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bilibili

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first_img Kuaishou launched an independent entry point "Interactive Content World"

According to "Du Jia," the Kuaishou App has officially launched an independent platform and entry called "Kuaishou Interactive Content World." Most of the light interactive works on the platform are produced using Vibe Coding, allowing creators to describe their ideas in natural language, with AI generating code and quickly iterating demos, enabling the creation of interactive narratives and simulation mini-games that can be launched without mastering complex programming."Du Jia" states that this entry is separate from the conventional short video information flow and serves as an independent container specifically for interactive content. The homepage displays works in a card format, divided into popular and latest sections, with examples including the AI interactive narrative "Odyssey: Choices," as well as short gameplay like Marble Challenge and Gravity Slingshot. For instance, in "The Fisherman Never Goes Empty," users can complete actions such as casting a line, waiting for a bite, and reeling in, while utilizing features like the side mall, encyclopedia, and achievements.The report mentions that personal pages will retain access records, with each interactive content labeled with the creator ID and browsing data. Douyin's interactive space and interest cards, Bilibili's Toy, Xiaohongshu's RED Skill, and Hongguo's short drama parallel world have previously entered the market. Kuaishou has adopted an independent homepage and personal center loop, with the article noting that the platform is still in its early stages, with a relatively small content pool and fewer categories.

first_img Bilibili released its Q2 2026 financial report, with a net profit increase of 55% year-on-year

Bilibili (Nasdaq: BILI, HKEX: 9626) announced its unaudited financial results for the second quarter ended June 30, 2026. The average daily active users (DAU) reached 116.5 million, an increase of 7% year-over-year; the average daily usage time was 113 minutes, with total usage time increasing by 14% year-over-year. Total net revenue was 7.94 billion RMB (approximately 1.17 billion USD), an increase of 8% year-over-year. Among this, advertising revenue was 3.13 billion RMB, an increase of 28% year-over-year; value-added service revenue was 2.97 billion RMB, an increase of 5% year-over-year; mobile game revenue was 1.39 billion RMB, a decrease of 14% year-over-year; and IP derivatives and other revenue was 449.8 million RMB, an increase of 2% year-over-year.Gross profit was 2.95 billion RMB, an increase of 10% year-over-year, with a gross margin of 37.2%, up from 36.5% in the same period of 2025. Operating profit was 372.9 million RMB, an increase of 48% year-over-year. Net profit was 339.1 million RMB, an increase of 55%, with a net margin of 4.3%; adjusted net profit was 703.6 million RMB, an increase of 25%, with an adjusted net margin of 8.9%. Basic earnings per share were 0.82 RMB, and adjusted basic earnings per share were 1.69 RMB. As of June 30, 2026, the total amount of cash and cash equivalents, time deposits, and short-term investments was 24.3 billion RMB.Chairman and CEO Chen Rui stated that the company achieved steady growth, with monthly active users reaching 371 million. CFO Fan Xin noted that this marks the 16th consecutive quarter of improvement in gross margin.
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