the entry barrier of upfront time-based payments. This generated substantial enthusiasm from long-time fans and newcomers alike, significantly boosting player engagement. As a result, it has achieved 4 successive record peaking concurrent player counts since the third quarter, reaching a height of 3.58 million in early November. Fantasy Westward Journey Mobile also continues to evolve as we regularly introduce new features that players love. To meet players' demand, we launched our new casual server, which is designed for fun and streamlined play. It offers Fantasy Westward Journey Mobile's signature gameplay in a lighter format featuring simple progression, low threshold and intuitive controls. With a surge of new and returning players, monthly active users reached a 2-year high in September. Another long beloved MMO, Tianxia, continues to engage its community with deeply resonated updates. In October, we concluded closed beta testing for Tianxia II Classic. This version recreates the game's iconic art style and slower paced gameplay, allowing players to experience its distinctive Chinese cultural event. Meanwhile, the existing Tianxia client will undergo a complete upgrade with player progression seamlessly shared with Tianxia: Wanxiang the brand-new cross-platform client powered by Messiah, our flagship in-house engine. The upgrade will both enhance graphic quality and expand access for players across PC and mobile platforms, allowing them to experience the Messiah universe everywhere. Identity V fan base maintained a high engagement level in the third quarter, supported by our steady cadence of seasonal updates and partnerships. New characters released along with each season update, including Hunter of QS and the Survival of Lanternist in the third quarter, infused new energy into Identity V's distinctive role, reinforcing Identity V as a top destination for asymmetric gameplay fans. In addition, the game's collaboration with the Palace Museum Classic on September '25 added Majestic rooftops of Forbidden City to Identity V's manner, adding a new layer of cultural depth. Eggy Party also experienced robust growth with the third anniversary celebration in July, sparking renewed enthusiasm across the player community. Daily active users exceeded 30 million and average play time hit record high, driving historical engagement level. Two new gameplay modes quickly followed in September. [ Spooky Treasure ] Squad presents an intense extraction experience and Crazy Farm introduces a casual and social farming simulator. Both were highly praised and attractive way of returning users during the National Day holiday. Meanwhile, we continue to evolve Eggy Party's AI-powered AIGC tool, making its map design faster, easier and more enjoyable. We believe that together, these innovations are keeping Eggy Party fresh and its community inspired. Thanks to this ongoing effort, we saw Eggy Party's performance recover to historical peak level in both daily active user and average play time, which we expect will pave the way for smooth development in the coming years. Another example of our player-first philosophy and commitment to innovative high-quality content is Onmyoji, one of China's earliest and most iconic anime style games. On September 10, we launched its ninth anniversary celebration, featuring rich new content and gameplay updates shaped by player feedback. The highlight was a new character Yuki Gozen whose beautifully crafted CG trailer gained widespread attention on social media from both long-time fans and broader anime community. It was broadly inherited for its innovative use of stereoscopic screen and 2D animation tags to create a naked-eye 3D visual effect. With strong community support, Onmyoji quickly entered China's top 10 iOS download chart, demonstrating the vitality of this enduring IP and the strength of our long-term operations. Our commitment to engaging players and continuous innovation is also evident in Naraka: Bladepoint. In the third quarter, we rolled out new heroes and exciting collaborations such as Armor Hero in September and the time-limited return of Nier in October. Naraka: Bladepoint esports present is also growing. The 2025 Naraka: Bladepoint Pro League, NBPL, autumn season marked its first professional league since being selected for the 2026 Aichi-Nagoya Asian Games, culminating its rolling finals in October. Now in its fourth year, NBPL has become the cornerstone of Naraka's esports ecosystem and China's top professional league for the title, driving increasing social media engagement across major platforms. We continue to expand our domestic portfolio with new lighthearted experiences that appeal to a wider range of audience. [indiscernible] our MMO featuring magical heartwarming creatures inspired by Chinese fairy tales, has built a dedicated fan base since its launch in August, designed with a portrait interface for easy one-handed play. The game combines the joy of capturing and nurturing creators with strategic term-based combat and building a homeland for them to thrive in. Backed by our players and supported by world-class partners and global teams, we're building enduring collaborations that keep expanding what's possible in gaming. Blizzard titles continue to elevate the gaming experience for Chinese players. World of Warcraft rolled out updates across both classic and modern servers during the third quarter, sustaining strong engagement among long-time fans and newcomers alike. To further enhance localized experience, the game just launched a highly anticipated China-exclusive Titan Reforged server this week, blending the nostalgia of classic expansions with modern gameplay elements. The new server fulfills players long-awaited expectations and has reignited excitement across the World of Warcraft community. Overwatch 2 has also recently introduced a new Chinese hero, Wuyang, further deepening the game's diverse roster of characters. Meanwhile, Hearthstone celebrated its 11th anniversary, amassing over 100 million registered players in China. A series of special anniversary events drove enthusiastic participations from both loyal fans and newcomers to the game. The Diablo franchise also continued to capture attention. Diablo 2 resurrected, the legendary remaster of the installment that helped define the franchise returned to China on August 27. Newest season released in October pushed the game's daily active player base to record high. In parallel, Diablo IV, the latest blockbuster bringing the series signature dark aesthetics to a new height, were launched in China on December 12. Furthermore, the genre-defining real-time strategy game, Starcraft II, also returned on October 28, triggering excitement among fans. Minecraft China Edition, the localized version of the globally popular sandbox game, reached 1.25 million concurrent players on August 17, an impressive milestone in its eighth year of operation. Committed to nurturing its UGC ecosystem, the game continues to enhance creation tools and expand exposure for community creators, now supporting over 300,000 creators. By delivering enriched locally tailored experiences, Minecraft China Edition has fostered a highly engaged and loyal player community. Beyond above titles, other globally renowned franchises in our portfolio also continue to thrive in China, engaging vast creative community and expanding local ecosystems. Along with our expanding global presence and evolving development capabilities, our domestic community continue to thrive. Regardless of geographies or genre, we'll continue to put player first and work closely with our partners to deliver memorable high-quality experiences across our beloved franchises and existing new titles still yet to come. Turning to Youdao. Youdao continued to solidly execute its AI native strategy in the third quarter with healthy development of both its education and advertising businesses. For learning services, Youdao Lingshi grew gross billing by over 40% year-over-year in the third quarter. Notably, they partnered with the Yau Mathematical Science Center of the Tsinghua University, providing technical support to a platform, which is designed to identify and support mathematically gifted students. The platform is currently being piloted in top-tier schools with a national rollout plan following further refinement. Youdao's online marketing services achieved robust growth in the third quarter. As we advance the use of AI across multiple advertising processes, we further enhanced our expertise in programmatic advertising and influencer marketing campaigns, elevating the efficiency and effectiveness of advertising. For smart devices, we continue to enrich our offerings with technology upgrades. In the third quarter, we launched a new tutoring pen, Youdao Space X, which features a series of intelligent capabilities such as precise scanning for long-form and multi-graphic problems to help students learn more effectively. Turning to Yanxuan. The business continued to perform well across major e-commerce platforms, led by steady development in its core categories such as pet food, home sense and home goods. Propelling technology-driven innovations, Yanxuan's product launches have consistently stood out in the market. Its new pet food product is a refined production process, making it smoother and easier for pets to digest, earning a widespread praise for addressing common digestive issues. Across the NetEase family of businesses, we continue to build on our foundation of creativity, quality and disciplined execution. Looking ahead, we are focused on advancing our development capabilities and global reach, scaling our original IP into lasting franchises and elevating every experience we deliver. Guided by innovation and the trust of our communities, we're shaping a future defined by meaningful growth and enduring impact. That concludes William's comments. I will now provide a brief review of our 2025 third quarter financial results. Given the limited time on today's call, I'll be presenting abbreviated financial highlights. We encourage you to read through our press release issued earlier today for further details. As a reminder, all amounts are in RMB unless otherwise stated. Total net revenue for the third quarter were RMB 28.4 billion or USD 4 billion, representing an 8% increase year-over-year. Total net revenue from our games and related VAS were RMB 23.3 billion, up 12% year-over-year. Specifically, net revenues from online games were RMB 22.8 billion, up 3% quarter-over-quarter and 13% year-over-year. The quarter-over-quarter increase in online games net revenue was due to higher net revenues from self-developed games such as Fantasy Westward Journey Online and Sword of Justice as well as certain licensed games. The year-over-year increase was attributable to higher net revenue from self-developed games such as Fantasy Westward Journey Online, Eggy Party and newly launched Where Winds Meet and Marvel Rivals as well as certain licensed games. Youdao's net revenue reached RMB 1.6 billion, representing a 15% increase quarter-over-quarter, driven by growth in smart devices and online marketing services. Year-over-year revenue rose by 4%, attributed to a higher contribution from online marketing services. NetEase Cloud Music net revenue of RMB 2 billion, stable quarter-over-quarter, but down 2% year-over-year. Notably, revenue from membership subscriptions continued to show healthy growth both sequentially and year-over-year. Revenues from social entertainment services and others, though still lower compared with the same period last year, stabilized quarter-over-quarter. Net revenues for innovative business and others were RMB 1.4 billion, down 15% quarter-over-quarter and 19% year-over-year. The sequential decline was mainly driven by Yanxuan due to its high base during the 618 e-commerce festival. The year-over-year decrease reflected an increase in certain intersegment transaction elimination and to a lesser extent, decreased net revenue from Yanxuan and certain other businesses. Gross profit for the third quarter of 2025 was RMB 18.2 billion, up 10% year-over-year, primarily driven by increased net revenue from online games. This quarter, our total gross profit margin was 64.1%. Looking at our third quarter margin in more detail. Gross profit margin was 69.3% from games and related VAS compared with 68.8% in the same period of last year. The improvement was mainly driven by a higher mix of PC games in China, which typically have higher margins. Our gross profit margin for Youdao was 42.2% compared with 50.2% in the same period last year. The decrease was mainly due to the declined gross profit margin of online marketing services. Gross profit margin for NetEase Cloud Music was 35.4% in the third quarter versus 32.8% in the same period a year ago. The margin improvement was primarily driven by steady growth in our core online music business with lower contributions from social entertainment and other lower-margin services. For innovative business and others, gross profit margin was 43.0% compared with 37.8% in the third quarter of 2024. Despite the impact of intersegment elimination mentioned earlier, the improvement was mainly driven by better margins at Yanxuan and the higher revenue contribution from certain innovative business with relatively stronger margins. The total operating expenses for the third quarter was RMB 10 billion or 36% of our net revenue. Taking a closer look at our cost composition. Our sales and marketing -- our selling and marketing expenses as a percentage of total net revenue were 15.7% compared with 14.5% for the same period last year, primarily due to increased marketing expenditure related to online games. Our R&D expenses maintained stable at 16% of total net revenues in the third quarter compared with 16.9% for the same period last year, reflecting our consistent investment in content creation and product development. The effective tax rate was 13% for the third quarter. As a reminder, the effective tax rate is presented on an accrual basis in accordance with applicable policies and our operations. Our non-GAAP net income attributable to shareholders for the third quarter totaled RMB 9.5 billion or USD 1.3 billion, up 27% year-over-year. Non-GAAP basic earnings per ADS for the quarter was USD 2.09 or USD 0.42 per share. Additionally, our cash position remains robust with net cash of approximately RMB 153.2 billion as of September 30, 2025, compared with RMB 142.1 billion at the end of last quarter. In accordance with our dividend policy, we are pleased to report that our Board of Directors has approved a dividend of USD 0.11 per share or USD 0.57 per ADS. The company announced today that its previously approved share repurchase program of up to USD 5 billion for the company's ADS and other shares in open market or other transactions will be extended for an additional 36 months until January 9, 2029. As of September 30, 2025, approximately 22.1 million ADS has been repurchased under this program for a total cost of approximately USD 2 billion. Thank you for your attention. We would now like to open the call to your questions. Operator, please.
Operator
[操作员说明] 第一个问题来自中金公司的张雪晴。
Operator
[Operator Instructions] Your first question comes from Xueqing Zhang with CICC.
Xueqing Zhang
[外语] [口译] 恭喜第三季度业绩。我的问题是关于《梦幻西游》的。鉴于《梦幻西游》PC版自今年夏天以来持续创下在线玩家数新纪录,我们希望公司能分享这款常青游戏的运营架构。我们有几个后续问题。首先,无限服背后的核心驱动因素是什么?其次,用户画像如何?留存玩家与新玩家的比例是多少?最后,这种模式能否在其他旗舰游戏中复制?
Xueqing Zhang
[Foreign Language] [Interpreted] Congratulations on the third quarter. My question about Fantasy Westward Journey. Given that FWJ PC has consistently set new record for online player count since this summer, we would appreciate that the company is sharing its operational structure for this evergreen title. And we have several follow-up questions on it. Firstly, what's the core driving factors behind the unlimited player server. And secondly, what's the user profile? What's the ratio of retaining players to new players. And lastly, is this model replicable across other flagship titles?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的,我来翻译。《梦幻西游》PC版的长盛不衰基于高度稳定的经济体系和独特丰富的游戏体验,这在大多数其他游戏中非常罕见。我们的团队一直致力于提供可持续的趣味体验、稳定的生态系统和创新的内容。这一承诺已得到玩家的认可和赞赏,我们从市场上也能看到这一点。在无限服中,我们取消了前期按时间付费的模式,简化了游戏玩法和系统,提供了更轻量化的游戏形式,同时保留了经典服多年来演进的核心设计。与经典服全面多样的游戏体验相比,无限服以更简单直接的方式提供愉快的体验,学习曲线平缓,吸引了大量老玩家回归以及新玩家加入。无限服的用户群体实际上也惠及了经典服,引入了额外的新玩家和回归玩家。《梦幻西游》作为一款运营了22年的经典游戏,我们仍然致力于创新和多样化体验,以持续满足我们社区的需求。展望未来,我们将继续专注于长期发展,为广泛的玩家社区提供同一游戏中的多种选择。
Bill Pang
[Interpreted] Okay. I'll do the translation. The longevity of Fantasy Westward Journey online PC is based on highly stable economic system and unique enriched gaming experiences which are very rare in most other games. Our team has been dedicated to providing sustainable fun experience, stable ecosystem and innovative content. This commitment has been recognized and appreciated by the players as well as we can see from the market. In the unlimited server, we have removed the upfront time-based payment, streamlined the gameplay and systems, offered a lighter gameplay format, while preserving the core designs that has evolved in our classic server over time. Compared with the comprehensive and diverse game experience on the content, unlimited server offers enjoyable experiences in the simple -- more simple direct manner with a smooth learning curve, unlimited server has attracted both many former players back to the game as well as new players. This user demographic of unlimited server actually also benefited the classic server by introducing additional new and returning players. Fantasy Westward Journey online as a legacy game has been operated for 22 years. We remain committed to the innovation and diversified experience to meet -- continues to meet the demand from our community. Looking ahead, we will continue to focus on long-term development, providing our broad player community with various choices in one game.
Operator
下一个问题来自Jefferies的Thomas Chong。
Operator
Your next question comes from Thomas Chong with Jefferies.
Thomas Chong
[口译] 管理层能否评论一下中国及海外的游戏趋势?另一方面,管理层能否也谈谈海外扩张战略?
Thomas Chong
[Interpreted] Can management comment about the gaming trend in China as well as overseas. On the other hand, can management also talk about the overseas expansion strategy?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[外语] [口译] 好的。我来进行翻译。在我们开展海外市场业务运营的过程中,我们积累了成功的经验,这得益于我们内部强大的研发能力。例如在日本,《Knives Out》被确认为国民级网络游戏中非常受欢迎的作品。去年12月,我们在全球发布了《Marvel Rivals》,取得了巨大成功。就在本月11月15日,我们在全球市场发布了《Where Winds Meet》。所有这些产品在海外都取得了非常好的成功水平,我们也从社区听到了很多积极的反馈。我们看到的是,在海外市场,网易是我们行业中最突出的游戏开发力量之一。我们是唯一一家将纯粹、真正中国风味的在线游戏带到全球市场的公司。例如《Where Winds Meet》,这是一款非常中国[技术困难]的游戏,我们是唯一一家将这种级别的正宗体验带给全球在线玩家并收到非常积极反馈的大型成功公司。展望未来,我们相信我们有能力为海外市场带来越来越多的成功案例,为全球玩家提供越来越多高质量的内容和服务。我们对此充满信心。
Bill Pang
[Foreign Language] [Interpreted] Okay. I will do the translation. During our business operations process of doing business in overseas market, we have accumulated successful experiences, which is powered by the strong development capability we have in-house here. For example, in Japan, we have Knives Out as identified been very popular in national network games. And last December, we released Marvel Rivals globally, super successful. And just November 15 this month, we released Where Winds Meet in global markets. And all this product achieved a very good level of success overseas, and we hear a lot of positive feedback from the community as well. In the -- what we see is that in the overseas market, NetEase as one of the most prominent game developing powerhouses in our industry. And we are the only company that bring the purely truly Chinese authentic online games to global market. For example, Where Winds Meet, it's a very Chinese [Technical Difficulty] and we're the only big successful companies that bring this level of authentic experience to the online gamers globally and received very positive feedback. Looking ahead, we believe we have the capability to bring more and more success cases to overseas markets and provide gamers from the globe with more and more high-quality content and services. We have confidence in that.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 是的,William还有一些进一步的评论。一是实际上在本月,我们也向全球市场推出了《Sword of Justice》。当然,三年前,我们在全球市场推出了《Naraka: Bladepoint》PC版。正如你们所听到的,我们向公众展示了《ANANTA》和《Sea of Remnants》两款游戏。市场对此抱有很高的期望。我们在今年的游戏展上展示了《ANANTA》,它被日本游戏大奖2025未来部门评为最有前途的即将上市游戏之一。网易,我们立足于中国,同时也在全球市场开拓我们的版图。这就是我们一直在做的事情。我们取得了一些成功,并且我们将继续这样做。
Bill Pang
[Interpreted] Yes, there are some further comments from William. One is that actually also in this month, we also rolled out our Sword of Justice into the global market. And of course, 3 years ago, we rolled out Naraka: Bladepoint PC on global market. And as you heard, we showed our games to public for both ANANTA and Sea of Remnants. The market has very big expectations. We showed ANANTA game show this year, and it's been named one of the most promising upcoming games by the Japan Games Award 2025 Future division. NetEase, we are based in China, and we are also carving our territory in the global market. That is what we have been doing. We have some successes, and it's -- we're going to keep doing.
Operator
下一个问题来自汇丰银行的Ritchie Sun。
Operator
Next question comes from Ritchie Sun with HSBC.
Ritchie Sun
[外语] [口译] 关于《Identity V》,我们看到最近几个月在收入和日活跃用户方面出现了波动。管理层能否讨论一下背后的原因以及改善表现的策略?其次,《魔兽世界》和《炉石传说》回归中国已经一年了,即将面临严峻的同比基数。管理层能否讨论一下现在与一年前的表现指标对比,以及未来推动可持续增长的计划?另外《暗黑破坏神IV》也即将回归。考虑到ARPG品类竞争更加激烈,管理层能否讨论一下其货币化潜力?
Ritchie Sun
[Foreign Language] [Interpreted] Regarding Identity V, we have seen the volatility in grossing and DAU in recent months. Can management discuss the reasons behind it and the strategy to improve the performance? Secondly, World of Warcraft and Hearthstone have returned to China for 1 year already and about to face tough comps. Can management discuss the performance metrics now versus 1 year ago and plans to drive sustainable growth in the future? And the Diablo IV is also coming back soon. Can management discuss the monetization potential considering the more intense competition in the ARPG genre?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。我先翻译这部分。确实,在暑假期间,来自竞品的影响是存在的,尤其是在低线城市的一般用户中。然而,我们也注意到,自开学季开始以来,这种影响已经有所缓解。实际上,谈到9月份,《第五人格》从新学期开始,与往年同期相比,确实达到了历史新高。虽然第四季度历来不是《第五人格》的旺季,但团队正专注于为中国新年周期准备新内容和营销活动。在此期间,我们观察到社区对多样化游戏玩法的多元化需求。因此,我们一直在准备更全面、更大规模的副游戏模式,同时也在开发游戏的下一个章节。
Bill Pang
[Interpreted] Okay. I will translate this part first. Indeed, it's true that there has been some influence from competing products during the summer holidays, particularly among general users in lower-tier cities. However, we also have noticed that the impact has eased since the start of back-to-school time. And in fact, talking about September, Identity V actually has reached historical high starting from the new semester compared to the same period in previous years. While Q4 historically has never been the peak season for Identity V, the team is focusing on preparing new content and marketing campaigns for the Chinese New Year cycle. During this period, we observed the demand -- the diversified demands on diversified gameplays from community. So we have been preparing more comprehensive and large-scale side game modes while on the other hand, we're also working on the next chapters of the game.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 谢谢,是的。随着当前《魔兽世界》资料片接近尾声,其表现相比资料片发布期出现下滑是预期之中的。与此同时,《炉石传说》在过去几年中一直保持着稳定的资料片更新节奏。与过去的运营策略不同,这两款游戏的实际表现都维持在比之前停运时更高的水平。展望未来,我们将继续深化合作,以维持我们在中国市场的独特竞争优势。这里我想举一个具体的例子,就是《魔兽世界》的泰坦重铸服务器。这确实是由我们的中国团队和美国团队共同发起的。我们一起设定了目标,共同设计,并针对这一需求进行了专门开发,结果非常好。因此,这是一个例子,说明通过更紧密的合作,我们可以取得比过去更好的成果。谈到《暗黑破坏神》,《暗黑破坏神IV》有其独特的品质,我们为其制定了全新的商业计划。我们相信,在发布后,它将在ARPG细分市场中获得应有的市场份额和商业表现。此外,《星际争霸II》自推出以来,用户参与度达到了历史新高,为RTS(即时战略)类型注入了活力。
Bill Pang
[Interpreted] Thank you, Yes. As we approach the end of current expansion of World of Warcraft, it is indeed expected to see decline in performance compared to this launch period. Meanwhile, Hearthstone has steady maintained its cadence of expansion updates over the past years. With different operation strategy from the past, the performance of both games actually maintained higher than status than when the operation closed previously. Moving forward, we'll continue to deepen our collaboration to sustain our unique competitive offerings in the China market. And one specific example I want to give here is the Titan Reforged Server for Warcraft. That indeed was initiated by -- together by our Chinese team and the U.S. team. Together, we set the target and designed together and developed specific for this demand and the result is very good. So that is one example to see by working closer together, we can achieve better result compared to the past. Talking about Diablo, Diablo IV has its own unique quality, and we have brand-new business plans in place for it. We believe it will secure its deserved market share and commercial performance in the ARPG segment after launch. In addition, StarCraft II has achieved record high user engagement since its launch, infusing vitality into the RGS genre.
Operator
您的下一个问题来自花旗集团的Alicia Yap。
Operator
Your next question comes from Alicia Yap with Citigroup.
Alicis a Yap
[外语] [口译] 那么我想跟进一下。我记得管理层之前提到过,《ANANTA》最近在东京电玩展上进行了展示,并获得了相当不错的反馈。所以想了解更多关于用户反馈的细节。另外,我们应该如何看待这款游戏的市场定位以及其差异化特点?而且,这款游戏似乎包含了相当丰富的内容和创新的玩法。对此有什么评论吗?还有,关于2026年的下一次测试时间和正式上线时间,是否有任何更新可以分享?
Alicis a Yap
[Foreign Language] [Interpreted] So just wanted to follow up. I think management earlier mentioned ANANTA was recently showcased at the Tokyo Game Show and has a pretty good feedback. So just wanted to know more details about the user feedback. And then how should we think about the market positioning and also the differentiation of this game? And then it also seems that the game included a pretty decent rich content and also the innovative gameplay. So any comments on that? And then are there any updates regarding the next testing timing and also the official launch timing in 2026 that you can share?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 我们在东京电玩展上展示了ANANTA的最新更新和试玩,这引起了全球社交媒体的广泛关注,并赢得了日本游戏大奖2025未来部门最具潜力新作奖之一。我们相信,凭借丰富多彩的优质内容、创新的货币化策略以及我们对长期运营的关注,我们预计这款游戏将在行业生态系统中占据新的位置。我们目前计划进一步优化开发流程,开发进度目前按计划进行,我们将按计划进行测试和发布。时机成熟时,我们将分享更多更新。
Bill Pang
[Interpreted] We showcased the latest update and playtesting of ANANTA at the Tokyo game show, which attracted significant attention on social media across the world, winning one of the most promising upcoming titles by the Japan Game Award 2025 Future Division. We believe with a blend of colorful quality content, innovative monetization strategy as well as our focus on long-term operations we anticipate the game will secure a new position within the industry ecosystem. We're currently planning to further enhance our development process, the development process is on track now, and we'll proceed with testing and launches as scheduled. And when time comes, we have further updates to share.
Operator
下一个问题来自野村证券的Jialong Shi。
Operator
Your next question comes from Jialong Shi with Nomura.
Jialong Shi
[外语] [口译] 我们从媒体注意到,贵公司每年推出的新游戏数量似乎比过去几年要少。如果我们的观察是正确的,我们想知道贵公司目前向市场推出新游戏的策略是什么。如果网易每年不推出那么多新游戏,那么在线游戏业务的增长驱动力将是什么?
Jialong Shi
[Foreign Language] [Interpreted] We noticed from media, it seems to us the number of new games in your pipeline every year is smaller than in the past few years. If our observation is correct, just wonder what is your current strategy towards launching new games into the market. And if NetEase does not launch as many new games each year, what will be the growth driver for your online gaming business?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。我来翻译。整个公司将非常专注于我们的成功产品。在已经成功的产品中,我们将持续优化和专注。我们不想分散太多精力去开发许多我们并没有十足把握的新产品。对于新项目,我们将更加审慎和专注地看待产品,确保我们正在开发的任何新产品在内容市场上都具有竞争力。实际上,我们认为这并不矛盾。我们相信专注是公司需要具备的核心能力之一。这是我们的观点。
Bill Pang
[Interpreted] Okay. I will do the translation. The whole company will be very focused on our success products. And among the already success product, we'll keep refining and keep focusing. We don't want to distract too much focus to charter many, many new products, which we don't have super confidence. For new projects, we will look at product more prudently and more focused, making sure that whatever new product we're building, it has confidence power in the content market. We actually don't see this to contradict with another. We believe being focused is one of the core competence a company needs to have. That's our view.
Operator
下一个问题来自瑞银的Felix Liu。
Operator
Our next question comes from Felix Liu with UBS.
Felix Liu
[外语] [口译] 我的问题是关于贵公司游戏部门最近的组织变动新闻。这些变动会影响相关游戏的近期运营吗?管理层在当前游戏战略背景下如何看待现有的组织结构?我们是否应该预期会有更多变动?
Felix Liu
[Foreign Language] [Interpreted] My question is on the recent news of organizational changes in your game department. Will these changes impact the near-term operations of the related games? And how does management think about the current organizational structure under the context of your game strategy? And should we expect more changes to come?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的,我来进行翻译。关于最近的调整和变化,这是公司正常的人员流动流程的一部分,并且是在不影响我们游戏日常运营的情况下进行的。这一点请放心。此次调整旨在使运营更加专注和高效,让我们能够集中精力——持续专注于打造经久不衰的高质量产品。例如,对于现有的长青游戏,我们要求团队保持专注,持续优化和完善游戏。对于展现出长青潜力的新游戏,我们将分配足够的资源,将其发展成为经久不衰的成功游戏。然而,对于那些未能跟上市场趋势或用户需求的团队,我们也必须果断地进行精简,以确保核心业务的健康发展。网易已经走过了28年,我们打造高质量产品的承诺始终未变。我们将为长青游戏分配更多资源,并为那些富有创造力、愿意创新的团队提供更多机会。
Bill Pang
[Interpreted] Okay, I will do the translation. Regarding the recent adjustment and changes, it's part of the company's normal personnel turnover process and has been carried out without impacting daily operations of our game. That's rest assured. The adjustment is aiming to make the operation more focused and efficient, allowing us to concentrate -- keep concentrating on creating enduring high-quality product. For example, for existing evergreen titles, we asked our teams to stay focused continuously refining and optimizing the games. For new titles that show evergreen potentials, we'll allocate sufficient resources to develop them into Evergreen long-lasting successful games. However, for teams that are not keeping pace with the market trends or user demand, we also must trim decisively to make sure a healthy development of our core initiatives. NetEase has been especially for 28 years, and our commitment to creating high-quality products has remained unchanged. We'll allocate more resources to evergreen titles and provide more opportunities to teams who are creative and willing to innovate.
Operator
您的下一个问题来自高盛的林肯·孔。
Operator
Your next question comes from Lincoln Kong with Goldman Sachs.
Lincoln Kong
[外语] [口译] 那么我的第一个问题是关于AI的。实际上我们已经看到像《蛋仔派对》或《Justice Mobile》这样的游戏已经集成了AI应用。展望未来,对于我们现有的游戏组合和新游戏,我们应该如何看待AI能为我们的玩家带来哪些额外的机会?第二个问题是关于未来的新游戏。鉴于公司现在更加注重新游戏的质量,我们应该如何看待未来潜在的重要游戏类型?具体来说,像全球范围内的射击游戏类型,我认为我们已经看到了快速增长。那么网易将如何在这个射击游戏类型中实现差异化?
Lincoln Kong
[Foreign Language] [Interpreted] So my first question is about AI. So we have actually seen some of the games like Eggy Party or Justice Mobile has already integrated with AI applications. So going forward, for our existing portfolio and the new games, how should we think about AI can bring additional opportunities to our gamers? And the second question is in terms of the future new games. Given that the company now focus more on quality of those new games, so how should we think about the potential important game genre going forward? Specifically like for the shooting game genre globally, I think we have seen a rapid growth. So how would NetEase sort of differentiate ourselves in this shooting genre?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的,我来翻译。首先,关于AI的问题,我们一直在开发中使用AI,AI在游戏开发和运营中非常重要,我们在这方面积累了大量的实践经验。与许多海外同行公司相比,我们在这方面拥有更多的实践经验。我们在AI研究以及如何在游戏开发、创新和运营过程中使用AI方面投入了大量资源。实际上,用户体验是指导我们如何部署技术的最佳答案。但我们认为今天没有时间详细解释具体的用户体验。关于您下一个关于产品未来方向的问题,正如我们解释的那样,我们将专注于集中资源打造真正高质量的旗舰产品,即我们有信心会成功的产品。我们不会盲目激进地开展多个项目。这不是我们的方向。我们将采取有针对性的方法对待新项目。在未来的几年里,我们相信网易与全球行业内大多数公司相比,我们是少数对未来产品有清晰愿景的公司之一,我们将取得突破性进展。
Bill Pang
[Interpreted] Okay. I'll do translation. First of all, regarding the question on AI, we have been using AI in development and AI is very important in game development and operation, and we have accumulated tons of hands-on in this area. And compared -- especially compared to many of our peer companies from overseas, we have more hands-on experience in this area. We have deployed massive resources in the research of AI and how to use AI in the process of game development, innovation and operation. Actually, the user experience is the best answer to guide us on how we should deploy technologies. But we don't think we have time here today for the detailed specific user experience explanations. Regarding your next question on the future direction of product, as we explained, we'll focus on the concentrating resources on building really high-quality flagship products, the product that we have conviction on the success. We won't do aggressively blindly open many projects. That's not our direction. We'll be focused on -- we'll do focused targeted approach to the new project. And in the future coming years, we believe NetEase compared to most -- many other companies in our industry globally, we are one of the companies that has clear vision on the future in future products, and we will make ground breakthroughs.
Operator
下一个问题来自摩根士丹利的杨柳。
Operator
Your next question comes from Yang Liu with Morgan Stanley.
Yang Liu
[外语] [口译] 我来翻译我的问题。我的问题是关于新游戏《Sea of Remnants》。管理层能否分享该游戏的研发进展和预计上线时间?这款游戏的商业化策略是什么?这款游戏是否有直接的同行或竞争对手?网易将如何实现差异化?
Yang Liu
[Foreign Language] [Interpreted] Let me translate my question. My question is about the Sea of Remnants this new game. Could the management share about the R&D development and expected launch timing? And what will be the commercial strategy for this title? And is there any direct peers or competitor for this game? And what NetEase can do to differentiate?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 我来翻译。首先,《Sea of Remnants》对我们来说是一款非常重要的产品。我们非常重视这款游戏。团队在公司内部拥有非常丰富的开发和运营经验。这款游戏基于我们自主研发的游戏引擎,将同时支持PC、移动设备和主机平台。在具体的玩法和内容方面,我们相信我们有明确的决策。我们相信它将为市场带来全新的体验。它将是一种多角色培养类型,但不是传统的方式。海洋航行体验以及角色与职业的丰富组合,我们相信将为玩家带来前所未有的海洋体验。
Bill Pang
[Interpreted] I will do the translation. First of all, the Sea of Remnants is a very important product to us. We focus on that very much. The team has very rich development and operational experience in the company. And the game is built on our self-developed game engine will support both PC, mobile and console as well. On the detailed gameplay and content, we believe we have a clear decisions on how to do that. We believe it's going to be a fresh experience in the market. It's going to be a multi-character cultivation kind of type, but not the traditional way. The sailing experience on the ocean as well as the rich combination between characters and classes, we believe it will bring a fresh unexperienced ocean experience to the gamers.
Operator
问答环节到此结束。现在请Brandi Piacente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 Brandi Piacente for any additional or closing remarks.
Brandi Piacente
再次感谢大家今天参加我们的会议。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。谢谢。[本记录中标有[口译]的部分由现场口译员翻译。]
Brandi Piacente
Thank you once again for joining us today. If you have any further questions, please feel free to contact us directly. Have a great day. Thank you. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]