| Key Partners | Key Activities | Value Proposition | Customer Relationships | Customer Segments |
| 1. Investors | 1. Web portals | 1. Traffic generation | 1. Digital | 1. Men |
| 2. content providers | 2. Online multiplayer games | 2. One-stop services | 2. Self-service | 2. Women |
| 3. Developers | 3. Social network | 3. Variegated membership | 3. Personalized | 3. Children |
| 4. Acquisitions such as Supercell, WUBA, Epic Games, and Riot games | 4. Value added services for mobile phones and Internet | 4. Attractive Point of sale material | 4. Exploitation of information obtained from customers | 4. Youth 5. Older folk 6. Corporates |
| 5. Joint ventures like Harmony New Auto Energy and Foxcon | 5. Activity configuration for analysis of users and market | 5. Emphasize personalities and self expressions | 5. Analysis of user online behavior | 7. Retailers 8. Advertisers |
| 6. Different associates in individual service globally | Key Resources | 6. Value addition for better games | Channels | |
| 7. Tencent has in possession nearly four complete enterprises and approximately twenty subsidiaries | 1. Rich business tenets that has user needs as a priority | 7. Connection with friends and family | 1. Existing social platforms such as Qzone, QQ, and WeChat | |
| 2. Intellectual property | 8. Easy and fast payments | 2. Third party API integration | ||
| 3. Brand Image | 9. Entertainment | 3. Digital Devices | ||
| 4. organizational culture that values innovation, proactiveness, Integrity, and collaboration | 10. Experiment | 4. Utilities such as QQ mail, QQ browser, Tencent map, YingYongBao, Tencent PC manager, and Tencent Mobile | ||
| 5. Tencent is a leading internet, and gaming company globally | 5. Payment channels like QQ Wallet, Tenpay, and Weixin | |||
| Cost Structure | Revenue Streams | |||
| 1. Personnel | 7. Office and stationery | 1. sale of virtual items | ||
| 2. Operations & IT maintenance | 8. R & D | 2. Targeting advertising services through online advertising segment and customizing solutions | ||
| 3. Traffic acquisition | 9. Taxes | 3. QQ membership subscription services | ||
| 4. Legal | 10. General and administrative | 4. Smart phone games and personal client computer games | ||
| 5. R & D costs | 5. Subscription of digital content services | |||
| 6. Marketing | 6. Businesses engaged in social network | |||
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