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The Mobile Internet Report Key Themes*

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Tencent Business Model Overview –<br />

High-Margin Virtual Goods / Services Drove $1B Revenue (+87% Y/Y) in 2008<br />

Largest social network in the world – 485MM active IM user accounts in CQ3:09, +37% Y/Y,<br />

per Tencent.<br />

Largest <strong>Internet</strong> company in China by revenue and market value – $2B annualized CQ3<br />

revenue in 2009, +66% Y/Y; $35B market value in 12/09; $988MM annualized CQ3 op. profits<br />

in 2009, +107% Y/Y, 50% margin.<br />

Primary monetization (88% of 2008 revenue) = virtual goods (game & non-game) + mobile.<br />

Desktop / <strong>Mobile</strong> VAS (Value-Added Services)<br />

$719MM, +96% Y/Y / $205MM, +73% Y/Y 2008 Revenue<br />

Advertising<br />

$121MM, +68% Y/Y<br />

Fee-based IM<br />

Premium QQ, QQ Xing<br />

Fee-based IM<br />

<strong>Mobile</strong> QQ<br />

IM Client-end<br />

Non-Game Virtual Goods<br />

QQ Show, QQ Pet…<br />

Content-based SMS<br />

QQ.com<br />

Online Games<br />

Casual / MMORPG<br />

Digital Goods<br />

e-card, e-magazine…<br />

2.5G<br />

MMS / WAP…<br />

<strong>Mobile</strong> Voice VAS<br />

IVR + CRBT<br />

Search<br />

Social Networking<br />

Sites<br />

Note: Tencent has several social networking properties operating under the QQ brand. Each user can register multiple IM accounts<br />

with Tencent; MMORPG is Massive Multiplayer Online Role Playing Game; IVR is Interactive Voice Response; CRBT is Color Ring-283<br />

Back Tone. Chart courtesy of plus8star consulting. Source: Tencent, plus8star, Morgan Stanley Research.

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