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  • The world's most lucrative social network? China's Tencent beats $1 billion revenue mark | VentureBeat

    Apparently most of their profits is coming from selling "virtual goods" - i'm assuming it's a similar business model as Second Life but much more accessible website says: A billion dollars in revenue in a single year. Not even MySpace, currently the most profitable... more

    Reviewed by g-rom Mar 19 2009, 06:43am ( 17 reviews ) venturebeat.com

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  • Rated by gt1987 on Apr 13 2009, 3:39pm

    The world's most lucrative social network? China's Tencent beats $1 billion revenue mark
  • Rated by stumbletrains on Mar 22 2009, 10:10am

    Lots of money in this social network.
  • Rated by Crnii on Mar 21 2009, 8:56am

    A billion dollars in revenue in a single year.
  • Rated by lekahe on Mar 20 2009, 9:39pm

    But publicly traded Tencent, a leading Chinese web portal, instant message client, social network, game developer and more has done it, and largely through the use of virtual goods and other "Internet valued-added services," like avatars, dating services, online memberships, music and community sites.
  • Rated by QuentinsOnTheWay on Mar 20 2009, 10:14am

    considering the population size, it should be no great surprise that the largest social network is based in china
  • Rated by nomadicmatt on Mar 19 2009, 8:35pm

    social networks can make money!
  • Rated by SUsteph7 on Mar 19 2009, 8:22pm

    Build it, promote it, gain capital with it- sell it for a fortune... .
  • Rated by allen-taylor on Mar 19 2009, 7:04pm

    The most profitable social network online is in China.
  • Rated by baoma on Mar 19 2009, 3:18pm

    nice
  • Rated by Bennyinny on Mar 19 2009, 9:44am

    A billion dollars in revenue in a single year. Not even MySpace, currently the most profitable social network in the rest of the world, has managed to do. But publicly-traded Tencent, a leading Chinese web portal, instant message client, social network, game developer and more has done it, and largely through the use of virtual goods and other "Internet valued-added services," like avatars, dating services, online memberships, music and community sites.