When the 2008 financial crisis slashed online advertising budgets, Tencent was already shifting its model from ads to value-added services sold to its hundreds of millions of QQ users — games, virtual items, memberships and mobile services.

The shift insulated it from the ad downturn: 2008 revenue rose 87.2% to RMB7.15 billion and net profit rose 77.8% to RMB2.79 billion, driven by internet value-added services.

The momentum continued in 2009, the worst year of the crisis: revenue rose another 73.9% to RMB12.44 billion, online game revenue jumped 131.5% to RMB5.39 billion, and Tencent overtook rivals to become China's No.1 online game operator and its most valuable Internet company.

2008 revenue rose 87.2% to RMB7.15bn and profit 77.8%; 2009 revenue rose 73.9% to RMB12.44bn as games revenue jumped 131.5%.

Virtual goods and game payments were small-ticket, recession-proof spending.

QQ's massive user base gave Tencent a captive market for new services.

Games replaced advertising as the growth engine before the ad downturn.

Scale let Tencent keep investing while portal rivals cut.

A company that monetizes a huge engaged user base with small payments can grow through a downturn that kills ad-dependent rivals.

Tencent compounded the advantage through 2010 and beyond, using games revenue to fund new platforms — WeChat launched in 2011 — that made it China's largest Internet company by market value. The crisis-era pivot from ads to user payments defined its business model for the next decade.

FOLLOW THE EVIDENCE

The sources

  1. Tencent net profits top 5.16b yuan in 2009 china.org.cn
  2. 腾讯全年多赚78%至28亿人民币 finance.sina.com.cn