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HUYA: how a game-streaming platform is turning into a game-services business

HUYA spent most of its early life being described as a livestreaming platform. By 2026, that description was becoming incomplete.

The company still runs one of China’s major game-streaming services, but its newer growth is coming from game publishing, in-game item sales, advertising and other services built around the same audience. That shift is changing HUYA from a platform that mainly broadcasts games into a business that participates more directly in how games are distributed and monetised.

The transition is easier to understand through HUYA’s corporate history. The business began inside YY, attracted a major Tencent investment, listed in New York, became controlled by Tencent and then had a proposed merger with DouYu blocked by Chinese regulators. Each event pushed HUYA toward the form it has today.

HUYA began inside YY’s live-streaming ecosystem

HUYA grew out of the game-livestreaming operations of YY, the Chinese social and live-streaming company later renamed JOYY.

Game streaming created a distinct community from YY’s broader entertainment services. Viewers came to watch skilled players, esports competitions and gaming personalities, while broadcasters earned income from virtual gifts and platform revenue sharing.

As the business grew, YY began separating the operation more clearly. Assets, trademarks, contracts and other parts of the game-streaming business were transferred into Guangzhou Huya, and a new corporate structure was built around HUYA Inc. during 2017.

The restructuring prepared the platform for outside investment and an eventual public listing.

Tencent invested before the IPO

In March 2018, Tencent invested about US$461.6 million in HUYA through a Series B financing round.

The investment mattered for more than capital. Tencent is deeply connected to China’s games ecosystem through publishing, development and distribution. HUYA’s audience, meanwhile, was built around people watching and discussing games.

That alignment gave HUYA a powerful strategic shareholder before the company reached public markets.

YY initially remained in control after the financing, but Tencent received rights that could allow it to increase its voting position later.

HUYA listed in New York in May 2018

HUYA’s American depositary shares began trading on the New York Stock Exchange on 11 May 2018 under the ticker HUYA.

The IPO priced 15 million ADSs at US$12 each. After the offering and related over-allotment, HUYA reported net proceeds of roughly US$190 million.

The listing gave the company more capital to invest in content, technology and international expansion while game livestreaming was growing quickly in China.

HUYA also established a Singapore subsidiary in 2018 as part of an effort to build business outside mainland China.

Tencent became the controlling shareholder in 2020

In April 2020, Tencent exercised an option to buy additional HUYA shares from JOYY for about US$262.6 million.

The transaction made Tencent HUYA’s controlling shareholder and formally changed the ownership balance that had existed since the 2018 investment.

This placed HUYA even closer to the wider Tencent games ecosystem, but it did not turn the company into a simple internal streaming service. HUYA remained separately listed and continued operating its own platform, creator relationships and esports content.

The planned DouYu merger was blocked

A much bigger consolidation was proposed when HUYA and rival DouYu planned to merge.

The transaction would have combined two major Chinese game-streaming platforms, but China’s State Administration for Market Regulation prohibited the merger in July 2021 after an antitrust review.

The deal was terminated shortly afterward.

The decision became one of the most important regulatory events in HUYA’s history. Instead of creating one dominant combined platform, HUYA had to continue developing independently while operating under increasingly strict rules around internet platforms, gaming and livestreaming.

Livestreaming built the audience but limited the economics

HUYA’s original business model depended heavily on livestreaming revenue. Viewers bought virtual items and gifts, while the platform shared part of that spending with broadcasters and talent agencies.

The model produced scale, but it also carried high content and revenue-sharing costs. The platform needed popular streamers, esports rights and constant viewer engagement to keep spending active.

Industry conditions later became more difficult. Regulation changed, competition remained strong and livestreaming growth slowed.

HUYA therefore began looking for ways to earn more from the gaming audience without relying only on virtual gifts.

Game-related services became the new growth engine

The strategic shift became visible in HUYA’s financial reporting. The company started expanding revenue from game distribution, in-game item sales, advertising and other game-related services.

This model gives HUYA a more direct role in the games economy. Instead of monetising only the audience watching a title, the company can help publish a game, market it to users and participate in spending inside the game itself.

In 2025, game-related services, advertising and other revenue grew 43.1% to RMB1.91 billion. Live-streaming revenue declined 3.2% to RMB4.59 billion.

The numbers showed that livestreaming remained larger, but the direction of growth had changed.

Goose Goose Duck showed how the new model can work

HUYA’s mobile publishing of Goose Goose Duck in mainland China became an important example of the new strategy.

The company used its existing content community, streamers and marketing reach to help attract players to the game. That connects HUYA’s historical strength in game media with a more direct publishing business.

By 2026, HUYA said the mobile game had repeatedly ranked strongly on Apple’s Chinese App Store, while revenue from game-related services continued to grow.

The company has also built a pipeline of additional games for publishing, making this more than a one-title experiment.

Q2 2026 made the diversification visible

HUYA reported total net revenue of RMB1.739 billion for the second quarter of 2026, up 11% from a year earlier.

Live-streaming revenue fell to RMB1.102 billion from RMB1.153 billion. In contrast, game-related services, advertising and other revenue rose 54.1% to RMB637.9 million.

That newer revenue category represented 36.7% of the quarter’s total, showing how quickly the mix had changed.

HUYA also reported a much smaller operating loss of RMB7 million and net income attributable to the company of RMB1.6 million.

The figures do not mean the transformation is complete, but they show that growth is increasingly coming from outside the business that originally made HUYA famous.

The platform still matters because it supplies distribution

HUYA’s move into game publishing does not reduce the importance of livestreaming. The platform is what gives the newer business an advantage.

Streamers can introduce a game to large audiences. Esports content can keep users engaged with a title. Advertising can target people already interested in specific genres, while community feedback can show which games are gaining momentum.

This means HUYA does not have to choose between being a media platform and a games-services company. The strategy is to use the first to strengthen the second.

That integration is more defensible than trying to enter publishing as an entirely new business without an existing gaming audience.

HUYA is becoming less dependent on virtual gifts

The most important change in HUYA’s recent history is not a new streaming feature. It is the attempt to build a different revenue structure.

The company originated inside YY, gained Tencent as a strategic investor, listed in New York and remained independent after regulators blocked the DouYu merger.

Those events left HUYA with a large gaming community but a livestreaming business facing slower growth. Game publishing, item sales and advertising now give the company additional ways to monetise the same ecosystem.

By mid-2026, more than a third of quarterly revenue was already coming from game-related services, advertising and other activities rather than livestreaming itself.

HUYA’s next chapter therefore depends on whether it can turn audience reach into a repeatable game-services business. The platform is still the foundation, but it is no longer the entire strategy.

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