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TENCENT 2
Summary
Tencent is China’s leading social networking and online gaming company. Its annual
record for 2016, showed an increase in sales and operating profits. It is the most valuable
company in Asia ahead of China Mobile and Alibaba. Tencent, founded in 1998 by Ma and his
colleagues, as a simple messaging service, has since transformed to the largest online games
provider in China with diverse games, China’s largest social networking service provider with
various applications in the world, and China’s favorite internet portal. It faces competition from
Baidu and Alibaba in addition to thousands of start-ups looking to venture into the same business
PC-based Instant Messaging (IM) service was Tencent’s first product. It was modeled on
ICQ, an open source and freely downloadable program developed by Israel firm, Mirabilis. The
modeling was meant to fit the Chinese market, and it was named OICQ and was later changed to
QQ. QQ became very popular with the young Chinese citizens anxious to communicate with
each other. In 2000, Tencent launched Mobile QQ offering a wide range of value-added services
like personal dial tones and later introduced premium subscription fees. Simple SMS messaging
and value-added applications were very popular, enabling the company to achieve profitability
by 2001. In 2003, Tencent introduced QQ.com as an internet portal offering a wide range of
entertainment and services. The company’s popular applications were QQ Dating, QQ E-Card,
QQ Alumni, and QQ Show avatars. Its main portal competitors in China were Sina.com and
Netease.com among others, and in the US, there were AOL, Yahoo, Microsoft, and independent
players such as Match.com for dating and Friends United for alumni social networking (Wells
Tencent worked with China Unicom and China Mobile to pre-load mobile QQ SMS onto
mobile phone’s SIM cards, and also with handset makers to include the software in their
products. It offered various value-added mobile subscriptions such as mobile chat, interactive
voice response (IVR), ringback tones, mobile news and information, and mobile games among
others. Still, in 2003, the company focused on its PC-based internet value-added services and
Between 2004 and 2009, Tencent focused on new directions to ensure that they become the
leading internet and telecommunication value-added service provider in China. During this
period, it experienced a strained relationship with telephone companies and also the government.
Tencent fought back by offering a wide range of simple casual games both developed in-house
and licensed from third parties. It also started offering a massive multiple player online game
known as Sephiroth. It launched casual games from 2005, such as QQ Tang, QQ Speed, and
Cross Fire among others. Tencent also participated in social network gaming by launching its
version of virtual farming, QQ Farm in 2009. Its game strategy like participating at all levels in
the industry with a wide range of games for all users, was effective in attracting new gamers,
retaining existing and encouraged players to recommend the games to their friends. This strategy
From 2010 to 2016, Tencent focused on remobilization and change. It started opening up
its platform to create an ecosystem for innovation. Its core gaming and social networking
businesses went from strength to strength, and it also started driving into international markets
which proved more successful in gaming than social networking (Wells and Ellsworth, 2017). In
2017, Tencent focused on moving forward by exploring ways possible to neutralize their
Question 1: How was Tencent able to transform itself from a simple messaging service to
China's biggest Social and Gaming platform?
In 2004, Tencent had a primary goal of becoming the leading internet and
achieve this goal and enabled them to achieve this goal, and transform from a simple messaging
service to the biggest social and gaming platform in China. Some of this ways include;
continuing to expand the user base of their products; delivering new services and products to
enrich the QQ community experience; continue strengthening strategic relationships with third
parties like telecommunications operators; content providers and device manufacturers; and
Question 2: What competition did Tencent face, and how was it able to stay ahead of the
competition?
Tencent faced various competitions from other companies such as Baidu and Alibaba as
well as many start-ups interested in venturing into the same sector. However, it faced major
competition from telephone companies and the government between 2004 and 2009. During this
period, phone companies welcomed value-added service providers because they were
competitors for the companies´ value-added products. Also in 2005, state-owned China Mobile
terminated its chat fee-sharing contracts and altered its multimedia service billing policies. As a
result, Tencent’s revenues from mobile and telecommunications services reduced, and the
number of paying subscribers dropped. In 2009, the Chinese government also stopped allowing
consumers to buy online content and charge to their mobile phone bills, and this was also a major
blow to Tencent.
To overcome such competition, Tencent decided to attack the online gaming on multiple
fronts by introducing simple casual games, massive multiple player online game and advanced
TENCENT 5
casual games for gamers who wanted something more challenging than the simple casual games.
The company also became aggressive in social network gaming as it launched its version of
virtual farming called QQ Farm in 2009. As a result, Tencent had become the largest online
game operator in China by the end of 2009. Therefore, by being active in all levels in the gaming
industry with various games for all users, Tencent successfully attracted new gamers and
Question 3: CEO Ma Huateng states that "ideas are not important, execution is'. Do you
agree with this statement?
I entirely agree with CEO Ma Huateng because, in China, there are always thousands of
start-ups looking to enter the market, and so immediately they have an idea, they rush to execute
it, as compared to like the United States, where execution of an idea takes several months before
References
Wells, J. R., and Ellsworth G. (2017). Tencent. Harvard Business School. p.1-39.