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— CH. 1 · INTRODUCTION —

Tencent

~8 min read · Ch. 1 of 7
7 sections
  • Tencent is a Chinese multinational technology conglomerate headquartered in Shenzhen, and it sits behind products used by more than a billion people every month. The founder and chairman, Huateng "Pony" Ma, once said simply, "To copy is not evil." That remark, delivered without apparent embarrassment, tells you something essential about the company's early character. But Tencent today is far more than a copycat operation. It is the world's largest video game company by equity investments, the operator of WeChat, and the first Asian technology firm to cross a market valuation of US$500 billion. How did a five-person startup registered in the Cayman Islands in November 1998 become one of the ten most valuable companies on the planet? And what does its relationship with the Chinese Communist Party, the NBA, and dozens of the world's top game studios reveal about how power actually works in the digital age?

  • In February 1999, three months after Tencent was incorporated, the company released a messenger product called OICQ. The name was not subtle. In 1996, an Israeli company named Mirabilis had released one of the first standalone instant messaging clients, ICQ. Tencent produced a copied version and named it Open ICQ. After losing a lawsuit brought by AOL, which had purchased ICQ in 1998, Tencent rebranded the product as QQ in December 2000. The rebrand worked spectacularly. By offering the service for free and charging only for cosmetic upgrades like customized avatars, QQ reached 50 million users in its second year. By 2008 it had 856 million users and a peak of 45.3 million people logged in at the same moment.

    The pattern of building on existing ideas continued through Tencent's expansion years. Critics pointed to QQ Farm as a direct copy of Happy Farm, QQ Dance as derived from Audition Online, and QQ Speed as borrowing heavily from Crazyracing Kartrider. Wang Zhidong, a former CEO and president of SINA.com, called Pony Ma "a notorious king of copying." Jack Ma of Alibaba Group said the problem with Tencent was "the lack of innovation; all of their products are copies." Tencent's own chairman acknowledged the practice rather than denied it. Those accusations would eventually push the company toward a different strategy: buying the innovators instead of copying them.

  • On the 21st of January 2011, Tencent launched Weixin, a mobile app that it would later brand globally as WeChat. By 2017 it had 770 million users, a figure reported by the Financial Times at the time. By November 2017 that count had reached 980 million monthly active users, and the platform had transformed from a messaging service into what technologists call a "super app." Within WeChat, a person in China can send messages, make video calls, pay for groceries, hail a ride, book a doctor's appointment, and access thousands of smaller apps without ever downloading them separately.

    That last feature, Tencent's mini-programs introduced in 2017, was particularly significant. It allowed smartphone users anywhere in the world to access mobile apps across the globe through WeChat without downloading them. In May 2017, Tencent added news feed and search functions to WeChat, which the Financial Times described at the time as a "direct challenge to Chinese search engine Baidu." WeChat's dominance inside China has not, however, translated into major international markets. As of 2017, the platform had been unsuccessful in penetrating those markets beyond some overseas Chinese communities, notably in Malaysia.

  • On the 18th of February 2011, Tencent acquired 92.78% of Riot Games, developer of League of Legends, for about US$230 million. That deal, made less than two months after WeChat launched, announced Tencent's shift from an advertising and premium-user business into a global investment conglomerate. The company had already held 22.34% of Riot Games from a 2008 investment. Riot Games then sold its remaining equity to Tencent on the 16th of December 2015.

    The deals that followed were relentless. In June 2012, Tencent acquired a minority stake in Epic Games, the developer behind Fortnite, Unreal, Gears of War, and Infinity Blade. In June 2016, it announced an US$8.6 billion deal to acquire 84.3% of Supercell, the Finnish developer of Clash of Clans. On the 28th of March 2017, Tesla announced that Tencent had purchased a 5% stake in the electric car company for US$1.78 billion. In November 2017, Tencent revealed it had purchased a 12% stake in Snap Inc. to help establish Snapchat as a gaming platform.

    By 2020, Tencent had invested in over 800 companies across the world. TechCrunch described the strategy as letting portfolio companies operate autonomously, and the approach kept regulators and acquired founders relatively comfortable. Tencent as a whole now holds stakes in over 600 companies, including FromSoftware, Ubisoft, Paradox Interactive, Remedy Entertainment, Techland, and Krafton. Its stake in Ubisoft reached 34.9% as of March 2025. In September 2022, Tencent acquired a 49.9% stake in Guillemot Brothers Limited, Ubisoft's parent company, giving it enormous influence over one of the world's largest traditional game publishers.

  • Private enterprises in China are required to maintain an in-firm committee of the Chinese Communist Party if three or more CCP members work there. In October 2017, a report by Sina Tech stated that Tencent employed over 7,000 CCP members, roughly 23% of its total workforce, and that more than 60% of those members were core technical personnel. The same report noted that the number of CCP members at Tencent was increasing by nearly a thousand every year.

    The company's CCP branch was recognized in 2016 as one of the hundred best such branches in the country. Tencent provides its CCP members with a dedicated activity hall, a WeChat channel, an intranet for party classes, and a physical activity area of more than 6,000 square meters. More than 1 million yuan is allocated for CCP activities per year.

    In a December 2020 article in Foreign Policy, a former senior official of the Central Intelligence Agency stated that the CIA concluded Tencent had received a "seed investment" from China's Ministry of State Security early in its history, connected to efforts to build the Great Firewall. Tencent denied the allegation. What is not disputed is that the Chinese government has designated Tencent as one of its national "AI champions," and that Tencent released a game for the occasion of the 19th National Congress of the CCP in which players had 19 seconds to generate as many claps as possible for the party leader. In January 2025, the United States Department of Defense added Tencent to a watchlist of companies allegedly working with China's military. Tencent called the listing "clearly a mistake" and said it would appeal.

  • On the 15th of August 2018, Tencent reported a quarterly profit decline for the first time in over a decade. Government scrutiny of the gaming business had weighed on the company, and shares fell 3% in Hong Kong. That single week wiped nearly US$50 billion in market value from the firm.

    The pressures intensified after 2020. In January 2022, China's State Administration for Market Regulation fined Tencent for failing to report merger and acquisition deals in advance as required by antitrust law. Nine of the deals cited carried a fine of RMB 500,000 each, for a total fine of RMB 4.5 million. In November 2022, Tencent announced it would divest the majority of its US$20.3 billion stake in Meituan through a dividend distribution to shareholders, citing the regulatory crackdown on tech giants. On the 22nd of December 2023, proposed Chinese government regulations to curb online gaming cost Tencent US$46 billion in market capitalization in a single day. Five days later, when the government vowed to revise the proposed rules, the firm's stock rose 5%.

    Tencent also drew regulatory attention in the United States. In December 2024, the U.S. Department of Justice announced that Tencent had removed two directors from Epic Games' board and relinquished its unilateral right to appoint board directors or observers, following concerns that the interlocking directorates violated Section 8 of the Clayton Act. The company had also spent over US$6.3 million lobbying the U.S. federal government between 2020 and early 2023, according to OpenSecrets.

  • In March 2020, Tencent acquired 10% of Vivendi's stake in Universal Music Group, the world's largest music group, with an option to buy another 10% under the same terms. Two months later, after Warner Music Group launched its IPO, Tencent bought 1.6% of WMG's shares. As of the 31st of December 2025, Tencent owns 11.45% of Universal Music Group through Tencent Mobility Limited and Tencent Music Entertainment Hong Kong Limited, while sharing 39.9% of voting rights. In December 2017, Tencent Music Entertainment and Spotify had agreed to swap 10% stakes in each other's music businesses. Martin Lau, president of Tencent, described the arrangement as a "strategic collaboration."

    In August 2017, Tencent released its AI Medical Innovation System, known as AIMIS or Miying, a platform capable of helping doctors screen for diseases including diabetic retinopathy, lung cancer, and esophageal cancer through AI-assisted image analysis. The system can identify and estimate the risk of over 700 diseases. Tencent's data shows recognition accuracy reaches 90% for esophageal cancer, 97% for diabetic retinopathy, and 97.2% for colorectal cancer. By the time the source was written, AIMIS had assisted doctors in interpreting over 100 million medical images and had served nearly one million patients across more than 100 major hospitals in China.

    Tencent has also turned its ambitions toward physical space. In June 2020, Tencent unveiled plans for a development in Shenzhen called Net City, a 21-million-square-foot project built on reclaimed land and equivalent in size to Monaco, designed by architecture firm NBBJ. In December 2023, architect Büro Ole Scheeren unveiled the helix-inspired design of Tencent's planned new global headquarters, called Tencent Helix, which will accommodate more than 23,000 employees across nearly 500,000 square meters.

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Common questions

Who founded Tencent and when was it established?

Tencent was founded by Pony Ma, Zhang Zhidong, Xu Chenye, Charles Chen, and Zeng Liqing in November 1998. It was incorporated in the Cayman Islands under the name Tencent Inc.

What is WeChat and how many users does it have?

WeChat is Tencent's mobile super app offering messaging, mobile payment, social networking, and access to thousands of mini-programs without separate downloads. As of November 2017, it had reached 980 million monthly active users, and the platform has over 1 billion monthly active users.

What video game companies does Tencent own or have a stake in?

Tencent fully owns Riot Games, developer of League of Legends, and holds a 35% stake in Epic Games, a 34.9% stake in Ubisoft as of March 2025, and significant stakes in Supercell, FromSoftware, Krafton, Techland, and dozens of other studios worldwide. The company is the world's largest video game company by equity investments.

When did Tencent become the first Asian company worth over $500 billion?

Tencent surpassed a market value of US$500 billion in 2018, becoming the first Asian technology company to cross that valuation mark. Its valuation approached US$1 trillion in January 2021 before declining, and it has since recovered as of November 2025.

What is the relationship between Tencent and the Chinese Communist Party?

Tencent's CCP branch was recognized in 2016 as one of the hundred best in China, and a 2017 report stated that over 7,000 CCP members worked at the company, representing roughly 23% of its workforce. The Chinese government has designated Tencent as a national "AI champion," and the U.S. Department of Defense added Tencent to a watchlist of companies allegedly associated with China's military in January 2025.

Why was Tencent fined by Chinese regulators in 2022?

China's State Administration for Market Regulation fined Tencent in January 2022 for failing to report merger and acquisition deals in advance as required by antitrust law. Nine deals each carried a fine of RMB 500,000, totaling RMB 4.5 million.

All sources

364 references cited across the entry

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