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Company Encyclopedia
name
BILIBILI-W
09626.HK
Bilibili Inc. provides online entertainment services for the young generations in the People’s Republic of China. It offers a range of digital content, including professional user generated videos (PUGV), mobile games, and value-added services, such as live broadcasting, occupationally generated videos, audio drama on Maoer, comics on Bilibili Comic, PUGV content in fan charging program and premium courses, and Bilibili premium courses and community-based avatar decoration. The company also provides advertising services; and IP derivatives and other services.
4.919 T
09626.HKMarket value -Rank by Market Cap -/-

Financial Score

19/05/2026 Update
B
Interactive Media and ServicesIndustry
Industry Ranking6/24
Industry medianC
Industry averageC
Score Analysis
Peer Comparison
  • Criteria
    Rating
  • Profit ScoreB
    • ROE8.04%B
    • Profit Margin3.93%C
    • Gross Margin36.62%B
  • Growth ScoreB
    • Revenue YoY14.20%B
    • Net Profit YoY189.48%A
    • Total Assets YoY31.60%A
    • Net Assets YoY15.24%B
  • Cash ScoreA
    • Cash Flow Margin598.82%A
    • OCF YoY14.20%B
  • Operating ScoreB
    • Turnover0.82B
  • Debt ScoreD
    • Gearing Ratio62.23%D

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Institutional View & Shareholder

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    News

    BILI 1Q26 First Take: Q1 results were broadly in line. Ads, one of the two core pillars, beat expectations. That said, Dolphin Research is slightly disappointed that MAUs rose by only ~10 mn QoQ during a seasonal peak, below last year, which may reflect calendar shifts around CNY and school holidays; we will look for color on the call. 1) Total revenue was RMB 7.5 bn (+6.7% YoY). Ads did the heavy lifting. (1) Ads were the standout, accelerating to nearly +30% YoY, helped by robust AI and game advertiser demand amid heightened competition. Q1 saw a race for AI entry points, and BILI, a mainstream channel for AI app performance marketing, naturally benefited. Ad load still has room to rise, and the platform recently added a new slot — pause ads. (2) Games declined 12% YoY on a high base. Q1 was driven by the HK/Macau/Taiwan launch of 'Sanmou', which targets smaller markets and tracked stably. With 'Three Kingdoms: Hundred-Battle Cards' planned for end-Q2 and two more titles in 2H, the new-game cycle is approaching. (3) VAS grew 3.7% YoY, pressured by live-streaming, and premium members declined QoQ. IP-led DTC commerce continued to contract, down 4% YoY and below expectations. That said, the segment is small, so the overall impact is limited. 2) OP came in at RMB 170 mn with a 2.2% OPM. Q1 margins typically dip QoQ on e-commerce off-season effects on ads, heavier marketing, and annual bonus payouts, but this quarter’s sequential decline was steeper than usual. The key difference is increased AI investment, with R&D reversing three years of tightening (mainly from game R&D cuts) to grow 9% YoY this quarter. 3) BILI repurchased 2.5 mn shares in Q1 for $60 mn at an avg $24. The 2-yr $200 mn buyback authorized in 2024 has been completed as of quarter-end. Net cash stood at RMB 19.3 bn (~$2.8 bn), leaving ample room for further buybacks; watch for management’s roadmap on shareholder returns on the call. The market was rattled two days ago by Tencent’s plan to sell high-valuation investment assets to fund its own buybacks, which sent its shares lower. Tencent holds about 10% of BILI. $Bilibili(BILI.US) $BILIBILI-W(09626.HK)