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Earnings Call Transcripts·

Q3 2026 Sohu.com Limited Earnings Conference Call - SOHUCOM LTD

  • Financial Performance:

    • Third quarter 2026 total revenues were $133 million, down 26% year-over-year (YoY) and 2% quarter-over-quarter (QoQ).
    • Marketing services revenue reached $15 million (up 10% YoY, down 2% QoQ); Social media platform revenue was $19 million (down from $70 million YoY).
    • Online game revenue was $114 million (down 30% YoY, down 2% QoQ).
    • The company reported a GAAP net loss of $15 million attributable to Solv.com Limited, compared to a net income of $9 million in Q3 2025.
    • Non-GAAP net loss was also $15 million.
    • Operating loss for social media platforms widened slightly to $74 million (from $71 million YoY).
    • Operating profit for online games declined to $59 million (from $88 million YoY).
    • Share repurchase program: As of November 5, 2026, $134 million used to repurchase 10.1 million ADS; $16 million remains of the original $150 million program.
  • Guidance and Future Outlook:

    • Q4 2026 marketing services revenue guidance is $30–$40 million, implying an 18–24% YoY decrease and 6–13% sequential decline.
    • Q4 2026 game revenue guidance is $111–$121 million, implying an 8% decrease to 1% increase YoY and a 3% decrease to 6% increase sequentially.
    • Q4 2026 non-GAAP and GAAP net loss guidance is between $70 million and $27 million.
    • Long-term growth in marketing services is contingent on the successful user base expansion of the newly announced social network.
    • Game strategy involves optimizing R&D, leveraging the "TLBB" IP, and diversifying with global MMORPG titles.
  • Business Segments and Product Lines:

    • Social Media: Strengthened social features via events like the Autumn Social Influencer Convention, Dancing Central Festival, and Model Competition; launched "Video American TV Series Month" and Halloween cosplay events; maintained high engagement with IP series "Charles' Physics Class" (300 live sessions, 40 seminars).
    • Gaming (PC): Launched Qixi Festival content for TLBB PC/Vintage and streamlined content for TOBB PC; rolled out crossover content for TOBB Return.
    • Gaming (Mobile): Released festival expansion packs for Legacy TLVB Mobile to sustain engagement.
    • Product Pipeline: Focus on unlocking TLBD IP potential and expanding global product offerings with diverse game genres.
  • Market and Competitive Landscape:

    • Marketing trends show a shift from traditional ads to comprehensive, multidimensional solutions including offline events, live streaming, and KOL collaborations, driven by cautious advertiser spending.
    • Auto industry accounts for 42% of Q3 marketing revenue; FMCG dropped to 17%; IT accounted for 12%.
    • Management views AI short dramas and gaming as distinct experiences; while they compete for user leisure time, they do not fully replace each other.
    • AI short dramas are not yet mainstream in the US market, though time spent per user is high (over 2 hours/day).
  • Risks and Challenges:

    • Advertising sentiment showed sequential softness in Q4 due to project timing shifts from Q3 to Q4 and less robust W11 e-commerce events.
    • AI short dramas present a long-term competitive pressure for user attention, potentially affecting casual gamers, though core users are expected to remain.
    • Revenue variability in marketing services depends on the number and timing of client projects.
    • General economic caution among advertisers requiring creative solutions to justify spend.
  • Management Commentary and Tone:

    • Management expressed confidence in the stability of marketing sentiment despite Q4 softness, attributing the decline to project distribution rather than a market trend shift.
    • Tone regarding the social network launch was optimistic, positing it as the key driver for future marketing growth.
    • Management remains committed to the "top game" strategy and R&D optimization to maintain competitive edge in MMORPGs.
    • On share buybacks, management confirmed plans to complete the remaining $16 million of the current program before evaluating new initiatives.
  • Analyst Questions and Answers:

    • Thomas Chong (Jefferies): Asked about advertising sentiment, AI/short drama impact, and buyback status.
      • Management Response: Q4 softness is due to project timing (Q3 concentration) and weaker W11 events; 2027 growth depends on social network success; buyback will finish the remaining balance before new plans are formulated. Regarding AI/short dramas, they compete for time but offer different experiences (passive/single-player vs. interactive/multiplayer) and will coexist.
    • Alicia Yap (Citigroup): Asked about the long-term nature of AI short drama impact and marketing vertical breakdown.
      • Management Response: Impact is expected to be long-term but stable, with limited room for growth in user time spent on short dramas; casual and core gamers are both affected but gaming remains unique. Q3 marketing strength was driven by a concentration of projects (Auto, FMCG, IT), while Q4 is softer due to a lull in project deadlines.
  • Other Key Points:

    • The company is pivoting marketing revenue classification to better reflect the shift from traditional advertising to integrated "social media and social media" solutions.
    • Specific events like the "Autumn Convention" and "Halloween American TV Series Cosplay Party" were highlighted as key drivers for user interaction and content generation.
    • The "TLBB" IP remains a central pillar for both PC and mobile game development and revenue stability.
Company
SOHUCOM LTD
Keywords
SOHUCOM LTD