What was changed
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.
What it achieved
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%.
Why it worked
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.
What can be applied
A company that monetizes a huge engaged user base with small payments can grow through a downturn that kills ad-dependent rivals.
Aftermath
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
- Tencent net profits top 5.16b yuan in 2009 china.org.cn
- 腾讯全年多赚78%至28亿人民币 finance.sina.com.cn