Douyu: Q3 MAU of Mobile Terminal Hits H61.9 Million
Douyu, a game-centric live streaming platform in China, announced on Tuesday its unaudited financial results for the third quarter of this year. The company say its average mobile MAUs in the third quarter increase by 3.9% to 61.9 million from 59.6 million in the same period of 2020.
Backed by a diversified content and gaming community, the company’s quarterly average paying user count in the third quarter of 2021 was 7.2million, compared with 7.9 million in the same period of 2020. Total net revenues in the third quarter of 2021 were 2.3 billion yuan ($364.4 million), of which live-streaming income was 2.21 billion yuan.
Gross profit in the third quarter of 2021 was 279 million yuan, representing a gross margin of 11.9%. Net losses in the third quarter of 2021 was 143.5 million yuan, compared with a net income of 59.6 million yuan in the same period of 2020.
In the operation of e-sports games, Douyu continues to maintain close cooperation with major shareholder Tencent and other game manufacturers. In this quarter alone, more than 60 official large-scale events were live-streamed on Douyu, and more than 70 events, such as Douyu League of Legends China-Korea Competition, were made by Douyu itself.
In September, Douyu also launched a new tool called “One-Click Video Generation” on its web page. Users can click the “Wonderful Moment of Anchor” button at the bottom of the live broadcast room to generate a 2-minute live-streaming video of the current anchor for online editing. After the video is completed, the new creation will be displayed simultaneously in the video section and community.
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Chen Shaoji, Chief Executive Officer of DouYu, commented on the changes: “Going forward, we plan to continue expanding our game genres and enhacing our content offerings. We are committed to building DouYu into an industry-leading game-centric content ecosystem by leveraging our customized marketing strategies, adaptive operating strategies, and our diverse content formats encompassing live streaming, video, texts, graphics, and social community.”