Our user base consists mainly of the young generation, who are generally more open-minded and tech-savvy, with an interest in games and other forms of entertainment. As we have gradually expanded and enriched our content offerings, we have been able to expand our user base. The average MAUs of Huya Live grew to 178.5 million in the fourth quarter of 2020 from 150.2 million in the fourth quarter of 2019; and the average mobile MAUs of Huya Live in the fourth quarter of 2020 reached 79.5 million, compared to 61.6 million in the fourth quarter of 2019.
Users may watch live streams on our platform without registration. However, only registered users can enjoy certain popular interactive social features, such as bullet chatting, messaging, following their favorite broadcasters, and purchase various services and products on our platform. Furthermore, registered users can purchase our Noble membership to enjoy additional premium status and features.
The real-time interactive features of our platform, coupled with a wide variety of high-quality content, have helped us create a vibrant online community that attracts and retains users. Our bullet chatting, gifting, messaging and following functions encourage users to interact with broadcasters as well as other users which also creates a sense of belonging within the community, thus further enhancing user engagement.
Some of our live streaming content are also available across various Tencent products, such as WeGame, WeChat Game Center, QQ Mobile Game Center, and League of Legends, etc. The average MAUs who watched our live streaming content from those Tencent’s products are not counted in our reported MAUs of Huya Live.
We offer comprehensive live streaming content with a primary focus on games. Game live streaming has been a key content offering of our platform since our inception. In response to users’ growing interests, we also encourage our broadcasters to create and share other entertainment content, which encompasses talent shows, anime, outdoor activities, live chats, online theater, and other genres. We have leveraged big data and AI technology to analyze our users’ viewing preferences and make more accurate content recommendations. Our content library is constantly evolving and growing and enjoys an integration of user-generated content, professional-user-generated content and professionally-generated content. While broadcasters are the focal points of the live streams, the viewers themselves introduce additional meaning and context to the content when they express themselves to broadcasters or other viewers, thus creating a dynamic content.
In addition to live streaming content, we also cooperate with broadcasters, talent agencies and other video content creators to offer video content such as gameplay videos,
e-sports
videos, and other videos, to cater for the increasing needs for diversified content of our users.
Live streaming of game content, such as gameplay,
e-sports
tournaments and game events, has attracted a large number of users on our platform. Leveraging our close relationship with game developers and publishers as well as popular game broadcasters,
e-sports
leagues and players, we are able to consistently offer high-quality and engaging game live streams to our users. We actively track viewership growth and community feedback with respect to new game titles to identify trending games and allocate our broadcaster resources accordingly ahead of emerging surge in demand of such game content. As of December 31, 2020, our live streaming content covered over 4,000 games, compared to over 3,800 games as of December 31, 2019. In 2020, our broadcasters had a total of 163.1 million streaming hours of game content on our platform, compared to 133.0 million streaming hours in 2019.
E-sports
have been a fast growing content genre on our platform, as
e-sports
appeal to game enthusiasts due to their competitive nature and exciting viewing experiences. Among the game titles streamed on our platform, League of Legends, King of Glory, PeaceKeeper Elite and PlayerUnknown’s Battlegrounds, all being
e-
sports games, were the four most watched in terms of total viewing time in 2020. We closely cooperate with
e-sports
tournament and game event organizers, game developers and game publishers to identify trending
e-sports
competitions and secure live streaming rights of matches and tournaments favored by our community. For example, in January 2020, we acquired the exclusive broadcasting rights in China for
League of Legends Champions Korea
from 2020 to 2022, and
League of Legends Championship Series
and
League of Legends European Championship
for 2020. In April 2020, we obtained the exclusive broadcasting rights in China for the
National Electronic Sports Tournament 2020
. In April 2021, we acquired the exclusive broadcasting rights in China for
League of Legends Pro League
from 2021 to 2025. Securing the exclusive broadcasting rights for these major world-class
e-sports
tournaments further demonstrates our platform’s brand value and influence in China’s
e-sports
industry. We provided live streaming services for over 400 third-party
e-sports
tournaments and game events in 2020, over some of which we have also obtained exclusive broadcasting rights. We also continued to proactively produce our self-organized
e-sports
tournaments and game events that further complement the viewing experiences of game enthusiasts.
, a PlayerUnknown’s Battlegrounds tournament,
, a Peacekeeper Elite tournament, and
, a comprehensive mobile game events are among the most popular self-produced
e-sports
tournaments and game events in 2020.