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Largest Social Networks Public Companies in China

Benchmark revenue and EBITDA valuation multiples for public comps like Tencent, Kuaishou, Weibo, Newborn Town and Hello Group.

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China
Tencent is the world's largest game publisher, with top-grossing mobile hits like Honor of Kings and Peacekeeper Elite and a steady pipeline of new titles. It also operates WeChat-China's super-app with roughly 1.3 billion users-embedded in daily life for messaging, short video, mini programs, payments, and shopping. Beyond its own platforms, Tencent is a prolific strategic investor, holding stakes in leading internet companies such as PDD, Kuaishou, and Xiaohongshu.
$59
-9%
$529B
$520B
4.7x
9.9x
China
Kuaishou Technology is a social media platform where users create, watch, and share short-form videos. Approximately half of the company’s revenue comes from advertising. Additionally, Kuaishou generates revenue through livestreaming, where fans purchase virtual gifts to tip hosts. The platform also features livestreaming e-commerce, enabling users to buy products showcased in videos, with Kuaishou earning a commission on each transaction. Kuaishou’s primary competitors are ByteDance’s Douyin and Tencent’s Video Accounts. Notably, Tencent owns a 16% stake in Kuaishou.
$6
-26%
$26B
$22B
1.0x
5.1x
China
Weibo Corp is a China-based company mainly engaged in the social media advertising business for people to create, discover and distribute content. The company's activities include Advertising and Marketing, which mainly provides a full range of advertising customization and marketing solutions. The Value-added Services mainly provide services such as membership services on social platforms, online games, live broadcasts, social e-commerce, and others. The Company's main product is the social platform Weibo.
$8
-20%
$2B
$1B
0.7x
1.6x
China
Newborn Town Inc is a mobile app developer and mobile advertising platform services. The company operates through two segments namely, Innovative business and Social networking business. The company generates the majority of revenue from the Social networking business segment.
$1
-19%
$1B
$1B
1.0x
6.5x
China
Hello Group Inc provides mobile-based social networking services. It enables users to establish and expand social relationships based on location and interests. Its platform includes the Momo mobile application and a variety of related features, functionalities, tools, and services that it provides to users, customers, and platform partners. The company derives its revenue from live video services, value-added services, mobile marketing services, mobile games, and other services. It operates in three segments: Momo's service lines, Tantan's service lines, and QOOL's service lines, out of which Momo's service lines segment derives the majority of revenue.
$6
-32%
$843M
($390M)
(0.3x)
(1.5x)
China
Zhihu Inc is predominantly engaged in the operation of one online content community and monetizes through paid membership services, advertising services, content-commerce solutions services, and vocational training in China. It generates revenues from Advertising services, Paid membership services, Content-commerce solutions, and Others. It derives all its revenues within China.
$3
-20%
$275M
($354M)
(0.9x)
6.7x
China
DouYu International Holdings Ltd is a game-centric live streaming platform in China and a pioneer in the eSports value chain. The company operates its platform on both PC and mobile apps, through which users can enjoy immersive and interactive games and entertainment live streaming. It generates revenues through live streaming and advertisement.
$5
-21%
$154M
($175M)
(0.3x)
(27.9x)
China
Scienjoy Holding Corp is a provider of mobile live streaming platforms in China and focuses on interactive show live streaming from broadcasters to users. It operates a mobile live streaming business by which it provides live streaming entertainment from professional broadcasters to end-users, allowing for the operation of live social video communities. Using its mobile applications, users can select broadcasters and enter real-time video rooms to interact with them. In addition to the real-time interaction, users can also view photos posted by broadcasters in their personal pages, leave comments, and engage in private chats with broadcasters when such broadcasters are not streaming. In addition, users can also play simple, fun games using virtual currencies within the video rooms.
$1
+41%
$48M
$985K
0.0x
(0.1x)
Median$5-20%$1B$518M0.3x3.3x

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