HUYA Inc. (HUYA) Business Model Canvas

HUYA Inc. (HUYA): Business Model Canvas [Dec-2025 Updated]

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You're looking for the real mechanics behind HUYA Inc.'s current strategy, and after two decades analyzing tech plays, I can tell you this isn't just about watching gamers anymore. We're seeing a clear pivot from being just a live streaming platform to a broader game services provider, which is reflected in their latest numbers-think Q3 2025 Net Revenues hitting RMB1,688.3 million while managing 162.3 million monthly active users. Honestly, understanding how they balance massive revenue sharing costs against growing game distribution fees is key to valuing them now. Below, I've broken down the full Business Model Canvas, showing exactly where their value comes from and what keeps Tencent's major stake secure; you'll want to see the details on their Key Activities and Revenue Streams.

HUYA Inc. (HUYA) - Canvas Business Model: Key Partnerships

You're looking at the core relationships that power HUYA Inc.'s platform, especially as they lean harder into game services. These aren't just casual agreements; they are structural dependencies that drive significant revenue streams, so you need to track them closely.

Tencent Holdings (major shareholder and key game IP access)

Tencent Holdings is the dominant force here. As of 31 March 2025, Tencent beneficially owned 67.3% of HUYA Inc.'s total issued and outstanding share capital and held voting power of 95.4%. This deep control means access to Tencent's vast game catalog is critical. The company explicitly notes that its deepened cooperation with Tencent and other game companies is the primary driver behind the growth in game-related services, advertising, and in-game item sales revenues.

Game developers/publishers for co-publishing and distribution

HUYA Inc. is moving beyond just streaming to active publishing. A prime example is the strategic partnership announced in August 2025 with Kingsoft Shiyou to co-publish the mobile version of Goose Goose Duck in mainland China. While the financial terms of this specific deal weren't disclosed, the segment this partnership feeds into is growing fast. Game-related services, advertising and other revenues reached RMB531.6 million ($74.7 million) in the third quarter of 2025, a 29.6% year-over-year increase, and for the first time accounted for over 30% of total net revenues.

Top-tier streamers and Multi-Channel Networks (MCNs)

The talent on the platform is a key resource. HUYA Inc. continues to command the largest representation among the top 300 game live streamers nationwide. This concentration of top talent is what keeps the live streaming revenue engine running. For instance, live streaming revenues in Q3 2025 were RMB1,156.7 million ($162.5 million). The platform's ability to attract and retain this talent is defintely a core competency.

Esports tournament organizers for licensed content

Securing exclusive content rights is a historical pillar, like the exclusive rights Riot Games gave HUYA Live to broadcast the LCK in China starting January 4, 2018. More recently, HUYA demonstrated its ecosystem strength by successfully concluding its inaugural Delta Force Diamond Champions (DDC) Summer Season in August 2025, officially authorized by Tencent's Delta Force.

Here are the hard numbers from that event:

Metric Value
Total Teams in Initial Online Rounds 24
Teams Competing in Shanghai Finals 12
Total Prize Pool One million yuan
Prize Pool in USD Equivalent $140,000

Kingsoft Shiyou for co-publishing Goose Goose Duck Mobile

This partnership, announced August 25, 2025, is a clear move to integrate publishing capabilities with streaming dominance. HUYA will jointly promote and publish the game on major live streaming platforms and Tencent-owned platforms. This type of collaboration is expected to boost user acquisition and monetization opportunities.

The overall reliance on these external relationships is clear in the revenue mix. The platform's paying user base was 4.4 million in the first quarter of 2025.

  • Tencent Ownership (Voting Power as of 3/31/2025): 95.4%
  • Game-Related Services Revenue (Q3 2025): RMB531.6 million
  • Percentage of Total Net Revenues from Game Services (Q3 2025): Over 30%
  • Top Streamer Representation: Largest among top 300 nationwide

Finance: draft 13-week cash view by Friday.

HUYA Inc. (HUYA) - Canvas Business Model: Key Activities

You're looking at the core engine of HUYA Inc. as of late 2025, focusing on what they actually do to generate revenue and maintain operations. The numbers from the third quarter of 2025 tell a clear story of strategic shift.

Operating the HUYA live streaming platform and app

The foundation remains the live streaming platform, though its relative contribution is changing. For the third quarter of 2025, HUYA Inc. reported total net revenues of RMB1,688.3 million, which converts to approximately US$237.1 million. Live streaming revenues saw a modest year-over-year increase of 2.6% in that quarter. To give you context on the user base supporting this, the average Monthly Active Users (MAUs) for the third quarter of 2025 stood at 162.3 million. Internationally, the overseas efforts are building community, reaching tens of millions of monthly active users in mobile and FPS genres.

Producing self-owned and licensed esports content/tournaments

Content creation, especially around esports, is a key activity that drives platform engagement. Looking back at the second quarter of 2025, HUYA Inc. live-streamed over 100 licensed e-sports tournaments. On the self-owned side, the company produced more than 40 in-house tournaments during that same quarter. This content pipeline supports the core platform activity.

Developing AI-driven viewing and interaction technology

Technology development is clearly embedded in the operations, though specific financial figures tied directly to this activity are not broken out in the latest reports. Management highlighted the use of AI across operations, specifically mentioning the Hu Xiao Ai agent and the Huya AI Superbot to enhance user interaction and provide personalized features. They have built intelligent gaming analytic models and large language models tailored for specific service needs.

Providing game-related services and distribution

This is the area showing the most dynamic growth, signaling the strategic pivot. For Q3 2025, revenues from game-related services, advertising, and other sources hit RMB531.6 million (or US$74.7 million). This segment grew by a strong 29.6% year-over-year in Q3 2025. This diversification is significant because, for the first time, this segment accounted for over 30% of total net revenues in Q3 2025. In-game item sales were a major driver, surging by more than 200% year-over-year in Q3 2025. The domestic game distribution network supports over 300 titles as of Q2 2025. Furthermore, the company piloted its entry into game publishing with Goose Goose Duck Mobile, which saw preregistration exceed 10 million.

Here's how the revenue streams stacked up in Q3 2025, based on the latest available breakdown:

Revenue Segment Q3 2025 Amount (RMB) Q3 2025 Amount (USD) YoY Growth (Q3 2025)
Total Net Revenues 1,688.3 million 237.1 million 9.8%
Live Streaming Revenues (Implied, less than RMB 1,156.7 million) (Implied) 2.6%
Game-related Services, Advertising, and Other Revenues 531.6 million 74.7 million 29.6%

Optimizing cost structure and operational efficiency

Management is clearly focused on turning the corner on profitability, and the operational metrics show progress. The operating loss narrowed significantly in Q3 2025 to RMB14.3 million (US$2.0 million), down from RMB32.3 million in Q3 2024. On a non-GAAP basis, HUYA Inc. achieved a non-GAAP operating income of RMB6.3 million (US$0.9 million) in Q3 2025, a clear shift from the non-GAAP operating loss of RMB13.2 million reported in the prior year period. This inflection point followed a non-GAAP operating profit breakeven in Q2 2025. Gross profit itself increased by 11.3% to RMB226.6 million in Q3 2025, with a slight improvement in gross margin. However, cost of revenues still rose by 9.6% to RMB1,461.6 million (US$205.3 million) for the quarter, driven by content and revenue sharing fees.

You can see the efficiency gains in the operating results:

  • Non-GAAP Operating Income (Q3 2025): RMB6.3 million
  • Non-GAAP Operating Loss (Q3 2024): RMB13.2 million
  • Gross Profit (Q3 2025): RMB226.6 million
  • Cost of Revenues (Q3 2025): RMB1,461.6 million

Finance: draft 13-week cash view by Friday.

HUYA Inc. (HUYA) - Canvas Business Model: Key Resources

You're looking at the core assets HUYA Inc. relies on to run its game-focused live streaming operations as of late 2025. These aren't just line items; they are the engine room.

The platform's proprietary technology is underpinned by an ecosystem powered by AI and other advanced technologies. This focus on technical capability earned HUYA Inc. the Outstanding Esports Platform award in the 2025 Forbes China Esports 30 Selection, which specifically honors excellence in technical capabilities and high-quality, immersive viewing experiences. That's a tangible validation of their tech stack.

The user base remains substantial, though the focus has shifted slightly toward monetization efficiency. The average Monthly Active Users (MAUs) for the third quarter of 2025 clocked in at 162.3 million. The domestic paying user base, which excludes in-game purchases made through the game distribution business, held steady at 4.4 million during that same quarter. It's a massive audience pool to draw from.

Here are the hard numbers for the most critical tangible and user-based resources:

Resource Metric Value/Amount Reporting Period
Average Monthly Active Users (MAUs) 162.3 million Q3 2025
Domestic Paying Users 4.4 million Q3 2025
Cash and Equivalents (including deposits) RMB3.77 billion As of Q2 2025

Securing exclusive content rights and top streamer contracts is vital for platform stickiness. HUYA Inc. continues to enhance its premium content offerings, which include high-quality licensed and self-produced tournaments, especially within the esports sector. This strategy supports the stable live streaming revenue stream, which saw a 3% year-over-year increase in Q3 2025.

The company's data and analytics capabilities feed directly into its strategic pivots. They are using streamer-driven marketing and variety shows to validate their publishing playbook, which is a direct application of user behavior data. Furthermore, revenues from game-related services, advertising, and other sources-driven by things like in-game item sales-grew around 30% year-over-year in Q3 2025, showing the monetization data is actionable. This segment now accounts for over 31% of total net revenues.

HUYA Inc. (HUYA) - Canvas Business Model: Value Propositions

You're looking at the core value HUYA Inc. delivers to its various stakeholders as of late 2025. It's about providing a top-tier interactive environment, enabling creator wealth, and acting as a crucial distribution pipeline for game partners.

For the audience, the value is rooted in the quality of the experience. HUYA Inc. secured the Outstanding Esports Platform in the 2025 Forbes China Esports 30 Selection, which specifically recognized its 'high-quality, immersive viewing experiences' and 'advanced technologies.'

This commitment to premium content is evident in their esports acquisitions, such as securing exclusive live broadcasting rights for the 2025 Esports World Cup (EWC2025). At least five HUYA-partnered professional teams competed in premier titles there, including League of Legends.

The platform's scale supports this premium offering. In the third quarter of 2025, the Average Monthly Active Users (MAUs) reached 162.3 million. Live streaming revenues, which are the direct result of this engagement, saw a year-over-year increase of 2.6%, reaching RMB 1,156.7 million (or US$162.5 million) for that quarter.

Here's a quick look at the financial scale supporting these value propositions in Q3 2025:

Metric Value (Q3 2025) Context
Total Net Revenues RMB 1,688.3 million (US$237.1 million) 9.8% year-over-year increase.
Live Streaming Revenues RMB 1,156.7 million (US$162.5 million) Resumed growth at 3% year-over-year.
Game-related Services, Advertising, and Other Revenues RMB 531.6 million (US$74.7 million) Grew around 30% year-over-year.
Gross Profit RMB 226.6 million (US$31.8 million) Up 11.3% from the same period last year.

For content creators, HUYA Inc. provides a direct path to monetization and influence. The platform's ecosystem is robust enough that top creators are estimated to reach another 100 million-plus users across other platforms in addition to the platform's own base.

The cost structure reflects this investment in talent. Revenue sharing fees and content costs, a key component of creator payouts, rose by 8% year-over-year, totaling RMB 1.26 billion in the third quarter.

  • Revenue sharing fees and content costs were reported at RMB 1,262.9 million (US$177.4 million) for Q3 2025.
  • The company is seeing more top streamers returning to HUYA Inc.

The value proposition for game partners centers on distribution and launch effectiveness. HUYA Inc. is leveraging its engaged user base for new game rollouts.

The growth in non-live streaming revenue streams is key here. Game-related services, advertising, and other revenues increased by 29.6% year-over-year to RMB 531.6 million (US$74.7 million) in Q3 2025. This segment now accounts for 31.5% of total net revenues, a first-time milestone.

Concrete evidence of this distribution power comes from their publishing efforts. The mobile version of Goose Goose Duck saw preregistration exceed 10 million users. Furthermore, in-game item sales specifically surged by more than 200% year-over-year in Q3 2025.

HUYA Inc. delivers diverse content, spanning live streaming, short video, and esports. The platform serves a large, highly engaged community of game enthusiasts across these genres, supported by its total MAU base of 162.3 million in Q3 2025.

HUYA Inc. (HUYA) - Canvas Business Model: Customer Relationships

You're looking at how HUYA Inc. keeps its massive user base engaged and monetized, which is key since live streaming revenues stabilized but game-related services are accelerating. The relationships are a mix of high-tech automation and high-touch support for the top talent.

Automated platform services and self-service tools

The platform itself is the primary touchpoint, offering self-service tools for both viewers and streamers to manage content, interactions, and monetization. This automated layer supports a very large user base, as seen in the overall engagement metrics.

Key platform scale metrics as of late 2025:

Metric Period End Value
Average Mobile Monthly Active Users (MAUs) Q2 2025 161.6 million
Average Mobile Monthly Active Users (MAUs) Q1 2025 83.4 million
Paying Users Q1 2025 Context 4.4 million

Dedicated account management for top streamers and MCNs

While specific data on the number of dedicated account managers isn't public, the financial results show that deepening cooperation with game companies and content platforms is a major driver of revenue growth, suggesting a high-touch approach for key partners.

The focus on strategic partnerships directly impacts the relationship quality with top-tier content providers:

  • Game-related services, advertising and other revenues increased by 29.6% year-over-year in Q3 2025.
  • These services now account for over 30% of HUYA Inc.'s total net revenues as of Q3 2025.
  • Live streaming revenues increased by 2.6% in Q3 2025, showing stabilization.

Community-driven engagement through interactive features and voice chat

Community engagement is built into the platform's core features, allowing viewers to interact directly with streamers and each other. This fosters a sense of belonging, which is crucial for retention.

The platform supports a large audience base that generates significant revenue:

  • Total net revenues for Q3 2025 reached RMB 1,688.3 million (US$237.1 million).
  • Live streaming revenues for Q3 2025 were RMB 1,156.7 million (US$162.5 million).

Co-development/collaboration with game partners on in-game items

HUYA Inc. actively works with game companies, including Tencent, to monetize in-game items and related advertising, which is a direct collaborative relationship extending beyond simple content hosting.

The financial impact of these deepened collaborations is clear in the non-core revenue segment:

Revenue Segment Q3 2025 Amount (RMB) Q3 2025 Amount (US$)
Game-related services, advertising and other revenues RMB 531.6 million US$74.7 million
Cost of revenues attributed to in-game items Included in total Cost of Revenues of RMB 1,461.6 million Included in total Cost of Revenues of US$205.3 million

AI-driven customer interaction (e.g., Hu Xiao Ai agent)

The 'AI + Live Streaming' strategy is directly used to enhance viewer experience, turning passive viewing into active participation, especially during major events. This represents a new form of automated, yet personalized, customer interaction.

The deployment of the 'Hu Xiao Ai' smart viewing companion during the Huya League of Legends Legend Cup Season 3 yielded measurable engagement:

  • The AI agent initiative generated over 300,000 bullet chat interactions.

For context on the general AI agent market adoption in 2025, companies using AI agents report an average operational cost reduction of 22% within the first year of adoption, and AI agents in customer service resolve tickets correctly on the first attempt 84% of the time. Finance: review the cost-benefit analysis of the Hu Xiao Ai deployment against the Q3 2025 operating loss of RMB 14.3 million (US$2.0 million) by next Tuesday.

HUYA Inc. (HUYA) - Canvas Business Model: Channels

You're mapping out HUYA Inc.'s distribution strategy as of late 2025. The core of their channel approach remains focused on direct user access, but the mix is clearly shifting toward higher-margin, non-live streaming avenues. Here's the quick math from the third quarter of 2025 to frame the discussion.

Metric Value (Q3 2025) Context
Total Net Revenues RMB 1,688.3 million Up 9.8% year-over-year
Live Streaming Revenues RMB 1.16 billion Resumed growth at 3% year-over-year
Game-related/Ad/Other Revenues RMB 531.6 million Up 29.6% year-over-year
% of Total Revenue (Game-related/Ad/Other) 31.5% Contribution to total net revenues
Average MAUs (Total) 162.3 million Across all platforms
Domestic Paying Users 4.4 million Remained stable in Q3

The primary channel for HUYA Inc. is definitely the HUYA Live mobile application. This is where the bulk of the live streaming engagement happens. While the total average Monthly Active Users (MAUs) across all platforms stood at 162.3 million for Q3 2025, the mobile app is the engine for the core live streaming revenue, which was RMB 1.16 billion in the third quarter. For context, the average mobile MAUs were reported at 83.4 million in Q1 2025, suggesting mobile still commands the majority of the user base, even if PC/Web usage remains relevant for certain demographics or power users.

The HUYA PC client and web platform still serve as critical access points, especially for the most dedicated viewers and streamers who prefer desktop setups for high-fidelity streaming or extended viewing sessions. Although specific MAU breakdowns for PC versus mobile aren't explicitly separated for Q3 2025, the platform's historical strength in PC gaming and esports viewing means this channel supports the overall user base of 162.3 million MAUs.

For content reach beyond the main app, HUYA Inc. is actively using shorter-form content distribution. They specifically mention leveraging their 'deep expertise in producing high impact short form videos optimized for each social platform'. Internally, they have a short-form video hub within the main app that drives engagement, noting a 'notable increase in short video daily active users and time spent'. While specific revenue or traffic figures directly attributed to external platforms like WeChat Channels or Douyin aren't broken out, this strategy is clearly tied to the growth in the broader 'Game-related services, advertising and other revenues' segment, which hit RMB 531.6 million in Q3 2025.

Direct integration with game clients for in-game item sales is a major channel driver for diversification. This activity falls under the 'Game-related services, advertising and other revenues' bucket, which saw a significant year-over-year increase of 29.6% in Q3 2025. Management noted this growth was 'driven in large part by very strong in-game item sales this quarter'. This segment now represents 31.5% of total net revenues, showing a successful channel expansion away from pure live streaming gifting. The company's cash position as of September 30, 2025, was RMB 3.83 billion, providing the financial backing to pursue and integrate these new commercial channels.

  • The mobile application is the primary interface for the 4.4 million domestic paying users.
  • E-sports content, a key driver, is supported by winning the 'Outstanding Esports Platform in the 2025 Forbes China Esports 30 Selection'.
  • The non-live streaming revenue channel grew to RMB 531.6 million in Q3 2025.
  • The company is building out its international presence, which saw 'multi-fold sequential revenue growth' in its global mobile application service platform in Q1 2025.

HUYA Inc. (HUYA) - Canvas Business Model: Customer Segments

You're looking at the core groups HUYA Inc. (HUYA) serves as of its late 2025 reporting, which shows a clear pivot toward gaming services monetization.

The platform's primary audience remains the massive base of Chinese gamers, but the financial story in Q3 2025 is about how effectively HUYA Inc. is monetizing its ecosystem beyond simple live stream gifting.

The total reach is substantial, with Average Monthly Active Users (MAUs) for the third quarter of 2025 reported at 162.3 million. This user base is segmented across several key groups that drive the platform's revenue streams.

Core Game Enthusiasts and Esports Fans (China and international)

This group forms the foundation of the platform's engagement, heavily concentrated in China with its main platform, HUYA Live, but also reaching international users via Nimo TV. The commitment to this segment is validated by external recognition, as HUYA Inc. was named an Outstanding Esports Platform in the 2025 Forbes China Esports 30 Selection. Monetization from this segment is seen through direct gifting and engagement in game-related services.

  • Average Monthly Active Users (MAUs) for Q3 2025: 162.3 million.
  • Domestic Paying Users (Q3 2025): Stable at 4.4 million, excluding in-game purchases made outside the platform's direct payment channels.
  • Live streaming revenues (Q3 2025): RMB 1.16 billion, showing a 3% year-over-year increase.

Professional and Amateur Live Streamers/Content Creators

Content creators are the value generators, attracting the core fans. HUYA Inc. supports them through platform tools and by ensuring their content mix is vibrant, with the outdoor live streaming category showing solid gains in viewing hours and monetization in Q3 2025. The platform's ability to retain and attract top talent is crucial, as the company noted more top streamers are returning to HUYA Inc.

Game Developers and Publishers (domestic and international)

This segment represents the strategic growth area for HUYA Inc. The company has actively deepened cooperation with Tencent and other game companies, which is a primary driver for the surge in non-live-streaming revenue. HUYA Inc. is moving beyond just hosting content to becoming a direct participant in the game lifecycle, exemplified by its co-publishing efforts, such as with Goose Goose Duck Mobile.

Brand and Performance Advertisers

Advertisers are drawn by the large, engaged gaming audience. The combined revenue from game-related services and advertising saw significant growth in Q3 2025. While brand advertising revenue saw a decrease in Q1 2025, the overall segment growth in Q3 2025 suggests strong advertiser interest in the platform's core gaming demographic.

Casual entertainment viewers

While the focus is gaming, the platform's ecosystem expansion, including a new short-form video hub, aims to capture broader engagement beyond just live gameplay, helping to drive the overall MAU base.

Here's a quick look at how the key revenue drivers map to these customer groups for the third quarter of 2025:

Revenue/Metric Category Amount (Q3 2025) Customer Segment Focus
Total Net Revenues RMB 1,688.3 million (US$237.1 million) All Segments
Live Streaming Revenues RMB 1.16 billion Core Game Enthusiasts, Streamers
Game-related Services, Advertising and Other Revenues RMB 531.6 million Game Developers, Advertisers
Percentage of Total Revenue from Non-Live Streaming Over 30% Game Developers, Advertisers

The growth in game-related services, advertising and other revenues, which increased by 29.6% year-over-year to RMB 531.6 million (US$74.7 million) in Q3 2025, shows the success of targeting game developers and advertisers. This segment now accounts for over 30% of total net revenues for the first time.

HUYA Inc. (HUYA) - Canvas Business Model: Cost Structure

You're looking at HUYA Inc.'s cost structure as of late 2025, focusing on the third quarter results. Honestly, managing these costs is key to turning that non-GAAP operating income into consistent GAAP profit.

The largest drain on revenue is definitely the Revenue Sharing Fees and Content Costs. For Q3 2025, this core component of cost of revenues was reported at RMB1,262.9 million, reflecting a 7.8% year-over-year increase, which tracks with the top-line growth from live streaming services. This is the price of doing business with top streamers and content providers on the platform. What this estimate hides is the exact split between revenue sharing and other content expenses.

The total Cost of Revenues for the third quarter of 2025 reached RMB1,461.6 million (US$205.3 million). This total increase of 9.6% year-over-year was driven by the rising revenue sharing and content costs, as well as the Costs of in-game items sold, which is a growing component as game-related services revenue accelerates. To be fair, this cost growth was partially offset by optimization efforts in infrastructure.

Here's a quick math breakdown of the key operating expenses for Q3 2025:

Cost Component Q3 2025 Amount (RMB million) Year-over-Year Change
Total Cost of Revenues 1,461.6 +9.6%
Revenue Sharing Fees and Content Costs (Component) 1,262.9 +7.8%
Research and Development (R&D) Expenses 122 -3%
Sales and Marketing Expenses 70 -4%
General and Administrative (G&A) Expenses 58 +15%

You can see the focus on efficiency in the Sales and Marketing line. Marketing and channel promotion fees, captured within Sales and Marketing Expenses, saw a decrease. Sales and marketing expenses were RMB70 million for Q3 2025, down 4% year-over-year, primarily due to decreased channel promotion fees. That's a clear action taken to control outlay.

Personnel-related expenses are split between R&D and G&A. Research and Development expenses were RMB122 million, showing a 3% year-over-year decrease, which leadership attributed to enhanced efficiency and decreased staff costs. General and administrative expenses, however, moved the other way, increasing 15% year-over-year to RMB58 million, driven by higher professional service fees and staff costs.

Regarding infrastructure costs, the search results confirm the trend you were tracking:

  • Bandwidth and Server Custody Fees: These costs were explicitly noted as decreasing in Q3 2025.
  • This decrease provided a partial offset to the overall increase in the Cost of Revenues.
  • The overall trend suggests ongoing optimization of the underlying technology stack.

The growth in game-related services revenue, which hit RMB532 million in Q3 2025, is directly impacting the cost side through increased Costs of in-game items sold, as this is listed alongside revenue sharing as a primary driver for the Cost of Revenues increase. Finance: draft 13-week cash view by Friday.

HUYA Inc. (HUYA) - Canvas Business Model: Revenue Streams

When you look at HUYA Inc.'s revenue streams as of late 2025, you see a company that has successfully pivoted to diversify its top line, though live streaming still forms the core. For the third quarter ended September 30, 2025, the total net revenues hit RMB1,688.3 million (US$237.1 million).

Live Streaming Revenues (Virtual Gifting, primary source)

Live streaming remains the bedrock, driven primarily by virtual gifting from users. Honestly, this segment showed real signs of life, growing by 2.6% year-over-year to reach RMB1,156.7 million (US$162.5 million) in Q3 2025. This was a big deal because it marked the first time live streaming revenue grew since the third quarter of 2021. The quick math here is that the growth came from an improvement in the average spending per paying user, as the number of domestic paying users remained stable at about 4.4 million for the quarter.

Game-related Services (Distribution, in-game item sales)

The strategic transformation you've been tracking is clearly showing up in the non-live streaming segments. This combined bucket-which includes game-related services, advertising, and other revenues-jumped significantly. It grew by 29.6% year-over-year to RMB531.6 million (US$74.7 million) in Q3 2025. This is a key milestone; for the first time, this diversified segment accounted for over 30% of the total net revenues, hitting 31.5%.

The main engine here is in-game item sales. If you look at the details, in-game item sales revenue surged by more than 200% year-over-year, which is what you want to see from a distribution and merchandising focus. This growth stems from deepening collaborations with game partners both in China and abroad. Furthermore, HUYA Inc. is moving into game publishing, evidenced by the upcoming launch of its first title, Goose Goose Duck Mobile, which already secured over 10 million preregistrations.

Advertising Revenue and Esports Sponsorship and Licensing Fees

Advertising revenue is bundled into that growing non-live streaming segment. While the specific breakdown isn't always cleanly separated in the top-line reports, the overall 29.6% growth in the 'Game-related Services, Advertising, and Other Revenues' category reflects success in brand and performance-based deals alongside the in-game item sales. Similarly, revenue from Esports Sponsorship and Licensing Fees would be captured within this larger, high-growth bucket, supporting the overall diversification narrative.

Here's a quick look at the Q3 2025 revenue composition:

Revenue Segment Q3 2025 Amount (RMB) Q3 2025 Amount (US$) Year-over-Year Growth
Total Net Revenues RMB1,688.3 million US$237.1 million 9.8%
Live Streaming Revenues RMB1,156.7 million US$162.5 million 2.6%
Game-related Services, Advertising, and Other Revenues RMB531.6 million US$74.7 million 29.6%

You can see the shift in focus. The non-live stream portion, at 31.5% of the total, is clearly the growth story for HUYA Inc. right now. The company is definitely making progress on its strategic goals.


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