37 Interactive Entertainment Network Technology Group Co., Ltd. 2022 Interim Report (Summary) August 2022 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 1 Part I Important Notes, Table of Contents and Definitions The Board of Directors (or the “Board”), the Supervisory Committee as well as the directors, supervisors and senior management of 37 Interactive Entertainment Network Technology Group Co., Ltd. (hereinafter referred to as the “Company”) hereby guarantee the truthfulness, accuracy and completeness of the contents of this Report, and shall be jointly and severally liable for any misrepresentations, misleading statements or material omissions therein. Li Weiwei, the Company’s legal representative, and Ye Wei, the Company’s Chief Financial Officer & Board Secretary, hereby guarantee that the financial statements carried in this Report are truthful, accurate and complete. All the Company’s directors have attended the Board meeting for the review of this Report. There is uncertainty with respect to the plans and other forward-looking statements in this Report, which shall not be deemed as promises to investors. Investors and other stakeholders shall be fully aware of the risk and understand the difference between plans, forecasts and promises. Possible risks facing the Company and countermeasures have been detailed in “VII Risks Facing the Company and Countermeasures” under “Part III Management Discussion and Analysis” herein, which investors are kindly reminded to pay attention to. The Board has approved an interim dividend plan as follows: based on 2,217,864,281 shares, a cash dividend of RMB 3.5 (tax inclusive) per 10 shares is planned to be distributed to all the shareholders of the Company, with no bonus issue from either profit or capital reserves. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 2 Table of Contents Part I Important Notes, Table of Contents and Definitions ............................................................................................. 2 Part II Corporate Information and Key Financial Information ......................................................................................... 7 Part III Management Discussion and Analysis .............................................................................................................. 10 Part IV Corporate Governance .................................................................................................................................... 34 Part V Environmental and Social Responsibility ........................................................................................................... 38 Part VI Share Changes and Shareholder Information ................................................................................................... 41 Part VII Financial Statements ...................................................................................................................................... 47 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 3 Documents Available for Reference I The financial statements signed and stamped by the Company’s legal representative, and Chief Financial Officer; and II The originals of the announcements and documents disclosed to the public by the Company on the newspaper designated by the CSRC for information disclosure during the Reporting Period. The documents above are available at the Board Secretary’s Office of the Company. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 4 Definitions Term Definition CSRC China Securities Regulatory Commission SZSE/the Stock Exchange Shenzhen Stock Exchange Company Law Company Law of the People's Republic of China Securities Law Securities Law of the People's Republic of China Guideline No. 1 of the Shenzhen Stock Exchange for Self-regulation of Listed Guideline for Compliant Operation Companies—Compliant Operation of Main Board Listed Companies Articles of Association of Wuhu Shunrong Auto Parts Co., Ltd./Articles of Association of Wuhu Shunrong Sanqi Interactive Entertainment Network Articles of Association Technology Co., Ltd./Articles of Association of Wuhu 37 Interactive Entertainment Network Technology Group Co., Ltd./Articles of Association of 37 Interactive Entertainment Network Technology Group Co., Ltd. Expressed in the Chinese currency of Renminbi, expressed in tens of thousands of RMB, RMB’0,000 Renminbi Reporting Period/the Reporting Period The period from 1 January 2022 to 30 June 2022 Period-end/end of the Reporting Period 30 June 2022 Clientless or browser kernel-based micro-client games that are based on web Browser games development technologies and utilize standard protocols as basic transmission modes. Game users can play browser games directly through an Internet browser Games that are downloaded via mobile network and run on mobile phones or Mobile games other mobile terminals Wuhu Shunrong Auto Parts Co., Ltd./Wuhu Shunrong Sanqi Interactive Company/ the Company/ the Listed Entertainment Network Technology Co., Ltd./ Wuhu 37 Interactive Entertainment Company/ 37 Interactive Entertainment Network Technology Group Co., Ltd./ 37 Interactive Entertainment Network Technology Group Co., Ltd. 37 Interactive Entertainment (Shanghai) 37 Interactive Entertainment (Shanghai) Technology Co., Ltd. Jiangsu Aurora/Aurora Network/Jiangsu Jiangsu Aurora Network Technology Co., Ltd. Aurora Network Zengame Technology Zengame Technology Holding Limited and its business entities X.D. XD Inc. and its business entities Resonance Phase I Fund Qingdao Resonance Phase I Venture Capital Fund Partnership (Limited Partnership) Goertek Goertek Inc. Generation Z The new generation born during 1995-2009 EyuGame Shanghai Eyu Network Technology Co., Ltd. Karma Game Karma Game HK Limited and its subsidiaries StarUnion Interactive Entertainment ChengDu StarUnion Interactive Entertainment Technology Co., Ltd. Flintwood Technology Beijing Flintwood Technology Co., Ltd. Zhenshuo Network Wuhu Zhenshuo Network Technology Co., Ltd. Lihoo Network Guangzhou Lihoo Network Co., Ltd. Jianguo Guangnian Technology Chengdu Jianguo Guangnian Technology Co., Ltd. Dobala Shanghai Dobala Network Technology Co., Ltd. ZX Future Beijing ZX Future Technology Co., Ltd. Longyou Game Chengdu Longyou Tianxia Technology Co., Ltd. Meng52 Beijing Meng52 Network Technology Co., Ltd. Woowii Games Shanghai Woowii Network Technology Co., Ltd. UEGAME Beijing UE Interactive Software Co., Ltd. Unknown Matrix Guangzhou Unknown Matrix Network Co., Ltd. Mercury Culture Shanghai Mercury Culture Communication Co., Ltd. RPG Role playing game ARPG Action role playing game SLG Strategy game MMORPG Massive multiplayer online role-playing game Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 5 The abbreviation of "Virtual Reality", which uses computers to simulate and VR produce a three-dimensional virtual space. It provides users with sensory experience such as realistic visual and auditory experience. The abbreviation of "Augmented Reality", which uses computer technology to apply virtual information to the real world, where the real environment and AR virtual objects exist simultaneously in one picture or space through superimposition in real time. 5G 5th generation mobile communication technology. AI Artificial Intelligence A mobile application data analytical company that specializes in mobile Sensor Tower application data analytics. It provides global mobile application economy with data at enterprise level. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 6 Part II Corporate Information and Key Financial Information I Corporate Information 37 Interactive Stock name Stock code 002555 Entertainment Place of listing Shenzhen Stock Exchange Company name in Chinese 三七互娱网络科技集团股份有限公司 Abbr. (if any) 三七互娱 Company name in English (if any) 37 INTERACTIVE ENTERTAINMENT NETWORK TECHNOLOGY GROUP CO.,LTD. Legal representative Li Weiwei II Contact Information Board Secretary Securities Affairs Representative Name Ye Wei Wang Sijie Room 7001, 7/F, Tower B1, Wanjiang Room 7001, 7/F, Tower B1, Wanjiang Office address Fortune Plaza, 88 Ruixiang Road, Wuhu Fortune Plaza, 88 Ruixiang Road, Wuhu City, Anhui Province City, Anhui Province Tel. 0553-7653737 0553-7653737 Fax 0553-7653737 0553-7653737 Email address ir@37.com ir@37.com III Other Information 1. Contact Information of the Company Indicate by tick mark whether any change occurred to the registered address, office address and their zip codes, website address and email address of the Company in the Reporting Period. Applicable □ Not applicable Room 7001, 7/F, Tower B1, Wanjiang Fortune Plaza, 88 Ruixiang Registered address Road, Wuhu City, Anhui Province Zip code 241000 Room 7001, 7/F, Tower B1, Wanjiang Fortune Plaza, 88 Ruixiang Office address Road, Wuhu City, Anhui Province Zip code 241000 Company website http://www.37wan.net/ Email address ir@37.com 2. Media for Information Disclosure and Place where this Report is Lodged Indicate by tick mark whether any change occurred to the information disclosure media and the place for lodging the Company’s Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 7 periodic reports in the Reporting Period. □ Applicable Not applicable The newspapers designated by the Company for information disclosure, the website designated by the CSRC for disclosing the Company’s periodic reports and the place for lodging such reports did not change in the Reporting Period. The said information can be found in the 2021 Annual Report. 3. Other Information Indicate by tick mark whether any change occurred to other information in the Reporting Period. □ Applicable Not applicable IV Key Financial Information Indicate by tick mark whether there is any retrospectively restated datum in the table below. □ Yes No H1 2022 H1 2021 Change (%) Operating revenue (RMB) 8,092,238,684.40 7,538,949,378.53 7.34% Net profit attributable to the Listed 1,695,164,644.39 853,717,855.65 98.56% Company’s shareholders (RMB) Net profit attributable to the Listed Company’s shareholders after 1,643,486,319.50 637,526,551.32 157.79% deducting non-recurring profits and losses (RMB) Net cash flows from operating 1,804,079,584.54 1,253,919,152.46 43.88% activities (RMB) Basic earnings per share 0.77 0.39 97.44% (RMB/share) Diluted earnings per share 0.77 0.39 97.44% (RMB/share) Weighted average return on equity 14.72% 10.15% 4.57% (%) 30 June 2022 31 December 2021 Change (%) Total assets (RMB) 16,304,212,773.63 14,437,181,242.76 12.93% Equity attributable to the Listed 11,721,459,112.09 10,773,716,314.49 8.80% Company’s shareholders (RMB) V Accounting Data Differences under China’s Accounting Standards for Business Enterprises (CAS) and International Financial Reporting Standards (IFRS) and Foreign Accounting Standards 1. Net Profit and Equity under CAS and IFRS □ Applicable Not applicable No difference for the Reporting Period. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 8 2. Net Profit and Equity under CAS and Foreign Accounting Standards □ Applicable Not applicable No difference for the Reporting Period. VI Non-recurring profits and losses Applicable □ Not applicable Unit: RMB Items Amount Note Gain or loss on disposal of non-current assets 328,439.88 (inclusive of impairment allowance write-offs) Government grants through profit or loss (exclusive Mainly due to refund of value- of government grants consistently given in the added tax and government Company’s ordinary course of business at fixed 17,214,562.12 grants other than super- quotas or amounts as per governmental policies or deduction in the calculation of standards) taxable amount for VAT Gain or loss on fair-value changes on trading financial assets and liabilities & income from disposal of trading financial assets and liabilities 36,659,086.36 and available-for-sale financial assets (exclusive of the effective portion of hedges that arise in the Company’s ordinary course of business) Reversed portions of impairment allowances for receivables which are tested individually for 28,947.30 impairment Non-operating income and expenses other than 2,475,127.73 the above Less: Income tax effects 4,983,678.44 Non-controlling interests effects (net of tax) 44,160.06 Total 51,678,324.89 Particulars about other gains and losses that meet the definition of non-recurring profits and losses: □ Applicable Not applicable No such cases for the Reporting Period. Explanation of why the Company reclassifies as recurrent a non-recurring profits and losses item listed in the Explanatory Announcement No. 1 on Information Disclosure for Companies Offering Their Securities to the Public—Non-recurring Profits and Losses Items: □ Applicable Not applicable No such cases for the Reporting Period. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 9 Part III Management Discussion and Analysis I Principal Activity of the Company in the Reporting Period As one of the top 20 global public game companies, key cultural export companies of China, companies nominated for “Top 30 Cultural Enterprises of China”, civilized institutions in Guangdong Province, and Top 30 Cultural Enterprises of Guangzhou, 37 Interactive Entertainment is an outstanding listed Chinese A-share company engaged in comprehensive cultural and entertainment offerings. The Company focuses on cultural and creative businesses based on the development, publishing, and operation of online games. Meanwhile, it continues to make extensive investments in segments such as Metaverse, film and television, music, artist agency, animation, social entertainment, e-sports, culture and health, and new consumption, with an aim to build a comprehensive ecosystem and drive mutual empowerment of business value and cultural value. It has been steadily advancing its development strategy of “boutiqueization, diversification and globalization”. With “bringing joy to the world” as its mission, the Company is dedicated to becoming an excellent and sustainable entertainment enterprise. The Company has been operating in a steady and healthy manner. It adhered to the strategy of “integration of R&D and operation”, continued to pursue its strategic objectives, as well as kept driving product diversification and global marketing. During the Reporting Period, the Company recorded operating revenue of RMB 8.092 billion, with a year-over-year (YoY) increase of 7.34%; and a net profit attributable to the Listed Company’s shareholders of RMB 1.695 billion, up by 98.56% YoY. With the continual rollout of the Company’s “globalization” strategy, the overseas revenue amounted to RMB 3.033 billion during the first half of 2022, increasing by 48.33% YoY, a record high. As a public company, the Company focuses on corporate social responsibility and social welfare. During the Reporting Period, under the leadership of the Party Committee, the Company steadily carried on with its “social value co-creation plan”. It continued to input resources to provide support in six areas—rural education, rural industrial development, industry-university-research talent training, functional game development, employee career development, and scientific and technological innovation, to help achieve common prosperity around the country. Meanwhile, it actively mobilized internal and external resources to promote talent cultivation and charitable volunteer services, playing its part as a corporate citizen. (I) Industry Overview for the Reporting Period 1. Changes in industry-related economic situation and their impacts on the Company Against the backdrop of a booming digital economy, China's game industry is also leveraging the advantages of resources and users. It pushes the boundaries and accelerates the pace of industrial development through methods such as technology drivers, industrial integration and cultural innovation. The game industry has seriously implemented the requirements of the central government, maintained righteousness and innovation, forged ahead, strove to take up the cultural mission, continuously strengthened the content construction, continued to regulate the development of the industry and made efforts to expand overseas markets. The industry's ecosystem has continued to be improved, the strength and competitiveness have been continuously enhanced, and the pace of high-quality development has become more determined. It insists on giving priority to social benefits, and actively assumes social responsibilities, which has increasingly become an industry consensus. The game industry has ushered in new development opportunities. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 10 According to the China's Game Industry Report from January to June 2022 jointly released by Game Publishing Committee of China Audio-video and Digital Publishing Association (CADPA) and China Game Industry Research Institute, from January to June 2022, the actual sales revenue of China's game market was RMB 147.789 billion, a YoY decrease of 1.80%, the first YoY decline in recent years. The scale of Chinese game users dropped by 0.13% YoY. The decline in both the market revenue and user scale is mainly due to the reduction of user income, a decrease in consumption intention and the increasing operating costs of game companies during the COVID-19 pandemic. The declining trend in user scale indicates that the game industry has basically lost its "demographic dividend" and may have entered an era of competition for existing users. At the same time, strengthening the global market layout has become a breakthrough strategy for China's original games to achieve sustainable development. From January to June 2022, the actual sales revenue of China's homegrown games in the overseas market rose by 6.16% YoY to USD 8.989 billion, marking steady growth for China’s games in "going global". From the average growth rate in the past five years, the share of China's game export has shown a stable increase. Exported games have maintained better growth in the three aspects of download, use length and payment of users. On the whole, the threshold of game development and barriers to competition has been substantially raised in the current game industry. Top game companies embracing strengths in the R&D and publishing of quality products and operation are more likely to benefit from the new situation. Against this backdrop, the Company adheres to the development strategy of “boutiqueization, diversification and globalization”. It takes the main business as its core and deepens the strategy of "integration of R&D and operation" and "dual engines at home and abroad", with an aim to drive high-quality, sustainable development. During the Reporting Period, the Company kept its leading role in R&D capabilities by strengthening the output of quality games. Moreover, it advanced the "diversification" strategy from the aspects of R&D and publishing, and reserved varied quality games on different themes through independent development, investment in R&D-oriented companies, and enhanced cooperation with developers capable of producing quality games. In addition, the Company, through independently developed AI systems, consolidated refined operation, increased operating efficiency, and prolonged the life cycle of quality games. The Company's overseas business has grown rapidly and the pace of exporting has been accelerated. With the strategy of "tailored games", the Company has explored the global market through diversified high-quality games, and the overseas business has become the new growth engine of the Company. In addition, with the continuous upgrading of industry technology, the development efficiency and product experience of games have been constantly improved, and the business transformation has accelerated. The rise of "Metaverse" and other emerging concepts have triggered extensive attention from many industries and investors. As one with a forward-looking strategic vision, the Company follows industry changes closely and focuses on exploring Metaverse and the related technologies. Based on its early investment layout, it continues to extend its investment to high-quality upstream and downstream enterprises in the fields including optical modules, AR glasses, VR/AR content, cloud game and spatial intelligence technology, covering links such as optics, display, whole machine, application and system. The Company has identified new business forms combined with its existing advantages and leading technologies to realize the collaboration of internal and external resources in the field of technology, promoting the benign complementation of its business and capital operation. 2. Changes in industrial policy environment and their impacts on the Company (1) In May 2022, the Opinions on Promoting the Implementation of the National Cultural Digitalization Strategy was issued by the General Office of the CPC Central Committee and the State Council. The document elevated "cultural digitalization" to a national strategy, made a top-level design for cultural digitalization, and provided an important platform for cultural inheritance and dissemination. With the introduction of "new infrastructure" policies in cultural fields including information infrastructure, integration infrastructure and innovation infrastructure, the relevant artificial intelligence, 5G and data center construction have become the technological basis for driving the development of cultural industries. Meanwhile, the cultural consumption market is increasingly Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 11 diverse, personalized and experience-focused. The integration of culture and technology has infiltrated technology into all aspects, including production and consumption, of the digital culture segment, which is essential for promoting cultural digitalization and empowering the real economy. The Company sticks to innovation promotion. It continuously improves its technological capabilities by relying on multiple innovative technologies such as artificial intelligence, big data and block chain, and explores new digital culture experience through diversified combination of digital technology and its business. On one hand, the Company closely follows the development trend of Metaverse technology and industry, creates the Metaverse Game Art Museum, integrates the brand with game IPs, traditional culture and social interaction, and deepens the application scenarios of Metaverse. Additionally, the Company continues to explore the new experience of immersive social interactions by launching a range of digital collections that are developed based on self-developed game IPs, the corporate mascot "Onion" and national culture park IPs. On the other hand, the Company always values the guidance of positive energy. In the development of self-developed games and function games, it integrates the excellent traditional Chinese culture, presents famous ancient paintings, non-legacy craftsmanship and traditional customs in a digital way, and inherits the excellent traditional culture. (2) On 6 June 2021, the Guidelines on Enhancing the Protection of Minors of the Steering Group of the Protection of Minors of the State Council (hereinafter referred to as the “Guidelines”) were officially issued. Revolving around the implementation of the Civil Code and the Law on the Protection of Minors, the Guidelines refined and specified the relevant articles of law, raising a total of 25 tasks. Specifically, in terms of cyber protection, the Guidelines raised requirements such as improving the system of regulations and policies, making more efforts to prevent minors from Internet addiction, and strengthening the online protection of minors' personal information. On 30 August 2021, the National Press and Publication Administration issued the Notice on Further Imposing Strict Administrative Measures to Prevent Minors from Becoming Addicted to Online Games (hereinafter referred to as the "Notice"), which addresses further strict management measures to resolutely prevent minors from being addicted to online games and effectively protect their physical and mental health in terms of the problem of excessive use and even addiction to online games of minors. On 14 March 2022, the Cyberspace Administration of China solicited public opinions again on the Regulations on the Protection of Minors Online (Draft for Comment). Public consultation was held again on issues including minors' poor awareness and ability to use the Internet safely and properly, online illegal and bad information that affect minors' physical and mental health, abuse of minors' personal information and Internet addiction. As one of the first game enterprises to launch the real-name registration and anti-addiction system, the Company has implemented anti-addiction throughout the entire process of R&D and operation. The Company has completed the connection to the national real-name authentication system and has, under the latest requirements, upgraded the anti-addiction system for minors in all its games since 1 September 2021. Up to now, all the Company's games have connected to the anti-addiction system and launched the age suitability reminders. During the Reporting Period, facial recognition technology was also introduced to further prevent minors from using adult accounts fraudulently. Additionally, the Company added contents applicable to children to its Privacy Policy in line with the user habits of juveniles under 14 years old and their guardians. It contributed to turning China's gaming industry more standardized by actively participating in the compilation of group standards for the gaming industry led by the China Audio-video and Digital Publishing Association ("CADPA"), such as the Specifications on Age Ratings of Online Games, the Specifications on Parent Monitoring Platforms, and Online Game Terminology. In addition to various anti-addiction protection measures for minors, the Company has launched the "Guardianship Project of Online Games for Minors' Parents" many years ago, and connected parents to do a good job in supervising minors on the basis of the implementation of the new anti-addiction rules, allowing parents to limit or prohibit minor's game time in accordance with the Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 12 actual situation. The Company has set up the special process and the customer compliant specialists to deal with all kinds of problems related to minor players. The Company will further upgrade the guardianship project for parents in the future, further upgrade and improve the protection system for minors through the positive synergy of multiple dimensions, and build a green and healthy game ecosystem to protect the healthy growth of minors. (3) On 10 June 2021, the Data Security Law of the People's Republic of China (hereinafter referred to as the "Data Security Law") was adopted at the 29th session of the Standing Committee of the 13th National People's Congress of the People's Republic of China. The Data Security Law is enacted for the purposes of regulating data processing activities, safeguarding data security, promoting data development and utilization, and protecting the legal rights and interests of individuals and organizations. In June 2022, the State Administration for Market Regulation and the Cyberspace Administration of China announced to carry out data security management certification, with the release of the Implementation Rules on Data Security Management Certification. Network operators are encouraged to standardize the processing and strengthen the security protection of network data through certification. In the process of management system construction for information security, the Company has identified and evaluated information security risks of products and services around more than ten aspects such as information asset management, access control, password management, information security event management, information security management in business continuity management, compliance management, etc., established information security policy, risk level evaluation and disposal measures for each sub-business module, improved system documents and management processes, and formed a complete information security management system. In terms of information security management and user privacy protection, based on strict management policies and process system, the Company adopts industry-leading technologies and benchmark them with international standards, strictly controls information security risks, and guarantees data security to ensure the security of users' personal information to the maximum extent. In user privacy protection, for example, the Company implements the seven principles of legality, consistent authority and responsibility, minimum sufficient information collection, individual consent, user participation, and ensuring security in the management of the whole life cycle of user data. Around the security of user private information, the Company has also adopted a variety of technical means to prevent illegal access to unauthorized information by personnel. Meanwhile, the Company also encrypts, anonymizes and de-identifies sensitive information assets to protect them from being illegal cracked. Such technologies and measures strongly ensure the security of user privacy information. The Company ensures that it runs the business in strict compliance with applicable laws and regulations throughout the world, and protects the users’ right to manage personal information. A response procedure has been stipulated to inform users of any possible cost and necessary actions needed to be taken. In 2021, the Company has obtained the international-standard ISO/IEC 27001 certification for information security management system issued by SGS, an internationally recognized inspection, testing and certification institution, which means that the Company's information security management has been recognized by a third-party impartial institution which is internationally authoritative. (II) Overview of the Company’s main businesses in the Reporting Period 1. Main businesses and business models of the Company During the Reporting Period, the Company's main businesses included the development, publishing, and operation of online games. The operating modes of the Company’s online games mainly include independent operation and third-party joint operation. Under the independent operation mode, the Company obtains the licenses of games through independent R&D or being an operator of other games, and publishes and operates these products through its own or third-party channels. The Company is fully responsible for the operation, promotion and maintenance of the games; providing unified management services for online promotion, online customer service and top-up payment; and updating games along with game developers based on the real-time Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 13 feedback of users and games. Under the third-party joint operation mode, the Company cooperates with one or more game operators or game application platforms to jointly operate games. And the aforesaid parties are responsible for the management of their own channels, including operation, promotion, the recharge and charge system, while the Company provides technical support services along with game developers. 2. Overview of the Company’s main businesses and products The Company specializes in the development and publishing of games for global players, with the world’s leading game development brand “Three Seven Games”, as well as professional game publishing brands “37Mobile”, “37GAMES” and “37Online”. During the Reporting Period, the domestic game industry entered a period of high-quality development. Game players' requirements for the quality of online games have increased significantly, the effect of the boutique strategy has been obvious, and the development of high-quality games has been certified. The Company precisely grasped the industry development trends, made continuous improvements in operation, and remained a top performer in the industry, while adhering to the "boutiqueization, diversification and globalization" strategy. 37 Interactive Entertainment Three Seven Games 37Mobile 37GAMES 37Online (game development) (publishing of mobile (overseas publishing) (publishing of mobile & games) browser games) (I) Mobile game business During the Reporting Period, the Company recorded operating revenue of RMB 7.739 billion,from mobile games, a YoY increase of 9.51%. The mobile game offering has become more diversified, game quality sees considerable improvement, and the mobile game business maintains the leading position in domestic and overseas markets. During the Reporting Period, multiple games including The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决), All for Glory (荣耀大天使), and The Soul Land: Wu Hun Jue Xing (斗罗大陆:武魂觉醒) performed well in the growth stage. Meanwhile, its overseas business accelerated again. Various globally published games, such as Puzzles & Survival, Song of the Castle in the Sky (云上城之歌), and The Road to Be Shopkeeper (叫我大掌柜), made outstanding contributions, proving the Company's boutiqueization advantages in long-term game operation and promoting business transformation and upgrade as well as steady development. ① Research and development of mobile games The Company places high emphasis on R&D investments and R&D talent cultivation, and refines management to improve quality and efficiency. The Company's game development brand of “Three Seven Games” is mainly based in Guangzhou, while the Company has also established R&D subsidiaries or R&D branches in Suzhou, Xiamen, Wuhan and Beijing to attract multi-category talents. A professional layout has been established in multiple market segments like SLG, MMORPG, card games and simulation, making the Company a benchmark for the R&D of innovative games in the industry. The Company's R&D arm profoundly implemented the strategy of "boutiqueization, diversification, and globalization", and its self-developed reserve product projects included game genres such as MMORPG, SLG, card games, and simulation games, while Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 14 the Company considered the plan of global publishing of products at the early stage of the projects. The Company carries on with the "boutiqueization” strategy and keeps exploring and practicing cutting-edge technologies in R&D. For instance, the battle strategy mobile card game The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决), as a milestone of the Company’s self-developed products, ranked as high as the Top 4 of iOS grossing chart shortly after its launch, with the highest monthly gross billing exceeding RMB 700 million, which is a strong proof of the Company's R&D strength. The game is developed using the Next-Gen 3D engine and the PBR (Physically Based Rendering) technology. Through technologies such as real-time seamless day-night switch and dynamic volume-based ray tracing, it creates The Soul Land that meets the fantasies of each fan of The Soul Land with its multi-aspect gameplay design and construction of a friendly social system. The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决) has unified the Company's R&D process and underlying logic in the field of next-gen games, developed a set of systems that can be inherited and constantly iterated, effectively improved the efficiency of game R&D and broke the ceiling for idea creation, and laid a solid foundation for the Company's boutiqueization strategy. On top of that, the Company continues to work on key areas including MMORPG, SLG, card games and simulation games. It has nearly 10 self-developed products in the pipeline, including mobile games Ba Ye (霸业), Code Magic M (代号魔幻M), Code Gu Feng (代号古风), Code WTB 3D (代号3D版WTB), Code GOE (代号GOE), Code G2 (代号G2), Code D8 (代号D8) , Code Soul MMO (代号斗 罗MMO), etc., covering genres and themes such as western magic, different-world fantasy, medieval history, history of the Three Kingdoms, ancient style, female-oriented, and oriental fantasy. Global publishing planning was carried out at the early stage of all these projects as part of the “boutiqueization, diversification and globalization” strategy. In addition, on the basis of the self-development brand, the Company also strengthens its self-development capability by acquiring R&D teams, and cooperates with EyuGame, Karma Game, and other excellent game developers in a long-term and in- depth manner through its investments, forming a rich external R&D reserve and diversifying the presence on the product supply side. With the strong advantage created by the implementation of the "integration of R&D and operation" strategy over the years and the expertise in market insights, user preference identification and analysis at the early stage of a project, the Company is able to use its own numerical experience to polish the products together with the developers to ensure that the quality of the products reaches a better level before launching. The Company also assists the R&D team in polishing and adjusting the products with the feedback from the operation department, so as to improve the success rate of the products and prolong the product life cycle. Meanwhile, the Company actively embraces technological innovation in R&D brought by digital technologies. It leverages artificial intelligence, big data and other technologies to increase R&D efficiency through a series of technology platforms. Take “Zeus”, a self-developed middle platform for game development, as an example. Supported by one-stop service module, the Zeus platform can provide service and coordination flexibly and freely. It can effectively realize the automation and standardization across the whole process of R&D, deployment and operation, and clear a path for interconnectivity between systems of different departments, thus greatly automating systems and business processes. On top of that, the Company’s homegrown data analysis system "Athena", monitoring and early warning system “Poseidon" and user profiling system "Ares" can help the research team find and solve problems in a quicker and more accurate way, substantially improve the quality of products, reduce development costs, and provide assistance for the refined operation of games. Furthermore, the Company continues to explore deep application of the AI technology to games. It has created “Cupid”, an AI-powered R&D platform, with the help of which the research on "3D key point detection-based AI motion capture" has been carried out to conduct spatial modeling of videos, and use AI algorithms to achieve high-precision and high-performance motion capture, thus effectively reducing R&D cost and improving R&D efficiency. The Company continues to explore diversification in product types, themes, gameplay, etc., studies and improves rendering technologies for engines such as Unity, and keeps improving art quality. It is dedicated to in-depth exploration and becoming a first- class game company that can provide global players with various gaming products, based on quality content, operation experience in multiple types of products, and advantages in numerical value and gameplay. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 15 ② Publishing of mobile games During the Reporting Period, the strategy of “boutiqueization, diversification and globalization” was continuously deepened, the advantage of “integration of R&D and operation” was strong, and the product matrix was of high quality and diversified. The highest monthly gross billing of the Company’s globally published mobile games exceeded RMB 2 billion,, with the total number of newly registered global users surpassing 130 million and the highest number of global MAUs of over 40 million. As many as 6 existing games recorded more than RMB 100 million of monthly average gross billing across the world, of which the earliest one launched has been running for nearly four years. These long-period and diversified products underpin the Company’s healthy operating performance, showcasing its long-term operation capability. 1) Domestic market During the Reporting Period, the Company brought diversified experiences to players through high-quality independently- developed and agency games, and insisted on refined operation ideas. Also, it kept exploring innovative marketing with the younger consumers, improving publishing efficiency through precise marketing methods such as interesting and sentimental marketing ideas and cross-sector collaboration between games and IPs. By doing so, its publishing and operation capabilities have been substantially improved for various games such as MMORPG, SLG, card games and simulation games. Remarkable results have been achieved. The Company is ranked among the top in terms of market share in China's mobile game publishing market. For instance, The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决) is published in a manner that emphasizes both "branding + sales effects", in which the Company aims to construct a publishing system focusing on underlying gameplays, game content, user experience, and creation of community cultures with the game as the foundation. Highly loyal to the original novel and animation, the Company has consolidated the foundation of content-based publishing with excellent game quality. The publishing plan was made based on content. With the enormous momentum of the Dou Luo IP, the Company is able to constantly expand user boundaries and target audience by attracting potential game players. The Company's Chinese style simulation game The Road to Be Shopkeeper (叫我大掌柜) is developed based on the core gameplay, theme and style of the game, establishing cross-sector collaboration with national tourist attractions, singers, bands, animation IPs, restaurant brands, etc. to find users' interest points, effectively broadening the breadth of brand communication, and promoting the brand's image shaping towards the young generation. The different-world adventure theme MMORPG Song of the Castle in the Sky (云上城之歌), also breaks through the boundary of the marketing circle by introducing "virtual idol + original music" and establishing collaboration with animation IP. Productive game geeks-based marketing was also actively explored to expand the circle of users and drive the market of younger users. The Company insisted on systematic digital marketing to accurately grasp user needs by delivering creative marketing plans. Through sophisticated operation of launched games, the Company provides players with meticulous and comprehensive long-term service, with a purpose of improving player satisfaction, activity and retention rate to prolong the product life cycle. Multiple games witnessed a second phase of growth in gross billing during the Reporting Period. In terms of multi-channel marketing, the Company had formed a unique marketing approach featuring "branding + sales effects". On the one hand, by selecting spokespersons that are consistent with the product’s connotation, the Company produced high-quality micro-film-style promotional materials for promotion. By doing so, it can quickly "break the circle" and reach a wider user group; on the other hand, combinations were made with the short video platform to provide rich material output and to meet the different cultural consumption needs of users in different angles, to further expand the scope of users, and then to enlarge brand value and influence. In addition, the independently developed intelligent ad distribution and operation platform "Quantum-Destiny" provides support for the Company’s three game publishing platforms of “37Online”, “37Mobile” and “37GAMES”. Connected to mainstream media platforms and channels at home and abroad, this system can help improve the three publishing platforms in terms of Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 16 intelligent and fine operation, thus increasing publishing efficiency. On the one hand, "Quantum" can connect with all mainstream channels to achieve rapid and automatic advertising. Meanwhile, the platform can be used together with multiple systems and connect procedures in series to greatly reduce the time to create plans, perform standardized processing of plans in batches, and maintain plans automatically and systematically. Moreover, the platform can improve promotion efficiency and effect through big data analysis and AI algorithms, achieving AI-supported automation of ad distribution and creation of ad contents. On the other hand, "Destiny" is a comprehensive operational decision system for statistics, analysis and prediction of game data. The system can accurately predict the life cycle of games through data analysis models, so as to improve user stickiness and stabilize product life cycle. Currently, the "Quantum-Destiny" system has been connected to over 20 mainstream media platforms and channels across the world, and is able to provide support for the launch of more than 300 games at the same time. Cumulatively, the system has created over 3,000 connected activities and more than 200,000 ad distribution plans. With this system, the time taken to distribute a day’s ads on games has been shortened by five times from six hours to merely one hour, representing a remarkable improvement in efficiency. 2) Overseas market The Company started to work on the overseas market in 2012. With years of overseas operations, the Company made substantial breakthroughs with respect to the strategic expansion of global footprint during the Reporting Period. Its overseas operating revenue amounted to RMB 3.033 billion, up by 48.33% YoY. Its overseas brand, 37GAMES, covered many countries and regions, whose products included SLGs, MMORPG, simulation and card games. During the Reporting Period, the Company's overseas business has grown rapidly and the pace of exporting has been accelerated. According to data.ai, the Company saw strong expansion of multiple games in overseas markets. In 2022, the Company soared to No. 25 among the global top 52 publishers released by data.ai, ranked second on the overseas grossing chart of the top 30 Chinese game companies, and climbed to No. 2 on the overseas revenue chart of Chinese game companies in April 2022. Supported by years of accumulation of experience in publishing games overseas, the Company now adopts the strategy of "tailored games" to open up the global market with diversified high-quality games. On the one hand, the Company has formed a product matrix with MMORPG, SLG, card games and simulation games as the cornerstones in overseas market, and focuses on publishing different genres of games in different regions according to the characteristics of the markets. On the other hand, the Company has tailored its operation and promotion strategies to different markets in the publishing and promotion side, and made differentiation in game content and promotion materials in view of the characteristics of local users to better capture and retain local players. Using this strategy, during the Reporting Period, the Company's Puzzles & Survival, The Road to Be Shopkeeper (叫我 大掌柜), Song of the Castle in the Sky (云上城之歌), The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决) and other products achieved overseas revenue growth. The Company holds a solid position among the top in overseas revenue chart of Chinese game publishers, with overseas business becoming the second driver of the Company's steady development. For example, Puzzles & Survival, the Company's phenomenal overseas product that integrates the "match-3 + SLG" gameplay, is attractive and its gameplay is innovative, perfectly integrating the most popular match-3 gameplay in the European and American markets with the traditional heavy SLG gameplay, offering a unique audio-visual experience to users, while deeply implementing the strategy of "tailored games". It achieves outstanding performance in Europe, the US, Japan, Korea and other countries and regions, and becomes a classic case of SLG fusion game that successfully gain new user groups. This game has won the “Best Gameplay Innovation” award for Asia Pacific by Sensor Tower. As of the end of June 2022, Puzzles & Survival is booming around the world, with the cumulative grossing billing surpassing RMB 4.2 billion. According to Sensor Tower, during H1 2022, the game held a stable position at Top 5 on the overseas grossing chart of Chinese mobile games. After the game Song of the Castle in the Sky (云上城之歌) was launched on the Korean market, it successfully entered the top Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 17 5 of the grossing charts in the Korean region and ranked as high as 11th on the overseas grossing chart of Chinese mobile games released by Sensor Tower. It is also the highest grossing Chinese mobile game on the Korean market during H1 2022. Meanwhile, the game became a real hit when it was launched on the Japanese market. It was ranked as high as fifth on the grossing growth chart of mobile games and 13th on the grossing chart on the Japanese market during H1 2022 according to Sensor Tower. In addition, the overseas layout of China's game industry shoulders the important task of cultural transmission. As the "window" of China's cultural exchange, games have become an important way of foreign exchange and dissemination of excellent traditional Chinese culture with the advantage of natural landing and direct contact with people. In 2021, the Company was once again listed in the 2021-2022 national key export enterprises of culture by the Ministry of Commerce, the Central Propaganda Department, the Ministry of Finance, the Ministry of Culture and Tourism, and the General Administration of Radio, Film and Television. It tried to integrate excellent traditional Chinese culture into game themes, content and gameplay, and promotion materials, and constantly advanced foreign players to take interest in the Chinese Culture in their experience and exploration of games by promoting the deep integration of quality games and traditional Chinese culture. For example, The Road to Be Shopkeeper (叫我大掌柜), a globally published game of the Company, integrated historical and cultural elements in innovative ways, adding elements rich in Chinese history and culture such as the Maritime Silk Road, dragon boat racing and shadow play, so as to arouse the interest of global users to experience and explore traditional Chinese culture in the product. The product achieved good responses after it was published in countries such as South Korea, Japan, and Vietnam, and has been ranking among the top in grossing charts in various regions. After the self-developed mobile card game The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决) was launched in 2021 in overseas markets, it quickly topped the grossing charts and free-play charts of Apple and Google in multiple overseas regions, achieving outstanding performance. Self-developed products are increasingly recognized by overseas players. In the future, the Company plans to publish the product in Japan, South Korea, the U.S., Europe and other regions continuously, and integrates IP culture with user content creation for cultural dissemination, allowing local players to feel the unique charm of China's high-quality cultural IP. The Company deeply fostered category segments, gained insight into user needs and sought to "break the circle" by exploring the integration of "unique themes + reasonable gameplay". Ant Legion, another SLG mobile game launched in 2022, whose distinctive realistic theme of ants has been well received by European and American players, ranked 11th on the overseas revenue growth chart of Chinese mobile games for May 2022 according to Sensor Tower. 3) Game pipeline During the Reporting Period, the Company's popular multi-category games performed well, including Song of the Castle in the Sky (云上城之歌), Puzzles & Survival, The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决), The Road to Be Shopkeeper (叫我大 掌柜), The Soul Land H5 (斗罗大陆H5), Puzzle Continent (谜题大陆), All for Glory (荣耀大天使), and The Soul Land: Wu Hun Jue Xing (斗罗大陆:武魂觉醒). Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 18 Game Pipeline of 37 Interactive Entertainment MMORPG: Code Magic M (代号魔幻 M) (self-developed), Code Gu Feng (代号古风) (self-developed), Code WTB 3D (代号 3D 版 WTB) (self-developed), Code Soul MMO (代号斗罗 MMO) (self-developed), Code XXZ (代号 XXZ), Code Magical K Project (代号魔 幻 K 计划), and Immortal Awakening (不朽觉醒). To be SLG: Ba Ye (霸业) (self-developed), Code GOE (代号 GOE) (self-developed), Code G2 (代号 G2) (self-developed), and Code S (代号 S). published overseas Card games: Kong Zhi Yao Sai: Qi Hang (空之要塞:启航), Heroes of Crown (上古王冠), and Tie Gan San Guo (铁杆三国). SIM: Code Old Times (代号旧时光). MMORPG: Code Magic M (代号魔幻 M) (self-developed), Code Gu Feng (代号古风) (self-developed), Code WTB 3D (代号 3D 版 WTB) (self-developed), Code Soul MMO (代号斗罗 MMO) (self-developed), Code XXZ (代号 XXZ), Shu Guang Ji Hua (曙光计划), Dream of Voyager (梦想大航海), and Code Magical K Project (代号魔幻 K 计划). To be SLG: Ba Ye (霸业) (self-developed), Code GOE (代号 GOE) (self-developed), Underground Kingdom (小小蚁国), Code Three published Kingdoms CB (代号三国 CB), and Code DG (代号 DG). domestically Card games: Code D8 (代号 D8) (self-developed), Kong Zhi Yao Sai: Qi Hang (空之要塞:启航), Light Adventure (光明冒险), Zui Hou De Yuan Shi Ren (最后的原始人), and Code Er Ci Yuan ZQ (代号二次元 ZQ). SIM: Code Forest (代号森林), and Code Partner (代号合伙人). In 2022, adhering to the strategy of product boutiqueization, diversification and market globalization, the Company deepened the cultivation of MMORPG, card games, SLG and simulation games, with the following self-developed game pipeline: Ba Ye (霸业), an SLG mobile game with the theme of the Three Kingdoms, Code Gu Feng (代号古风), an MMORPG mobile game with a beautiful ancient style, Code Magic M (代号魔幻M), a Western magic MMORPG mobile game, Code GOE (代号GOE), an SLG mobile game with the history of the medieval times, Code WTB 3D (代号3D版WTB), a Chibi 3D MMORPG mobile game with the theme of different-world adventure, Code G2 (代号G2), a western SLG mobile game, Code D8 (代号D8), a fairy tale-themed mobile card game, and Code Soul MMO (代号斗罗MMO), an MMOARPG mobile game with theme of the Soul Land IP, among other blockbuster self-developed games. Additionally, through agency and customization, the Company reserved at home and abroad a product matrix covering diverse genres and themes, such as: MMORPG: Code XXZ (代号XXZ), an innovative MMO IP mobile game, Shu Guang Ji Hua (曙光计划), an MMORPG mobile game with the theme of future technology, Code Magical K Project (代号魔幻K计划), a Western magic MMORPG mobile game, Immortal Awakening (不朽觉醒), another Western magic MMORPG mobile game, and Dream of Voyager (梦想大航海), a voyage shooter MMORPG mobile game; SLG: Underground Kingdom (小小蚁国), an SLG mobile game with the theme of realistic ants, Code Three Kingdoms CB (代号 三国CB), an SLG mobile game with the theme of the Three Kingdoms, Code S (代号S), a Western magic SLG mobile game, and Code DG (代号DG), an urban construction in the medieval times/casual match-3 SLG mobile game; Card games: Kong Zhi Yao Sai: Qi Hang (空之要塞:启航), a steampunk style mobile card game, Light Adventure (光明冒险), a different-world adventure mobile game integrated with card gameplay, Tie Gan San Guo (铁杆三国), Heroes of Crown (上古王冠), a high-quality magic card mobile game, a mobile card game with the theme of the Three Kingdoms, Zui Hou De Yuan Shi Ren (最后的 原始人), a turn-based idle mobile card game, and Code Er Ci Yuan ZQ (代号二次元ZQ), an anime mobile card game; Simulation games: Code Partner (代号合伙人), a mobile simulation game with the theme of realistic business, Code Old Times Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 19 (代号旧时光), a business-themed mobile simulation game, and Code Forest (代号森林), a mobile farm simulation game. Note: Non-code products have obtained publication numbers. (2) Browser games During the Reporting Period, the Company’s browser game business achieved operating revenue of RMB 341 million, which was lower than that of the same period of last year. It was mainly affected by both the shift of users to mobile phones and the decrease in the number of browser game products. During the Reporting Period, the Company strengthened partnership with domestic top browser game developers through strategic investment and business cooperation on the one hand, on the other hand, the Company also refined the operation of its major quality games, improved user stickiness, stabilized the product life cycle, and further maintained its operating revenue. 3. Business investments In terms of investment layout, on the one hand, the Company focuses on its main business of games, actively develops quality game R&D companies through strategic investments with a strategic focus on quality content, establishes long-term and in-depth cooperation, enriches the supply of high-quality products in MMORPG, SLG, card games, simulation games and other categories, forms a rich external R&D reserve, diversifies the layout on the product supply side, and makes a strategic layout for the long-term sustainable development of the Company. High-quality game developers invested by the Company primarily include: Various excellent developers in proficient tracks for years and with good reputations such as EyuGame, Karma Game, StarUnion, Zen-game Technology, X.D., Flintwood Technology, Zhenshuo Network, Lihoo Network, Jianguo Guangnian Technology, Dobala, ZX Future, Longyou Game, Meng52, Woowii Games, UEGAME, Unknown Matrix and Mercury Culture. On the other hand, the Company has always adhered to the concept of long-term value investment, and continuously explores Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 20 around the main business of games, while focusing on the new trends of cultural entertainment consumption and technology development of the next generation, following the footsteps of the development of Metaverse era, selecting high-quality tracks for forward-looking layout, realizing the mutual achievement of internal resources, and feeding the Company's main business of games, which has now formed a closed loop of investment ecology covering virtual reality industry chain, film and television, music, artist agency, animation, social entertainment, e-sports, culture and health, social media, new consumption and other fields. Along with the rise of "Metaverse" and other emerging concepts, the curtain of technological change has been drawn. 37 Interactive Entertainment, as an enterprise that insists on technological innovation and keeps up with the changes in the industry, is firmly optimistic about the future development of the relevant fields. At present, the Company continues to extend on the basis of early investment in VR/AR content, enters fields involving multi-Metaverse infrastructure such as arithmetic, semiconductor, optics, display, whole machine, application and infrastructure technology, and invests in many high-quality enterprises in the fields including optical module, optical display, AR glasses, VR content, cloud game, spatial intelligence technology and semiconductor materials. In the future, the Company will continue to focus on new-generation technologies such as artificial intelligence, rendering engine and interactive sensing. Through investments in the field of technology, it will realize the collaboration of internal and external resources and grasp the forward- looking trend of the game industry. Furthermore, the Company carried out a capital increase of no more than RMB 50 million of its own funds to the Resonance Phase I Fund, cooperating with industry leaders such as Goertek and miHoYo to focus on AR/VR and other new business opportunities. By doing so, the Company promoted the benign complementation of its business and capital operation and achieved capital appreciation, thereby further enhancing its overall competitiveness. As of the date of this report, cultural & creative and technology enterprises funded or acquired by the Company included: Metaverse: Archiact, WaveOptics, Raxium, Digilens, Deep Mirror, INMO Technology, Optiark Semiconductor, Enkris Semiconductor, KP Cloud Games, Ximmerse Technology, and GravityXR Film and television: Huace Film&TV, Youying Culture, Zhonghui Television, etc. Music: FenghuaQiushi Artist agency: Original Plan, and T Entertainment Animation: YHKT Entertainment E-sports: AG E-Sports Club Social Entertainment: Wuli Planet and Wonderful Party Consumption: Nowwa Coffee, LINLEE, Yangji Mountain, Savasana, Duokitty, Dong Eating, GuanZhan, Weeget, HomeRun Technology, EZVALO In the future, the Company will continue to expand its product matrix, improve the quality game supply capability, and offer quality, diverse gaming experience to players. Also, it will continuously keep pace with the times, embrace future changes, continue to tap the incremental market of Generation Z, explore the collaboration of resources within the cultural innovation ecosystem, and build a "young and diversified" cultural innovation brand trusted by the future Chinese young generation. Meanwhile, it will drive startups with investment, participate in promoting social technology innovation, and collaborate with invested enterprises to achieve sustainable and high-quality growth. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 21 II Core Competitiveness Analysis During the Reporting Period, the Company steadily promoted the development strategy of "boutiqueization, diversification and globalization" and formed the following core competitiveness: 1. Industry-leading R&D strength The Company carries on with its strategy of “integration of R&D and operation”, as well as emphasizes R&D investments and talent cultivation. After years of efforts in R&D, the Company is ranked among the top in terms of R&D strengths. The Company's independently developed products are characterized by high output, a high success rate and a long period, and center on "boutiqueization, diversification and globalization". With the support of cutting-edge technologies like Next-Gen 3D engine, AI, and big data analysis platforms, the Company has established a professional layout in multiple market segments like MMORPG, card games, SLG, and simulation. With sophisticated efforts in gameplay, art quality, music and other details, as well as continued investments in product iteration and user experience, the "boutiqueization” strategy is embedded into the entire life cycle of the Company’s homegrown products, making it a benchmark for the R&D of quality games in the industry. Adhering to the long-term development idea, the Company opened up development channels for professionals, and embraced employee diversity. Moreover, it encouraged innovation by employees and increased the proportion of senior R&D staff to build an excellent team. The Company vigorously refined the mechanism for R&D project approval, shortened the evaluation cycle and established diversified indicators, so as to stimulate employees’ innovative vitality. At the same time, the Company adjusted the incentive mechanism for the R&D department, established a tiered incentive system for different categories of products, promoted the incentive for new categories of products, and encouraged employees to be creative and step out of their comfort zone. The Company has also established a project lifecycle management process for game development, which run through many links, such as idea creation, project approval, process and review, to achieve the risk control of the entire R&D process, greatly improve the success rate of product R&D while effectively controlling the cost, and lay the foundation for creating diverse, high-quality games. Internal management continued to improve, with leaner and more scientific management in terms of game development. At the same time, the way of selecting the track for R&D personnel allocation by the producer makes him or her focus more on the category segment he or she is good at, further concentrate resources, form a joint force and improve R&D efficiency. 2. Excellent publishing strength During the Reporting Period, the Company maintained its leading position in mobile game and browser game publishing business. 37 Interactive Entertainment enriched the product supply via independent R&D, investments, and cooperation with excellent developers, improved the ability in publishing diverse, high-quality games and promoted the publishing strength to a new height. Meanwhile, the Company has accumulated rich experience in overseas game publishing thanks to years of practice. With its overseas business covering over 200 countries and regions, the Company has substantially expanded its global presence. In H1 2022, the Company expanded its product matrix and offered diversified gaming experience to players by offering quality games in different types and on varied themes to the global market, including Song of the Castle in the Sky (云上城之歌), Puzzles & Survival, The Soul Land: Hun Shi Dui Jue (斗罗大陆:魂师对决), The Road to Be Shopkeeper (叫我大掌柜), The Soul Land H5 (斗罗大陆H5), Puzzle Continent (谜题大陆), All for Glory (荣耀大天使), The Soul Land: Wu Hun Jue Xing (斗罗大陆:武魂觉醒), and Ant Legion, all of which have recorded an excellent performance. Going forward, the Company will further play its existing advantages in overseas markets, constantly expand the scale of overseas business based on its strong game R&D capacity and localized marketing capabilities, and make new contributions to promoting the Chinese culture industry and boosting cultural confidence. The Company constantly sought innovative publishing approaches, and thus created a barrier to entry for competitors in game publishing. First, the Company developed its own AI system to improve the ability of accurate ad placement. With this system, the Company has optimized placement methods, improved the quality of materials, took advantage of high-quality materials, and thereby effectively controlled the marketing cost. Second, the efficiency of publishing, including tool construction and data Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 22 algorithm to help form a real-time monitoring system and reduce cost waste. The Company puts forward the publishing idea of “branding + sales effects”, grasps the market changes to carry out high-quality publicity, and attracts target users for better distribution results. The Company possesses strong capabilities for operation and optimization in numerical management, process optimization, event planning, etc. After the launch of games, the Company continues to improve the quality of games, attract users through better content and prolong the product life cycle. 3. Advantage of the model of “integration of R&D and operation” As the Company’s business mode of "integration of R&D and operation” becomes sophisticated, it is conducive to making full use of resources and creating quality products from a long-term perspective. On the one hand, the Company can ensure the stable supply of quality products to support the operation development through strong R&D strengths. At the same time, the R&D team can utilize the feedback of the operation department to optimize products and extend the product life cycle. On the other hand, at the early stage of product R&D, the operation team can provide advises and suggestions to the R&D team based on its years of experience and keen market insights. 4. Team strengths The Company has been deeply involved in the field of cultural and creative industries for many years. Its core management team has long been on the front lines of the industry, and has forward-looking capabilities for strategic layout. During the Reporting Period, thanks to its outstanding performance in terms of the development speed and personnel training and development, the Company won the title of "the Best Employer" of CNG. The Company has established a fully-fledged personnel training system. It has completed the personnel system reform, made new promotion mechanism, remuneration management system and incentive mechanism. The new promotion and remuneration management system does not only make the employee’s growth path clearer, more open and more transparent but also motivates their enthusiasm and creativity in a better way. The Company lays emphasis on the sharing of development achievements and is committed to improving the career development level of employees. During the Reporting Period, the Company steadily carried on with the value co-creation plan for a further investment of RMB500 million in six directions, including the employee development plan before 2025, so as to encourage employees to better strive and create value and promote the long-term, sustainable and healthy development of the Company, realizing joint creation, responsibility sharing, growth sharing and common prosperity between the Company and its employees. During the Reporting Period, the Company launched a fourth employee stock ownership plan to further improve the benefit sharing mechanism between workers and company owners, as well as to boost employee cohesiveness and the Company’s core competitiveness. The Company has always adhered to the entrepreneurial spirit like marathoners and been clear about its goals. It aims to promote sustainable development, and progressively realize long-term goals rather than short-term ones. III Core Business Analysis Overview See contents under the heading “I Principal Activity of the Company in the Reporting Period”. Year-over-year changes in key financial data: Unit: RMB Change H1 2022 H1 2021 Main reason for change (%) Operating revenue 8,092,238,684.40 7,538,949,378.53 7.34% Increased cost of royalties as a result of Cost of sales 1,260,101,099.90 1,120,509,771.85 12.46% increased revenue from agency games during the Reporting Period Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 23 Decreased traffic cost for All for Glory (荣耀大天使), The Soul Land: Wu Hun Jue Xing (斗罗大陆:武魂觉醒) and Distribution and selling 4,340,050,646.56 4,785,388,947.28 -9.31% other games that had been launched in expenses the same period last year entered the growth stage during the Reporting Period General and administrative 209,169,882.37 222,001,708.95 -5.78% expenses Increased exchange losses during the Financial expenses -15,752,742.70 -25,875,545.40 39.12% Reporting Period compared with the same period last year Income tax expenses 176,029,935.00 162,728,946.02 8.17% During the Reporting Period, the Company adjusted the personnel Research and structure according to strategic game development 496,920,352.58 673,649,742.25 -26.23% categories, increased investment in investments strategic products such as strategy games while reducing that in certain other non-strategic products Increased cash received from the sales Net cash flows from of goods or rendering services during 1,804,079,584.54 1,253,919,152.46 43.88% operating activities the Reporting Period compared with the same period last year Increased net cash outflow in purchases and redemptions of wealth Net cash flows used management instruments and term in/from investing -1,200,993,676.79 -835,664,111.30 -43.72% deposits during the Reporting Period activities compared with the same period last year The Company received cash from the Net cash flows used private placement in the same period in/from financing -631,142,239.07 1,737,499,012.55 -136.32% last year while there was no such cash activities inflow in the Reporting Period. Decreased net cash flows from Net increase in cash financing activities during the -7,427,387.19 2,153,528,582.00 -100.34% and cash equivalents Reporting Period compared with the same period last year Significant changes to the profit structure or sources of the Company in the Reporting Period: □Applicable Not applicable No such changes in the Reporting Period. Breakdown of operating revenue: Unit: RMB H1 2022 H1 2021 As % of operating As % of operating Change (%) Amount Amount revenue (%) revenue (%) Total operating 8,092,238,684.40 100% 7,538,949,378.53 100% 7.34% revenue By operating division Online games 8,092,238,684.40 100.00% 7,538,949,378.53 100.00% 7.34% By product category Mobile games 7,738,933,571.90 95.63% 7,067,163,703.89 93.74% 9.51% Browser games 340,738,772.48 4.21% 460,286,420.34 6.11% -25.97% Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 24 Others 12,566,340.02 0.16% 11,499,254.30 0.15% 9.28% By operating segment Domestic 5,059,634,965.68 62.52% 5,494,392,013.23 72.88% -7.91% Overseas 3,032,603,718.72 37.48% 2,044,557,365.30 27.12% 48.33% Operating division, product category or operating segment contributing over 10% of operating revenue or operating profit: Applicable □ Not applicable Unit: RMB YoY change in YoY change YoY change in Gross profit Operating revenue Cost of sales operating in cost of gross profit margin revenue (%) sales (%) margin (%) By operating division Online games 8,092,238,684.40 1,260,101,099.90 84.43% 7.34% 12.46% -0.71% By product category Mobile games 7,738,933,571.90 1,152,883,265.74 85.10% 9.51% 17.91% -1.07% Browser games 340,738,772.48 98,367,265.71 71.13% -25.97% -27.54% 0.62% By operating segment Domestic 5,059,634,965.68 732,864,738.48 85.52% -7.91% -14.69% 1.15% Overseas 3,032,603,718.72 527,236,361.42 82.61% 48.33% 101.65% -4.60% Core business data restated according to the changed methods of measurement that occurred in the Reporting Period: □Applicable Not applicable The Company is subject to the disclosure requirements for listed companies engaged in software and IT services as stated in Guideline No. 3 of the Shenzhen Stock Exchange for Self-regulation of Listed Companies—Industry-specific Information Disclosure. Operating division contributing over 10% of operating revenue or operating profit: Applicable □ Not applicable Unit: RMB YoY change in YoY change YoY change in Gross profit Operating revenue Cost of sales operating in cost of gross profit margin revenue (%) sales (%) margin (%) By operating division of customers Online games 8,092,238,684.40 1,260,101,099.90 84.43% 7.34% 12.46% -0.71% By product category Mobile games 7,738,933,571.90 1,152,883,265.74 85.10% 9.51% 17.91% -1.07% Browser games 340,738,772.48 98,367,265.71 71.13% -25.97% -27.54% 0.62% By operating segment Domestic 5,059,634,965.68 732,864,738.48 85.52% -7.91% -14.69% 1.15% Overseas 3,032,603,718.72 527,236,361.42 82.61% 48.33% 101.65% -4.60% Ongoing sales contracts with a single contract amount that is over RMB50 million and accounts for over 30% of the Company’s audited operating revenue in the most recent accounting year: □Applicable Not applicable Breakdown of the cost of sales for the core business: Unit: RMB H1 2022 H1 2021 Breakdown of cost As % of cost of As % of cost of Change (%) Amount Amount sales sales Royalties 1,141,980,274.76 90.63% 1,014,617,869.61 90.55% 12.55% Cost of servers 94,340,256.68 7.49% 83,168,344.41 7.42% 13.43% Amortization of 13,850,699.29 1.10% 15,326,627.17 1.37% -9.63% copyright money Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 25 Other costs 9,929,869.17 0.78% 7,396,930.66 0.66% 34.24% Total 1,260,101,099.90 100.00% 1,120,509,771.85 100.00% 12.46% Any over 30% YoY movements in the data above and why: Applicable □ Not applicable 1. Overseas revenue increased by 48.33% YoY, primarily driven by the increased gross billing of multiple well-performing games that have been published globally, including Puzzles & Survival, The Road to Be Shopkeeper (叫我大掌柜), and Song of the Castle in the Sky (云上城之歌). 2. Overseas costs increased by 101.65% YoY, primarily driven by the increased cost of royalties as a result of increased revenue from overseas published agency games. 3. Other costs increased by 34.24% YoY, primarily driven by the increased cost of online training. IV Analysis of Non-Core Businesses Applicable □ Not applicable Unit: RMB As % of profit before Amount Reason/source Recurrent or not income tax expenses Mainly due to gains on investments from disposal of equity investments, dividends Investment income 52,339,291.74 2.82% during the period of Not holding equity investments, and wealth management products Mainly due to changes Gain/loss on changes -34,650,521.66 -1.87% in fair value of equity Not in fair value investments Impairment losses on long-term equity Mainly due to investments are not Impairment loss on impairment losses on -13,724,202.25 -0.74% recurrent while assets long-term equity impairment losses on investments and credit credit risk are recurrent Mainly due to Non-operating income 5,246,517.14 0.28% Not compensation income Mainly due to donations and Non-operating 2,771,389.41 0.15% expenditures on Not expenses retirement of fixed assets Mainly due to refund of VAT and other Refund VAT is government grants recurrent while other Other income 60,426,373.93 3.26% given in the Company’s government grants are ordinary course of not. business Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 26 V Analysis of Assets and Liabilities 1. Significant Changes in Asset Composition Unit: RMB 30 June 2022 31 December 2021 Change in percentage (%) Reason for any significant change Amount As % of total assets Amount As % of total assets Monetary funds 5,059,884,639.38 31.03% 4,618,532,776.92 31.99% -0.96% No significant change Accounts receivable 1,493,792,623.54 9.16% 1,264,319,473.08 8.76% 0.40% No significant change Inventories 34.50 0.00% 0.00% 0.00% No significant change No significant change occurred to this item as a percentage of total assets, while the closing balance was higher than the opening balance mainly due to new equity Long-term equity 714,617,174.92 4.38% 509,058,912.99 3.53% 0.85% investments made during the Reporting investments Period. See “8. Long-term equity investments” under Note VII of “Part X Financial Statements” for further information. Fixed assets 871,573,384.28 5.35% 892,006,774.60 6.18% -0.83% No significant change No significant change occurred to this item as a percentage of total assets, while the closing balance was higher than the Construction in 134,045,030.85 0.82% 77,637,189.70 0.54% 0.28% opening balance mainly due to the progress investments in the Guangzhou Headquarters Building construction project during the Reporting Period. Right-of-use assets 47,116,082.01 0.29% 59,925,125.24 0.42% -0.13% No significant change No significant change occurred to this item as a percentage of total assets, while the closing balance was higher than the Short-term loans 607,450,000.00 3.73% 445,635,500.00 3.09% 0.64% opening balance mainly due to the increased bank loans during the Reporting Period. Contract liabilities 247,579,719.63 1.52% 260,658,631.26 1.81% -0.29% No significant change The closing balance was higher than the opening balance mainly due to additional Long-term loans 341,000,000.00 2.09% 20,000,000.00 0.14% 1.95% three-year bank loan during the Reporting Period Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 27 No significant change occurred to this item as a percentage of total assets, while the closing balance was lower than the Lease liabilities 27,270,304.28 0.17% 39,641,414.25 0.27% -0.10% opening balance mainly due to the decreased lease payables as a result of rental payments made during the Reporting Period. Trading financial 2,301,576,209.18 14.12% 2,098,526,001.60 14.54% -0.42% No significant change assets Prepayments 989,143,622.79 6.07% 1,055,295,139.07 7.31% -1.24% No significant change Intangible assets 1,069,748,653.80 6.56% 1,088,487,381.04 7.54% -0.98% No significant change Goodwill 1,589,065,048.53 9.75% 1,589,065,048.53 11.01% -1.26% No significant change Accounts payable 1,658,805,699.77 10.17% 1,565,004,179.17 10.84% -0.67% No significant change 2. Major Assets Overseas Applicable □ Not applicable Asset value Management Control measures to protect Return generated As % of the Material impairment Asset Source Location (RMB) model asset safety (RMB) Company’s equity risk or not A sound business supervision Income from Hong Kong in Monetary mechanism and a sound risk investments and 773,881,975.50 China, the US, 6.60% Not funds control mechanism have been operations etc. put in place A sound business supervision Hong Kong in Other equity Investments in mechanism and a sound risk 356,999,146.88 China, Canada, -30,704,814.31 3.05% Not assets overseas companies control mechanism have been etc. put in place 3. Assets and Liabilities at Fair Value Applicable □ Not applicable Unit: RMB Gain/loss on fair- Cumulative fair- Impairment Beginning Purchased in the Sold in the Other Item value changes in the value changes allowance made in Ending amount amount Reporting Period Reporting Period changes Reporting Period through equity the Reporting Period Financial assets 1. Trading financial 2,098,526,001.60 -29,650,521.66 5,809,074,659.14 5,580,496,087.98 4,122,158.08 2,301,576,209.18 assets (exclusive of Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 28 derivative financial assets) 2. Other equity - 326,561,477.94 2,030,569.03 325,592,046.97 investments 136,972,878.67 Other non-current 561,680,630.03 -5,000,000.00 91,711,400.00 13,422,800.00 3,869,258.59 638,838,488.62 financial assets - Total of the above 2,986,768,109.57 -34,650,521.66 5,900,786,059.14 5,593,918,887.98 10,021,985.70 3,266,006,744.77 136,972,878.67 Financial liabilities Contents of other changes: Other changes were incurred by exchange rate fluctuations, etc. Significant changes to the measurement attributes of the major assets in the Reporting Period: □ Yes No 4. Restricted Asset Rights as at the End of the Reporting Period Unit: RMB Item Ending carrying amount(RMB) Reason for restriction Monetary funds 8,918,291.19 Money frozen by bank and security deposits Fixed assets 462,078,884.17 As collateral for bank loan to the Company Other current assets 400,459,217.29 Principals and interest of term deposits with a maturity within one year as pledges Other non-current assets 201,209,863.02 Principals and interest of term deposits with a maturity of over one year as pledges Total 1,072,666,255.67 -- VI Principal Subsidiaries and Joint Stock Companies Applicable □ Not applicable Principal subsidiaries and joint stock companies with an over 10% effect on the Company’s net profit: Unit: RMB Relationship with Principal activity Registered Name Total assets Net assets Operating revenue Operating profit Net profit the Company capital Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 29 37 Interactive Publishing and 10,000,000.00 11,895,317,090.51 3,806,943,755.17 8,064,087,340.35 1,336,570,184.93 1,194,146,589.62 Entertainment Subsidiary operation of online (Shanghai) games Development of Jiangsu Aurora Subsidiary 6,250,000.00 3,964,381,928.01 2,694,504,046.63 989,912,696.70 523,999,155.83 492,731,924.43 online games Subsidiaries obtained or disposed of in the Reporting Period: □Applicable Not applicable Other information on principal subsidiaries and joint stock companies: N/A Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 30 VII Risks Facing the Company and Countermeasures 1. Changes in industry policies, risks of violation and countermeasures In recent years, the authority in charge has attached great importance to the development of game industry, made a series of major decisions and arrangements and issued a series of policies and measures to guide the industry to develop in a standardized and healthy way. For example, clear new standards and requirements have been put forward for protection of minors and anti-addiction of online games. Further strict management measures have been taken to promote standardized management of game industry. At the same time, information security and protection of users' privacy have drawn much attention from the society. In the long term, the regulation of the online game industry is becoming more and more standardized, which is conducive to the healthy development of the industry. The ente rprises with standardized operation will benefit from it. However, in the future, if the Company fails to make corresponding adjustments timely in accordance with changes in industry policies or has a deviation in understanding management regulations in it s operation, there may be a risk that the Company will be punished by relevant departments or the works will not go online as planned, which will have a significant negative impact on the Company's business development and brand image. In this regard, 37 Interactive Entertainment will strictly abide by various industry policies, rules and regulations, actively implement relevant requirements for industry development, establish an internal sound quality management and control mechanism, strengthen industry policy risk management capability, and fully reduce and avoid the business risks caused by changes in industry policies. 2. Market competition risks and countermeasures The online game industry is facing increasingly fierce competition as it gradually matu res. At the same time, online game users are maturing with higher quality demand for game products. The industry is characteristic of fast product transition, limited product life cycle and volatile player preferences, among others. Intense market competit ion will challenge the Company’s development in terms of products and market channels. In response, the Company will continue to implement the strategy of "boutiqueization, diversification and globalization". On the one hand, it will strengthen its core competitiveness of its own business, pay continuous attention to self-research investment, carry out R&D and innovation in product creativity, gameplay, theme, art and technology, and keep up with industry technology development trend; at the same time, it will maintain close cooperation with excellent developers to guarantee the supply of quality products, and continue to expand game categories through independently - developed and agency games to deepen the competitive edge of "integration of R&D and operation". Meanwhile, the Company will speed up the pace of exporting, give full play to the edges of it in overseas markets, face diversified operatio ns of overseas markets, deepen the cultivation of key markets, and broaden the categories of games and increase market share. In addition, the Company will dig deeper into operational data through independently developed AI systems, and timely adjust operational and R&D strategies, to meet the core demands of users, further play the role of new ideas of digital marketing operation, deepen the business strategy of multi-channel marketing and long-term service, and continuously enhance core competitiveness in the market. Facing the current industrial competition pattern, the top-performing enterprise has obvious edges in technology R&D ability, channel operation ability, product promotion ability, user scale and market share. The Company will continue to consolidate and cement its competitive edges, actively respond to changes in the industry, reduce market competition risks and seize market opportunities. 3. Risks of core personnel turnover and countermeasures Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 31 A stable and high-quality talent team is an important guarantee for the Company to maintain its core competitive advantage. If the Company fails to effectively build a core talent team, give reasonable incentives and manages the core personnel, the employees’ enthusiasm and creativity will be affected, which will have an adverse impact on the Company’s core competitiveness. In response, much attention has been attached to cultivation and acquisition of professional talents. The Company creatively builds a platform-based talent management mechanism, according to which excellent game producers are rewarded with high project bonus, and given discretion of research and creation. In order to attract and retain outstanding management talents and business elites, the Company has vigorously reformed the project mechanism, shortened the review cycle and established diversified objectives, so as to stimulate the innovative vitality of employees. In terms of employee performance management, the Company has set up diversified KPIs based on employees' contribution and ability, as well as reasonable team objectives to encourage employees’ creativity. Through refining the remuneration system with diversified incentives such as employee stock ownership plans, the Company increases the attractiveness to core staffs and R&D personnel. During the Reporting Period, the Company continuously promoted the reform of rank system, ability sys tem and development system, optimized talent structure, differentiated talent management and activated talents. In addition, the Company cares about the long-term development of employees. The Company has established “37 Interactive Entertainment Learning and Development Center” to provide sufficient training and learning opportunities for employees and help them grow rapidly. The Company actively carried out training for newcomers and professional abilities such as "Marathon Leadership Training Camp", "Huangpu New Army", "X+ Plan" and "37TALK", explored seedlings of game industry, promoted talent upgrading to meet the needs of business upgrading, paid attention to internal sharing, established a team of internal professional lecturers among employees, spread culture of sharing, built a talent echelon and upgraded talent development system. Centering on the cultural concept of "health, happiness and sustainability", the Company upgraded colorful welfare system, strengthened humanistic care and promoted retention of talents. The colorful welfare system encompasses interest-free loan, love fund, commercial insurance and employee health management. In addition, seasonal activities on holidays, annual physical examination, singles' fellowship, "Family Day", "Boss Face-to-Face", "37 Battle Talk", "Carnival", “Healthy 37ers” and other thematic activities were regularly held. Inter-departments' team building promoted the connection between employees and their friends, relatives and colleagues. In addition, the Company built employee clubs with interest activities such as e-sports, table games and dances, created cultural atmosphere that meets the characteristics of Generation Z, strengthened employees' sense of belonging, balanced employees' work and life, and took care of employees' physical and mental health in various forms. 4. Technology iteration and innovation risk and countermeasures The game industry has seen rapid technology iteration and faster changes in cutting -edge technologies, and demand for new types of products has emerged among young users. Against this backdrop, if a game company fails to grasp the industry development trend in a forward-looking manner and promptly innovate its technology and products, its R&D and application of key technologies will be outdated, resulting in the risk of products falling behind the market. In response, the Company continued to focus on changes in the industry's cutting-edge technologies. First, it closely followed industry changes and probed into cutting-edge technologies through investment layout to maintain sensitive to leading technologies. Second, it intensified the incubation of internal technologies, valued investment in self -developed games, improved self-development system, established an effective R&D system framework, and introduced diversified incentives to encourage employees to explore new technologies. By taking these actions, the Company has reserved products and technologies for the industry development trend. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 32 For example, the Company built the "Yi Lan" game market intelligence system, which comprehensively and accurately collects and refines product and industry data. It also intelligently generates competitor and market analysis reports as wel l as accurately refines report content based on business scenarios, including game project approval, operation and promotion. With the support of this system, all business lines of the Group can comprehensively, accurately and rapidly understand market changes and development trends, and can effectively grasp the industry development changes. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 33 Part IV Corporate Governance I Annual and Extraordinary General Meetings of Shareholders Convened during the Reporting Period 1. General Meetings of Shareholders Convened during the Reporting Period Investor Date of particip Date of Meeting Type the Resolutions of the meeting ation disclosure meeting ratio 1. The Proposal on the Re-election of Non- independent Directors for the Sixth Board of Directors was approved; 2. The Proposal on the Re-election of Independent Directors for the Sixth Board of Directors was approved; 3. The Proposal on the Allowance Plan for the Independent Directors of the Sixth Board of Directors was approved; The First 4. The Proposal on the Re-election of Shareholder Extraordinary Extraordinary Supervisor for the Sixth Supervisory Committee General General 24 March 25 March was approved; 49.62% Meeting of Meeting of 2022 2022 5. The Proposal on the Change of the Company Shareholders Shareholders Name was approved; of 2022 6. The Proposal on the Change of the Registered Address was approved; 7. The Proposal on the Amendment of the Articles of Association and the Rules of Procedure for the General Meeting of Shareholders was approved; and 8. The Proposal on the Request to the General Meeting of Shareholders to Authorize the Board of Directors to Handle Matters in Relation to the Private Placement of Shares was approved. 1. The 2021 Work Report of the Board of Directors was approved; 2. The 2021 Work Report of the Supervisory Committee was approved; 3. The Chinese versions of the full 2021 Annual Report and its Summary, along with the English The 2021 Summary, were approved; Annual Annual General 17 May 18 May 4. The 2021 Final Account Report was approved; General 50.88% Meeting of 2022 2022 5. The 2021 Final Dividend Plan was approved; Meeting of Shareholders 6. The Proposal on Appointment of Independent Shareholders Auditor for Annual Financial Statements and Internal Control for 2022 was approved; 7. The Proposal on the Expected Guarantee Line for Subsidiaries in 2022 was approved; 8. The Proposal on the Fourth Employee Stock Ownership Plan (Draft) and Its Summary was Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 34 approved; 9. The Proposal on the Methods for the Administration of the Fourth Employee Stock Ownership Plan was approved; and 10. The Proposal on the Request to the General Meeting of Shareholders to Authorize the Board of Directors to Handle Matters in Relation to the Fourth Employee Stock Ownership Plan was approved. 2. Extraordinary General Meetings of Shareholders Convened at the Request of Preferred Shareholders with Resumed Voting Rights □ Applicable Not applicable II Changes of Directors, Supervisors and Senior Management Applicable □ Not applicable Name Office title Type of change Date of change Reason for change Liu Jun Director Elected 24 March 2022 Lu Rui Independent Director Elected 24 March 2022 Tao Feng Independent Director Elected 24 March 2022 Resigned upon Chen Jianlin Independent Director maturity of the 24 March 2022 tenure Resigned upon Liu Guangqiang Independent Director maturity of the 24 March 2022 tenure II Interim Dividend Plan Applicable □ Not applicable Bonus issue from profit (share/10 shares) 0 Cash dividend/10 shares (RMB) (tax inclusive) 3.5 Share base (share) 2,217,864,281 Cash dividends (RMB) (tax inclusive) 776,252,498.35 Cash dividends in other forms (such as share repurchase) 0.00 (RMB) Total cash dividends (including those in other forms) (RMB) 776,252,498.35 Distributable profit (RMB) 4,281,838,166.45 Total cash dividends (including those in other forms) as % 100.00% of total profit to be distributed Applicable cash dividend policy If it is difficult to identify the development stage of the Company but it has a significant capital expenditure arrangement, when making profit distribution, cash dividends shall account for no less than 20% in the profit distribution. Details of the cash and/or stock dividend plan Upon approval by the Board of Directors, the Company’s 2022 interim dividend plan is as follows: Based on the total issued share capital on the date of record, a cash dividend of RMB 3.5 (tax inclusive) per 10 shares is planned to be distributed to all the shareholders of the Company, with the remaining undistributed profit carried forward to the next year; and there will be no bonus issue from either profit or capital reserves. The above interim dividend plan is consistent with the Company’s performance growth, and also in line with relevant provisions of the Company Law, the Securities Law, the Articles of Association and the Company’s shareholder return plan. Therefore, it is legal, valid and reasonable. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 35 IV Equity Incentive Plans, Employee Stock Ownership Plans or Other Incentive Measures for Employees Applicable □ Not applicable 1. Equity Incentives N/A 2. Implementation of Employee Stock Ownership Plans Applicable □ Not applicable Outstanding employee stock ownership plans during the Reporting Period: Number As % of the total Awardee coverage of Total shares held Change Funding source share capital awardees The Third Employee Stock Ownership Plan: the leadership team of the Company (directors, Shares under the employee stock supervisors and senior They held 9,119,783 ownership plan management); chief officers 329 shares in total at the N/A 0.41% were transferred and deputy chief officers; key from repurchased period-end. management and shares for no technological staff (mid-level compensation. employees); and other employees approved by the Company The Fourth Employee Stock Ownership Plan: the directors (exclusive of Shares under the independent directors), employee stock They held supervisors, senior ownership plan 16,301,534 shares in management, key 574 N/A 0.74% were transferred total at the period- from repurchased management and staff who end. shares for no have direct and substantial impact on and contribution compensation. to the Company’s future operations and growth Shares held by directors, supervisors and senior management under employee stock owne rship plans during the Reporting Period: Number of shares Number of shares As % of the total Name Office title held at the period- held at the period- share capital begin end Hu Yuhang, Yang Jun, Liu Jun, He Yang, Directors, Cheng Lin, Liu supervisors, and 1,212,000 2,697,000 0.12% Fengyong, Ye Wei, senior management and Zhu Huaimin Change of the asset management institution during the Reporting Period: Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 36 □ Applicable Not applicable Share ownership changes due to share disposal by holders and other reasons during the Reporting Period: □ Applicable Not applicable 3. Other Incentive Measures for Employees □ Applicable Not applicable Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 37 Part V Environmental and Social Responsibility I Material Environmental Issues Indicate whether the Company or any of its subsidiaries falls into major pollutant-discharge entities published by environmental protection authorities. □ Yes No Administrative punishments received during the Reporting Period due to environmental issues: Name of the Company or Reason for Regulation Impact on the Punishment Rectification subsidiary punishment violated Company N/A N/A N/A N/A N/A N/A Other environmental information in relation to major pollutant-discharge entities: N/A Actions taken during the Reporting Period to reduce carbon emissions and the results: Applicable □ Not applicable 37 Interactive Entertainment regards corporate carbon neutrality as a vital link in responding to the national call for green development and in promoting the Company's sustainable development. Through carbon inventory, climate change opportunity and risk assessment, group-wide Environmental Protection Month and other campaigns, the Company manages its carbon emissions and encourages employees to develop green living habits. Reasons for the non-disclosure of other environmental information: During the Reporting Period, the Company received no punishments due to violation of environmental protection laws and regulations. II Corporate Social Responsibility (CSR) During the Reporting Period, under the leadership of the Party Committee, the Company steadily carried on with its “social value co-creation plan”. It continued to input resources to provide support in six areas—rural education, rural industrial development, industry-university-research talent training, functional game development, employee career development, and scientific and technological innovation, to help achieve common prosperity around the country. Meanwhile, it actively mobilized internal and external resources to promote talent cultivation and charitable volunteer services, playing its part as a corporate citizen. 1. Efforts in poverty alleviation and rural revitalization (1) Focus on education revitalization to support rural talent empowerment 37 Interactive Entertainment takes active steps in rural revitalization, with a focus on rural education revitalization. Since its establishment of Guangdong Youxin Foundation in 2014, the Company has continued to invest to promote the balanced development of education in less developed areas. The Company has been for years carrying out the "Youxin Peers" high school education assistance program, the county high school free reading program, the "Vocational Wisdom Calling" Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 38 career program, and the high school enrollment guarantee program for ethnic minority girls, providing high school students with financial, knowledge and intellectual support. In the first half of 2022, 37 Interactive Entertainment, through Guangdong Youxin Foundation, invested RMB 2,410.8 thousand in education, supporting 2,322 outstanding high school students. Some of the sponsored students who took the college entrance examination were admitted to Xiamen University and other renowned "Double First-Class" Universities. In active response to the call for "Consolidating the Achievements of Poverty Alleviation and Helping Rural Revitalization", 37 Interactive Entertainment pledged a donation of more than RMB 1 million at the 2022 Guangdong Poverty Alleviation Day event. The Company will continue to support the rural education and help develop young talents in Qingyuan, Guangdong, and Bijie, Guizhou, among places Guangzhou offers partner assistance. (2) Participate in rural assistance to promote characteristic industries 37 Interactive Entertainment, under the leadership of the authorities of Haizhu District, Guangzhou, further deepened its support for the characteristic industries of Guiding County, Guizhou, following the Party and government's East -West Cooperation policies. The Company's project team conducted investigations in Yunwu Town, Guiding County, gaining an in-depth understanding of the whole process, including planting, picking, production and sales, of the local characteristic tea indust ry. To make product packaging more distinctive and broaden sales channels, the project team leveraged the Company's resources to develop a special assistance plan. They carried out the cultural and creative design for "Yunwu Gong Cha", expanded sales and promotion channels, and linked cooperation opportunities with upstream and downstream companies. Moreover, the tea gift box "Cha Xiang Yun Gui", a product of rural revitalization under the cooperation between Guangdong and Guizhou, was successfully launched. In the first half of 2022, 37 Interactive Entertainment invested RMB 416.7 thousand to support the tea industry with rural characteristics. In the future, the Company will continue to explore the industry assistance model of "product upgrading + supply chain building + market-oriented promotion", supporting local spring tea products to reach a wider market and helping rural characteristic industries to improve quality and efficiency. 2. Fulfillment of other social responsibilities (1) Deepen industry-university-research cooperation to expand channels for talent development To enrich its talent pool, 37 Interactive Entertainment cooperated with the schools and departments of renowned domestic universities to develop Industry-University-Research talents, carrying out a range of characteristic activities such as subject research, project training, and sustainable development and innovation challenges. During the Reporting Period, the Company and Guangdong Youxin Foundation jointly sponsored the first "College Innovation Challenge on Sustainable Development", which attracted 564 students from 48 universities at home and abroad to compete in teams. At the final site, 10 teams from Tsinghua University, Beijing Institute of Technology, China Academy of Art and other well-known universities presented the professional judges the highlights of digital works in social responsibility, technical features and art style, among others, interpreting their innovative understanding of sustainable development. The Company also launched the first round of review of the "Creating the Future—Sustainable Development University Support Program" through Guangdong Youxin Foundation. Efforts will be made in financial support, technology linkage and intellectual empowerment to support six social practice projects for college students, including "Promot ing the Spirit of the Soviet Area and Inheriting Hakka Culture" and "Light Mind—A Multi-Polar Mind Community Platform". In cooperation with Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 39 the academic, public welfare and business communities, the Company will build an innovation action system for sustai nable development and cultivate talents who care about society and shoulder missions. (2) Advance digital empowerment to lead positive social values In active response to policies including the Opinions on Promoting the Implementation of the National Cultu ral Digitalization Strategy, 37 Interactive Entertainment leveraged its digital technologies to participate in the digitalization of cultural industries, delivering positive values to society. During the Reporting Period, the Company released the functional game Come to the Ice Games (来一场冰嬉运动会), digitally and well reproducing Ice Play, a painting by royal painters Zhang Weibang and Yao Wenhan at the will of the Qing Emperor Qianlong, leading players to experience the grand occasion of ancient ice sports. Another functional game Star Life Paradise (星星生活乐园) was published to provide scene learning for children with autism. The Company launched a project to popularize Chinese medicine culture through functional games in cooperation with Guangdong Provincial Hospital of Chinese Medicine. During Environmental Protection Month, the release of the functional game "My Small Goal of Carbon Elimination" (我的消碳小目标) drove 3,000 pledges of reduction of personal carbon footprint. Exploration in digital collections was also intensified. The Company worked with China Culture and Creativity Tech., Co., Ltd., a subsidiary of China Cultural Media Group, to create a series of digital collections of national culture parks, using digital artworks to show the public China's national spirit reflected in the cultures of the Yangtze River, the Great Wall, the Yellow River, the Grand Canal and the Long March. The first phase of 12,500 collections received enthusiastic responses, attracting the public to enjoy the beauty of Chinese culture. (3) Promote employee development and care for their physical and mental health To better develop its talents, 37 Interactive Entertainment created a systematic training value system. It covers new staff guide, general career skills development, internal mentor training, leadership improvement and other fields, enabling employees to learn and make progress at different stages of their career. Guided by its corporate culture of "Happy Work and Healthy Life", the Company released the "Healthy 37ers" program i n March 2022 to care for employees' physical and mental health. During the Reporting Period, the Company carried out 20 health popularization and first-aid skills training sessions, providing basic health care and first-aid knowledge to 537 employees. Routine activities were conducted across 11 clubs, including ultra-running groups, basketball, football and yoga, attracting 2,537 people to exercise regularly and develop a healthy lifestyle. The Company also launched a psychological care and consultation platform and emotion management courses to guide employees to handle difficulties in life and work with a positive attitude. (4) Care for social development and engage in community voluntary services To further support the incubation of young talents in clinical medicine and promote the overall development of medical and health services as well as the development of Healthy China, 37 Interactive Entertainment plans to donate RMB 5 million to the First Affiliated Hospital of Sun Yat-Sen University to further intensify its support for outstanding talent cultivation. The first-phase donation of RMB 2 million was completed during the Reporting Period. During the Reporting Period, the Party Committee of 37 Interactive Entertainment issued a call for "Voluntary Servi ces under the Leadership of Party Building". Following the call, 330 employee volunteers contributed 1,320 hours to community COVID-19 response, companionship for children with special needs, condolences to groups in difficulties, the realization of community residents' "little wishes", and other public welfare activities. Therefore, while enhancing employees' sense of social responsibility, the Company delivered a positive social trend. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 40 Part VI Share Changes and Shareholder Information I Share Changes 1. Share Changes Unit: share Before Increase/decrease in the Reporting Period (+/-) After Shares as Shares as New dividend dividend Number Percentage (%) Other Subtotal Number Percentage (%) issues converted converted from from profit capital reserves 1. Restricted shares 687,046,078 30.98% -41,416,199 -41,416,199 645,629,879 29.11% 1.1 Shares held by the government 1.2 Shares held by state- owned corporations 1.3 Shares held by other 687,046,078 30.98% -41,416,199 -41,416,199 645,629,879 29.11% domestic investors Including: Shares held by domestic corporations Shares held by 687,046,078 30.98% -41,416,199 -41,416,199 645,629,879 29.11% domestic natural persons 1.4 Shares held by overseas investors Including: Shares held by overseas corporations Shares held by overseas natural persons 2. Un-restricted shares 1,530,818,203 69.02% 41,416,199 41,416,199 1,572,234,402 70.89% 2.1 RMB-denominated 1,530,818,203 69.02% 41,416,199 41,416,199 1,572,234,402 70.89% common shares 2.2 Domestically listed foreign shares Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 41 2.3 Overseas listed foreign shares 2.4 Others 3. Total shares 2,217,864,281 100.00% 0 0 2,217,864,281 100.00% 2. Changes in Restricted Shares Applicable □ Not applicable Unit: share Name of Beginning Shares with restriction lifted Increase in restricted shares Ending restricted Reason for Lifting date shareholder restricted shares in the Reporting Period in the Reporting Period shares restriction Subject to regulations in respect of changes in shareholdings of Locked-up shares of Li Weiwei 271,059,764 29,475,000 0 241,584,764 directors, supervisors and senior senior management management in the Company Law, etc. Subject to regulations in respect of changes in shareholdings of Locked-up shares of Zeng Kaitian 184,008,280 0 0 184,008,280 directors, supervisors and senior senior management management in the Company Law, etc. Subject to regulations in respect of changes in shareholdings of Locked-up shares of Hu Yuhang 151,198,263 0 0 151,198,263 directors, supervisors and senior senior management management in the Company Law, etc. Subject to regulations in respect of changes in shareholdings of Locked-up shares of Wu Weihong 76,149,721 14,760,000 61,389,721 directors, supervisors and senior senior management management in the Company Law, etc. Subject to regulations in respect of changes in shareholdings of Locked-up shares of Yang Jun 2,095,050 520,050 0 1,575,000 directors, supervisors and senior senior management management in the Company Law, etc. Subject to regulations in respect Locked-up shares of of changes in shareholdings of Liu Jun 0 0 3,972,601 3,972,601 senior management directors, supervisors and senior management in the Company Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 42 Law, etc. Subject to regulations in respect of changes in shareholdings of Locked-up shares of Zhang Yun 2,535,000 633,750 0 1,901,250 directors, supervisors and senior senior management management in the Company Law, etc. Total 687,046,078 45,388,800 3,972,601 645,629,879 -- -- II Shareholders and Their Holdings as at the Period-End Unit: share Number of preferred shareholders with resumed voting Number of common shareholders 125,221 0 rights (if any) (see note 8) 5% or greater common shareholders or the top 10 common shareholders Increase/decrease Restricted Un-restricted Pledged, marked or frozen status Name of Nature of Shareholding Common shares in the Reporting common shares common shares shareholder shareholder percentage held Status Shares Period held held Domestic natural Li Weiwei 14.52% 322,113,019 0 241,584,764 80,528,255 person Domestic natural Zeng Kaitian 11.06% 245,344,374 0 184,008,280 61,336,094 Pledged 13,500,000 person Domestic natural Hu Yuhang 9.09% 201,597,684 0 151,198,263 50,399,421 Pledged 18,100,000 person Hong Kong Securities Overseas 7.46% 165,397,375 79,416,269 0 165,397,375 Clearing corporation Company Ltd. Domestic natural Wu Weihong 3.23% 71,567,862 -10,285,100 61,389,721 10,178,141 person Domestic natural Wu Weidong 2.76% 61,143,457 -1,700,000 0 61,143,457 person Domestic natural Xu Zhigao 1.64% 36,453,903 -399,200 0 36,453,903 person National Social Security Fund- Other 0.82% 18,282,188 18,282,188 0 18,282,188 Portfolio 112 37 Interactive Entertainment Other 0.74% 16,301,534 16,301,534 0 16,301,534 Network Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 43 Technology Group Co., Ltd.- The Fourth Employee Stock Ownership Plan Industrial and Commercial Bank of China Limited- GF China Securities Media Other 0.64% 14,241,330 3,775,329 0 14,241,330 Trading Open- ended Index Securities Investment Fund Strategic investor or general corporation becoming a top-10 common Not applicable shareholder in a rights issue (if any) 1. Among the top 10 shareholders of the Company, Wu Weihong and Wu Weidong are siblings, which makes them shareholders actin g in Related or acting-in-concert parties concert. among the shareholders above 2. The Company is not aware of whether there is, among the other top 10 shareholders, any related parties or acting-in-concert parties as defined in the Measures on the Administration of Acquisition of Listed Companies. Explain if any of the shareholders above was involved in entrusting/being N/A entrusted with voting rights or waiving voting rights Special account for share repurchases (if N/A any) among the top 10 shareholders Top 10 un-restricted common shareholders Shares by class Name of shareholder Un-restricted common shares held Class Shares Hong Kong Securities Clearing Company RMB-denominated 165,397,375 165,397,375 Ltd. common shares RMB-denominated Li Weiwei 80,528,255 80,528,255 common shares RMB-denominated Zeng Kaitian 61,336,094 61,336,094 common shares RMB-denominated Wu Weidong 61,143,457 61,143,457 common shares RMB-denominated Hu Yuhang 50,399,421 50,399,421 common shares Xu Zhigao 36,453,903 RMB-denominated 36,453,903 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 44 common shares National Social Security Fund-Portfolio RMB-denominated 18,282,188 18,282,188 112 common shares 37 Interactive Entertainment Network RMB-denominated Technology Group Co., Ltd.-The Fourth 16,301,534 16,301,534 common shares Employee Stock Ownership Plan Industrial and Commercial Bank of China Limited-GF China Securities Media RMB-denominated 14,241,330 14,241,330 Trading Open-ended Index Securities common shares Investment Fund China Construction Bank Corporation- Lombarda China Elderly-related RMB-denominated 14,104,508 14,104,508 Industry Mixed Securities Investment common shares Fund Related or acting-in-concert parties among the top 10 un-restricted common shareholders, as well as The Company is not aware of whether there is, among the top 10 shareholders, any related parties or acting-in-concert parties as defined between the top 10 un-restricted in the Measures on the Administration of Acquisition of Listed Companies. common shareholders and the top 10 common shareholders Top 10 common shareholders engaged None in securities margin trading (if any) Indicate whether any of the top 10 common shareholders or the top 10 un-restricted common shareholders of the Company conducted any promissory repo during the Reporting Period. □ Yes No No such cases in the Reporting Period. IV Changes in the Shareholdings of Directors, Supervisors and Senior Management □ Applicable Not applicable No such changes in the Reporting Period. For the relevant information, see the 2021 Annual Report. V Change of the Controlling Shareholder or Actual Controller Change of the controlling shareholder in the Reporting Period: Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 45 □ Applicable Not applicable No such cases in the Reporting Period. Change of the actual controller in the Reporting Period: □ Applicable Not applicable No such cases in the Reporting Period. Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 46 Part VII Financial Statements I Independent Auditor’s Report Are these interim financial statements audited by an independent auditor? □ Yes No They are unaudited by such an auditor. II Financial Statements Currency unit for the financial statements and the notes thereto: RMB 1. Consolidated Balance Sheet Prepared by 37 Interactive Entertainment Network Technology Group Co., Ltd. 30 June 2022 Unit: RMB Item 30 June 2022 1 January 2022 Current assets: Monetary funds 5,059,884,639.38 4,618,532,776.92 Transaction settlement funds Loans to other banks Trading financial assets 2,301,576,209.18 2,098,526,001.60 Derivative financial assets Notes receivable Accounts receivable 1,493,792,623.54 1,264,319,473.08 Accounts receivable financing Prepayments 989,143,622.79 1,055,295,139.07 Premiums receivable Reinsurance receivables Receivable reinsurance contract reserve Other receivables 80,538,595.69 89,898,027.86 Including: Interest receivable Dividends receivable 14,481,435.97 14,481,435.97 Redemptory monetary capital for sale Inventories 34.50 Contract assets Assets held for sale Non-current assets due within one year Other current assets 452,827,965.93 60,264,139.07 Total current assets 10,377,763,691.01 9,186,835,557.60 Non-current assets: Loans and advances to customers Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 47 Debt investments Other debt investments Long-term receivables Long-term equity investments 714,617,174.92 509,058,912.99 Other equity investments 325,592,046.97 326,561,477.94 Other non-current financial assets 638,838,488.62 561,680,630.03 Investment properties Fixed assets 871,573,384.28 892,006,774.60 Construction in progress 134,045,030.85 77,637,189.70 Productive living assets O il and gas assets Right-of-use assets 47,116,082.01 59,925,125.24 Intangible assets 1,069,748,653.80 1,088,487,381.04 Development expenditure Goodwill 1,589,065,048.53 1,589,065,048.53 Long-term deferred expenses 127,820,789.36 97,947,759.66 Deferred income tax assets 19,319,251.93 17,700,526.83 Other non-current assets 388,713,131.35 30,274,858.60 Total non-current assets 5,926,449,082.62 5,250,345,685.16 Total assets 16,304,212,773.63 14,437,181,242.76 Current liabilities: Short-term loans 607,450,000.00 445,635,500.00 Loans from the central bank Loans from other banks Trading financial liabilities Derivative financial liabilities Notes payable 670,000,000.00 208,000,000.00 Accounts payable 1,658,805,699.77 1,565,004,179.17 Advances from customers Contract liabilities 247,579,719.63 260,658,631.26 Financial assets sold under repurchase agreements Customer deposits and interbank deposits Payables for acting trading of securities Payables for underwriting of securities Employee benefits payable 302,561,536.89 455,632,387.06 Taxes payable 191,448,447.16 188,987,667.45 Other payables 202,400,827.20 199,296,971.30 Including: Interest payable 676,058.29 Dividends payable Handling charges and commissions payable Reinsurance payables Liabilities held for sale Non-current liabilities due within 40,078,024.93 23,773,918.12 one year Other current liabilities 39,350,831.92 52,341,276.62 Total current liabilities 3,959,675,087.50 3,399,330,530.98 Non-current liabilities: Insurance contract reserve Long-term loans 341,000,000.00 20,000,000.00 Bonds payable Including: Preferred shares Perpetual bonds Lease liabilities 27,270,304.28 39,641,414.25 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 48 Long-term payables Long-term employee benefits payable Provisions Deferred income Deferred income tax liabilities 100,681,886.98 120,873,287.67 Other non-current liabilities Total non-current liabilities 468,952,191.26 180,514,701.92 Total liabilities 4,428,627,278.76 3,579,845,232.90 Shareholders' equity: Share capital 2,217,864,281.00 2,217,864,281.00 Other equity instruments Including: Preferred shares Perpetual bonds Capital reserves 2,697,160,867.84 2,978,593,891.37 Less: Treasury shares 299,999,563.27 Other comprehensive income -135,653,501.52 -184,243,331.38 Special reserves Surplus reserves 166,559,856.09 166,559,856.09 General risk reserves Retained earnings 6,775,527,608.68 5,894,941,180.68 Total equity attributable to 11,721,459,112.09 10,773,716,314.49 shareholders of the Company Non-controlling interests 154,126,382.78 83,619,695.37 Total shareholders' equity 11,875,585,494.87 10,857,336,009.86 Total liabilities and shareholders’ 16,304,212,773.63 14,437,181,242.76 equity Legal representative: Li Weiwei Chief Financial Officer: Ye Wei Board Secretary: Ye Wei 2. Balance Sheet of the Company Unit: RMB Item 30 June 2022 1 January 2022 Current assets: Monetary funds 1,613,307,098.52 998,498,059.53 Trading financial assets 390,320,547.95 753,493,150.68 Derivative financial assets Notes receivable Accounts receivable Accounts receivable financing Prepayments 1,954,949.00 Other receivables 2,484,316,316.85 1,180,095,000.00 Including: Interest receivable Dividends receivable Inventories Contract assets Assets held for sale Non-current assets due within one year Other current assets 6,814,021.96 5,345,366.16 Total current assets 4,496,712,934.28 2,937,431,576.37 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 49 Non-current assets: Debt investments Other debt investments Long-term receivables Long-term equity investments 9,536,455,641.04 9,516,402,451.17 Other equity investments Other non-current financial assets 29,040,909.54 29,040,909.54 Investment properties Fixed assets Construction in progress Productive living assets O il and gas assets Right-of-use assets 7,793,228.41 8,855,941.39 Intangible assets Development expenditure Goodwill Long-term deferred expenses Deferred income tax assets Other non-current assets Total non-current assets 9,573,289,778.99 9,554,299,302.10 Total assets 14,070,002,713.27 12,491,730,878.47 Current liabilities: Short-term loans 300,000,000.00 350,000,000.00 Trading financial liabilities Derivative financial liabilities Notes payable Accounts payable Advances from customers Contract liabilities Employee benefits payable 501,985.00 2,653,397.00 Taxes payable 4,757,163.19 8,909,954.92 Other payables 7,047,494.45 1,122,108,240.45 Including: Interest payable 403,784.73 Dividends payable Liabilities held for sale Non-current liabilities due within 20,759,782.76 2,205,420.44 one year Other current liabilities Total current liabilities 333,066,425.40 1,485,877,012.81 Non-current liabilities: Long-term loans 341,000,000.00 20,000,000.00 Bonds payable Including: Preferred shares Perpetual bonds Lease liabilities 4,863,526.88 7,298,895.06 Long-term payables Long-term employee benefits payable Provisions Deferred income Deferred income tax liabilities 399,760.27 873,287.67 Other non-current liabilities Total non-current liabilities 346,263,287.15 28,172,182.73 Total liabilities 679,329,712.55 1,514,049,195.54 Shareholders' equity: Share capital 2,217,864,281.00 2,217,864,281.00 Other equity instruments Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 50 Including: Preferred shares Perpetual bonds Capital reserves 6,342,348,497.01 6,622,294,870.41 Less: Treasury shares 299,999,563.27 Other comprehensive income -60,000,000.00 -60,000,000.00 Special reserves Surplus reserves 608,622,056.26 608,622,056.26 Retained earnings 4,281,838,166.45 1,888,900,038.53 Total shareholders' equity 13,390,673,000.72 10,977,681,682.93 Total liabilities and shareholders’ 14,070,002,713.27 12,491,730,878.47 equity 3. Consolidated Income Statement Unit: RMB Item H1 2022 H1 2021 1. Total operating revenue 8,092,238,684.40 7,538,949,378.53 Including: Operating revenue 8,092,238,684.40 7,538,949,378.53 Interest income Premium income Handling charge and commission income 2. Total operating costs and expenses 6,306,032,404.23 6,792,689,615.37 Including: Cost of sales 1,260,101,099.90 1,120,509,771.85 Interest expense Handling charge and commission expenses Surrenders Net claims paid Net amount provided as policy reserve Expenditure on policy dividends Reinsurance premium expenses Taxes and surcharges 15,543,165.52 17,014,990.44 Distribution and selling 4,340,050,646.56 4,785,388,947.28 expenses General and 209,169,882.37 222,001,708.95 administrative expenses Research and 496,920,352.58 673,649,742.25 development expenses Financial expenses -15,752,742.70 -25,875,545.40 Including: Interest 14,221,315.74 11,764,539.22 expense Interest 54,966,479.25 30,785,993.18 income Add: Other income 60,426,373.93 76,652,164.24 Investment income (“-” for 52,339,291.74 73,957,894.70 loss) Including: Share of profits and losses of joint ventures and -23,711,051.21 -7,279,101.80 associates Gain on derecognition of financial assets measured at amortised cost (“-” for loss) Gain on exchange (“-” for loss) Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 51 Net gain on exposure hedges (“-” for loss) Gain on changes in fair value -34,650,521.66 106,592,018.27 (“-” for loss) Impairment loss on credit (“- -2,933,013.92 1,130,937.77 ” for loss) Impairment loss on assets (“- -10,791,188.33 ” for loss) Gain on disposal of assets (“- 328,439.88 254,206.01 ” for loss) 3. Operating profit (“-” for loss) 1,850,925,661.81 1,004,846,984.15 Add: Non-operating income 5,246,517.14 2,204,522.71 Less: Non-operating expenses 2,771,389.41 713,926.50 4. Profit before income tax expenses 1,853,400,789.54 1,006,337,580.36 (“-” for loss) Less: Income tax expenses 176,029,935.00 162,728,946.02 5. Net profit (“-” for net loss) 1,677,370,854.54 843,608,634.34 5.1 Classified by continuity of operations 5.1.1 Net profit from continuing 1,677,370,854.54 843,608,634.34 operations (“-” for net loss) 5.1.2 Net profit from discontinued operations (“-” for net loss) 5.2 Classified by ownership of the equity 5.2.1 Net profit attributable to 1,695,164,644.39 853,717,855.65 shareholders of the Company 5.2.2 Net profit attributable to -17,793,789.85 -10,109,221.31 non-controlling interests 6. Other comprehensive income, net 48,589,829.86 -11,218,110.68 of tax Other comprehensive income attributable to shareholders of the 48,589,829.86 -11,218,110.68 Company, net of tax 6.1 Other comprehensive income that will not be reclassified -3,000,000.00 -2,500,000.00 subsequently to profit or loss 6.1.1 Changes caused by remeasurement of defined benefit pension schemes 6.1.2 Share of the other comprehensive income of the investee accounted for using equity method that will not be reclassified subsequently to profit or loss 6.1.3 Changes in fair value -3,000,000.00 -2,500,000.00 of other equity investments 6.1.4 Changes in the fair value of the company's own credit risk 6.1.5 Others 6.2 Other comprehensive income that will be reclassified subsequently 51,589,829.86 -8,718,110.68 to profit or loss 6.2.1 Share of the other comprehensive income of the investee accounted for using equity method 296,531.34 that will be reclassified subsequently to profit or loss 6.2.2 Changes in fair value of other equity investments 6.2.3 Other Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 52 comprehensive income arising from the reclassification of financial assets 6.2.4 Allowance for credit impairments in other debt investments 6.2.5 Cash flow hedge reserve 6.2.6 Exchange differences on translation of foreign currency 51,293,298.52 -8,718,110.68 financial statements 6.2.7 Others Other comprehensive income attributable to non-controlling interests, net of tax 7. Total comprehensive income 1,725,960,684.40 832,390,523.66 Total comprehensive income attributable to shareholders of the 1,743,754,474.25 842,499,744.97 Company Total comprehensive income attributable to non-controlling -17,793,789.85 -10,109,221.31 interests 8. Earnings per share: 8.1 Basic earnings per share 0.77 0.39 8.2 Diluted earnings per share 0.77 0.39 Where business combinations under common control occurred in the current period, the net profit achieved by the acquirees before the combinations was RMB 0.00 with the amount for the same period of last year being RMB 0.00. Legal representative: Li Weiwei Chief Financial Officer: Ye Wei Board Secretary: Ye Wei 4. Income Statement of the Company Unit: RMB Item H1 2022 H1 2021 1. Operating revenue 0.00 0.00 Less: Cost of sales 0.00 0.00 Taxes and surcharges 21,018.70 30,644.49 Distribution and selling expenses General and administrative 4,287,012.24 6,139,344.71 expenses Research and development expenses Financial expenses -9,337,655.96 -4,741,019.01 Including: Interest expense 3,935,106.31 2,429,147.82 Interest income 13,798,152.46 7,162,870.38 Add: Other income 1,896,774.41 4,634,292.84 Investments income (“-” for 3,199,148,357.25 43,717,534.24 loss) Including: Share of profits and losses of joint ventures and associates Gain on derecognition of financial assets measured at amortised cost (“-” for Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 53 loss) Net gain on exposure hedges (“-” for loss) Gain on changes in fair value 5,867,726.04 1,752,876.71 (“-” for loss) Impairment loss on credit (“- -5,000.00 10,000.00 ” for loss) Impairment loss on assets (“- ” for loss) Gain on disposal of assets (“- ” for loss) 2. Operating profit (“-” for loss) 3,211,937,482.72 48,685,733.60 Add: Non-operating income 2.59 Less: Non-operating expenses 31,234.89 3. Profit before income tax expenses 3,211,906,250.42 48,685,733.60 (“-” for loss) Less: Income tax expenses 4,389,906.11 4. Net profit (“-” for net loss) 3,207,516,344.31 48,685,733.60 4.1 Net profit from continuing 3,207,516,344.31 48,685,733.60 operations (“-” for net loss) 4.2 Net profit from discontinued operations (“-” for net loss) 5. Other comprehensive income, net of tax 5.1 Other comprehensive income that will not be reclassified subsequently to profit or loss 5.1.1 Changes caused by remeasurement of defined benefit pension schemes 5.1.2 Share of the other comprehensive income of the investee accounted for using equity method that will not be reclassified subsequently to profit or loss 5.1.3 Changes in fair value of other equity investments 5.1.4 Changes in the fair value of the company's own credit risk 5.1.5 Others 5.2 Other comprehensive income that will be reclassified subsequently to profit or loss 5.2.1 Share of the other comprehensive income of the investee accounted for using equity method that will be reclassified subsequently to profit or loss 5.2.2 Changes in fair value of other equity investments 5.2.3 Other comprehensive income arising from the reclassification of financial assets 5.2.4 Allowance for credit impairments in other debt investments 5.2.5 Cash flow hedge reserve 5.2.6 Exchange differences on translation of foreign currency financial statements 5.2.7 Others Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 54 6. Total comprehensive income 3,207,516,344.31 48,685,733.60 7. Earnings per share: 7.1 Basic earnings per share 7.2 Diluted earnings per share 5. Consolidated Cash Flow Statement Unit: RMB Item H1 2022 H1 2021 1. Cash flows from operating activities: Cash received from the sales of 8,191,423,031.24 7,676,444,468.63 goods or rendering services Net increase in customer deposits and interbank deposits Net increase in loans from the central bank Net increase in loans from other financial institutions Premiums received on original insurance contracts Net proceeds from reinsurance Net increase in deposits and investments of policy holders Interest, handling charges and commissions received Net increase in loans from other banks Net increase in proceeds from repurchase transactions Net proceeds from acting trading of securities Refunds of taxes and levies 13,071,839.40 6,041,391.30 Cash received relating to other 102,190,719.08 96,901,049.99 operating activities Sub-total of cash inflows from 8,306,685,589.72 7,779,386,909.92 operating activities Cash paid for purchases of goods 1,248,044,739.23 1,263,433,673.37 and services Net increase in loans and advances to customers Net increase in deposits in the central bank and other banks and financial institutions Payments for claims on original insurance contracts Net increase in loans to other banks Interest, handling charges and commissions paid Policy dividends paid Cash paid to and on behalf of 952,696,588.30 930,199,318.50 employees Payments of taxes and levies 245,557,026.85 176,556,465.72 Cash paid relating to other 4,056,307,650.80 4,155,278,299.87 operating activities Sub-total of cash outflows used in 6,502,606,005.18 6,525,467,757.46 operating activities Net cash flows from operating 1,804,079,584.54 1,253,919,152.46 activities 2. Cash flows from investing activities: Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 55 Cash received from disposal of 174,210,882.65 258,995,260.75 investments Cash received from investment 36,747,137.98 53,461,764.70 income Cash received from disposal of fixed assets, intangible assets and 515,224.24 691,899.95 other long-term assets Net cash received from disposal of subsidiaries and other business units Cash received relating to other 5,576,074,659.14 2,157,163,728.00 investing activities Sub-total of cash inflows from 5,787,547,904.01 2,470,312,653.40 investing activities Cash paid for acquisition of fixed assets, intangible assets and other 55,905,510.45 148,350,121.61 long-term assets Cash paid to acquire investments 163,561,411.21 361,478,743.09 Net increase in pledged loans granted Net cash paid for the acquisition of subsidiaries and other business 4,650,000.00 units Cash paid relating to other 6,769,074,659.14 2,791,497,900.00 investing activities Sub-total of cash outflows used in 6,988,541,580.80 3,305,976,764.70 investing activities Net cash flows from/used in investing -1,200,993,676.79 -835,664,111.30 activities 3. Cash flows from financing activities: Cash received from capital 92,000,000.00 2,980,232,843.10 contributions Including: Cash received from capital contributions by non- 92,000,000.00 76,700,000.00 controlling interests of subsidiaries Cash received from borrowings 947,450,000.00 247,468,500.00 Cash received relating to other financing activities Sub-total of cash inflows from 1,039,450,000.00 3,227,701,343.10 financing activities Cash repayments of borrowings 448,653,250.00 889,324,326.07 Cash paid for interest and 827,115,684.90 9,562,304.72 dividends Including: Dividends paid by subsidiaries to non-controlling 405,402.09 interests Cash paid relating to other 394,823,304.17 591,315,699.76 financing activities Sub-total of cash outflows used in 1,670,592,239.07 1,490,202,330.55 financing activities Net cash flows from/used in financing -631,142,239.07 1,737,499,012.55 activities 4. Effect of foreign exchange rate 20,628,944.13 -2,225,471.71 changes on cash and cash equivalents 5. Net increase/decrease in cash and -7,427,387.19 2,153,528,582.00 cash equivalents Add: Cash and cash equivalents at 4,618,393,735.38 1,774,081,508.55 beginning of the period 6. Cash and cash equivalents at end of 4,610,966,348.19 3,927,610,090.55 the period Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 56 6. Cash Flow Statement of the Company Unit: RMB Item H1 2022 H1 2021 1. Cash flows from operating activities: Cash received from the sales of goods or rendering services Refunds of taxes and levies Cash received relating to other 1,218,682,414.28 599,338,422.69 operating activities Sub-total of cash inflows from 1,218,682,414.28 599,338,422.69 operating activities Cash paid for purchases of goods and services Cash paid to and on behalf of 3,493,659.49 961,537.33 employees Payments of taxes and levies 3,399,378.83 2,178,758.00 Cash paid relating to other 3,633,945,952.16 2,370,904,582.14 operating activities Sub-total of cash outflows used in 3,640,838,990.48 2,374,044,877.47 operating activities Net cash flows from/used in operating -2,422,156,576.20 -1,774,706,454.78 activities 2. Cash flows from investing activities: Cash received from disposal of investments Cash received from investment 3,208,188,686.02 1,043,717,534.24 income Cash received from disposal of fixed assets, intangible assets and other long-term assets Net cash received from disposal of subsidiaries and other business units Cash received relating to other 2,750,000,000.00 550,000,000.00 investing activities Sub-total of cash inflows from 5,958,188,686.02 1,593,717,534.24 investing activities Cash paid for acquisition of fixed assets, intangible assets and other long-term assets Cash paid to acquire investments 568,434,240.00 Net cash paid for the acquisition of subsidiaries and other business units Cash paid relating to other 2,690,000,000.00 1,300,000,000.00 investing activities Sub-total of cash outflows used in 2,690,000,000.00 1,868,434,240.00 investing activities Net cash flows from/used in investing 3,268,188,686.02 -274,716,705.76 activities 3. Cash flows from financing activities: Cash received from capital 2,903,532,843.10 contributions Cash received from borrowings 640,000,000.00 150,000,000.00 Cash received relating to other financing activities Sub-total of cash inflows from 640,000,000.00 3,053,532,843.10 financing activities Cash repayments of borrowings 350,500,000.00 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 57 Cash paid for interest and 817,906,910.83 2,311,666.67 dividends Cash paid relating to other 2,816,160.00 financing activities Sub-total of cash outflows used in 1,171,223,070.83 2,311,666.67 financing activities Net cash flows from/used in financing -531,223,070.83 3,051,221,176.43 activities 4. Effect of foreign exchange rate changes on cash and cash equivalents 5. Net increase/decrease in cash and 314,809,038.99 1,001,798,015.89 cash equivalents Add: Cash and cash equivalents at 998,498,059.53 274,246.17 beginning of the period 6. Cash and cash equivalents at end of 1,313,307,098.52 1,002,072,262.06 the period Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 58 7. Consolidated Statement of Changes in Shareholders’ Equity H1 2022 Unit: RMB H1 2022 Equity attributable to shareholders of the Company Non- Other equity instruments Other Spec Total Item Less: General controllin Share Capital comprehe ial Surplus Retained Oth shareholders' Preferred Perpetua Oth Treasury risk Sub-total g capital reserves nsive rese reserves earnings ers equity shares l bonds ers shares reserves interests income rves - 1. Balance as at the 2,217,86 2,978,593 299,999,5 166,559, 5,894,941 10,773,716, 83,619,69 10,857,336,00 184,243,3 end of prior year 4,281.00 ,891.37 63.27 856.09 ,180.68 314.49 5.37 9.86 31.38 Add: Adjustments for changed accounting policies Adjustments for corrections of previous errors Adjustments for business combinations under common control Others - 2. Balance as at 2,217,86 2,978,593 299,999,5 166,559, 5,894,941 10,773,716, 83,619,69 10,857,336,00 184,243,3 beginning of year 4,281.00 ,891.37 63.27 856.09 ,180.68 314.49 5.37 9.86 31.38 3. Increase/ decrease - - 48,589,82 880,586,4 947,742,797 70,506,68 1,018,249,485 in the period (“-” for 281,433,0 299,999,5 decrease) 9.86 28.00 .60 7.41 .01 23.53 63.27 3.1 Total - 48,589,82 1,695,164 1,743,754,4 1,725,960,684 comprehensive 17,793,78 income 9.86 ,644.39 74.25 .40 9.85 3.2 Capital 20,053,18 20,053,189. 88,705,87 108,759,069.2 contribution and withdrawal by 9.87 87 9.35 2 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 59 shareholders 3.2.1 Common shares contribution and 88,705,87 88,705,879.35 withdrawal by 9.35 shareholders 3.2.2 Capital contribution and withdrawal by holders of other equity instruments 3.2.3 Share-based 20,053,18 20,053,189. payments included in 20,053,189.87 shareholders’ equity 9.87 87 3.2.4 Others - - - - 3.3 Profit distribution 814,578,2 814,578,216 405,402.0 814,983,618.4 16.39 .39 9 8 3.3.1 Appropriation to surplus reserves 3.3.2 Appropriation to general risk reserves - - - - 3.3.3 Distribution to 814,578,2 814,578,216 405,402.0 814,983,618.4 shareholders 16.39 .39 9 8 3.3.4 Others 3.4 Internal transfers - - within shareholders’ 299,999,5 299,999,5 equity 63.27 63.27 3.4.1 Capital reserves transferred into capital (or share capital) 3.4.2 Surplus reserves transferred into capital (or share capital) 3.4.3 Surplus reserves for making up losses 3.4.4 Changes in defined benefit Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 60 pension schemes transferred into retained earnings 3.4.5 Other comprehensive income transferred into retained earnings - - 3.4.6 Others 299,999,5 299,999,5 63.27 63.27 3.5 Special reserves 3.5.1 Increase in the period 3.5.2 Used in the period - - 3.6 Others 1,486,650 1,486,650.1 -1,486,650.13 .13 3 - 4. Balance as at the 2,217,86 2,697,160 166,559, 6,775,527 11,721,459, 154,126,3 11,875,585,49 135,653,5 end of the period 4,281.00 ,867.84 856.09 ,608.68 112.09 82.78 4.87 01.52 H1 2021 Unit: RMB H1 2021 Equity attributable to shareholders of the Company Non- Other equity instruments Other Spe Total Item Less: General controllin Share Capital comprehen cial Surplus Retained Oth shareholders' Preferre Perpetu Oth Treasury risk Sub-total g capital reserves sive rese reserves earnings ers equity d shares al bonds ers shares reserves interests income rves - 1. Balance as at the 2,112,251, 114,693,5 3,959,512 6,037,383,62 28,068,07 6,065,451,703. 149,074,27 end of prior year 697.00 19.91 ,681.41 5.95 7.78 73 2.37 Add: - Adjustments for - 3,040,560 -2,224.58 -3,042,785.39 changed accounting 3,040,560.81 policies .81 Adjustments for corrections of previous errors Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 61 Adjustments for business combinations under common control Others - 2. Balance as at 2,112,251, 114,693,5 3,956,472 6,034,343,06 28,065,85 6,062,408,918. 149,074,27 beginning of year 697.00 19.91 ,120.60 5.14 3.20 34 2.37 3. Increase/ decrease - 105,612,5 2,838,552 4,868,57 405,276,4 3,343,091,59 66,590,77 3,409,682,375. in the period (“-” for 11,218,110 decrease) 84.00 ,124.46 3.36 26.09 7.23 8.69 92 .68 3.1 Total - - 853,717,8 842,499,744. 832,390,523.6 comprehensive 11,218,110 10,109,22 income 55.65 97 6 .68 1.31 3.2 Capital contribution and 105,612,5 2,838,552 2,944,164,70 76,700,00 3,020,864,708. withdrawal by 84.00 ,124.46 8.46 0.00 46 shareholders 3.2.1 Common shares contribution and 105,612,5 2,795,939 2,901,551,67 76,700,00 2,978,251,679. withdrawal by 84.00 ,095.73 9.73 0.00 73 shareholders 3.2.2 Capital contribution and withdrawal by holders of other equity instruments 3.2.3 Share-based 42,613,02 42,613,028.7 payments included in 42,613,028.73 shareholders’ equity 8.73 3 3.2.4 Others - - - 4,868,57 3.3 Profit distribution 448,441,4 443,572,856. 443,572,856.2 3.36 29.56 20 0 3.3.1 Appropriation to 4,868,57 4,868,573.36 4,868,573.36 surplus reserves 3.36 3.3.2 Appropriation to general risk reserves - - - 3.3.3 Distribution to 448,441,4 448,441,429. 448,441,429.5 shareholders 29.56 56 6 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 62 3.3.4 Others 3.4 Internal transfers within shareholders’ equity 3.4.1 Capital reserves transferred into capital (or share capital) 3.4.2 Surplus reserves transferred into capital (or share capital) 3.4.3 Surplus reserves for making up losses 3.4.4 Changes in defined benefit pension schemes transferred into retained earnings 3.4.5 Other comprehensive income transferred into retained earnings 3.4.6 Others 3.5 Special reserves 3.5.1 Increase in the period 3.5.2 Used in the period 3.6 Others - 4. Balance as at the 2,217,864, 2,953,245 4,868,57 4,361,748 9,377,434,66 94,656,63 9,472,091,294. 160,292,38 end of the period 281.00 ,644.37 3.36 ,546.69 2.37 1.89 26 3.05 8. Statement of Changes in Shareholders’ Equity of the Company H1 2022 Unit: RMB Item H1 2022 Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 63 Other equity instruments Other Special Total Share Less: Treasury Surplus Retained Oth Preferre Perpetu Oth Capital reserves comprehensiv reserv shareholders' capital shares reserves earnings ers d shares al bonds ers e income es equity 1. Balance as at the 2,217,864 6,622,294,870.41 299,999,563.27 -60,000,000.00 608,622,056.26 1,888,900,038.53 10,977,681,682.93 end of prior year ,281.00 Add: Adjustments for changed accounting policies Adjustments for corrections of previous errors Others 2. Balance as at 2,217,864 6,622,294,870.41 299,999,563.27 -60,000,000.00 608,622,056.26 1,888,900,038.53 10,977,681,682.93 beginning of year ,281.00 3. Increase/ decrease in the period (“-” for -279,946,373.40 -299,999,563.27 2,392,938,127.92 2,412,991,317.79 decrease) 3.1 Total comprehensive 3,207,516,344.31 3,207,516,344.31 income 3.2 Capital contribution and 20,053,189.87 20,053,189.87 withdrawal by shareholders 3.2.1 Common shares contribution and withdrawal by shareholders 3.2.2 Capital contribution and withdrawal by holders of other equity instruments 3.2.3 Share-based payments included in 20,053,189.87 20,053,189.87 shareholders’ equity 3.2.4 Others 3.3 Profit distribution -814,578,216.39 -814,578,216.39 3.3.1 Appropriation to surplus reserves 3.3.2 Distribution to -814,578,216.39 -814,578,216.39 shareholders Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 64 3.3.3 Others 3.4 Internal transfers within shareholders’ -299,999,563.27 -299,999,563.27 equity 3.4.1 Capital reserves transferred into capital (or share capital) 3.4.2 Surplus reserves transferred into capital (or share capital) 3.4.3 Surplus reserves for making up losses 3.4.4 Changes in defined benefit pension schemes transferred into retained earnings 3.4.5 Other comprehensive income transferred into retained earnings 3.4.6 Others -299,999,563.27 -299,999,563.27 3.5 Special reserves 3.5.1 Increase in the period 3.5.2 Used in the period 3.6 Others 4. Balance as at the 2,217,864 6,342,348,497.01 -60,000,000.00 608,622,056.26 4,281,838,166.45 13,390,673,000.72 end of the period ,281.00 H1 2021 Unit: RMB H1 2021 Other equity instruments Less: Other Special Item Treasu Surplus Retained Oth Total shareholders' Share capital Preferre Perpetu Capital reserves comprehensiv reserv Others ry reserves earnings ers equity d shares al bonds e income es shares 1. Balance as at the 2,112,251,697.00 3,759,929,582.87 -60,000,000.00 442,062,200.17 1,160,408,295.15 7,414,651,775.19 end of prior year Add: Adjustments Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 65 for changed accounting policies Adjustments for corrections of previous errors Others 2. Balance as at 2,112,251,697.00 3,759,929,582.87 -60,000,000.00 442,062,200.17 1,160,408,295.15 7,414,651,775.19 beginning of year 3. Increase/ decrease in the period (“-” for 105,612,584.00 2,838,552,124.46 4,868,573.36 -399,755,695.96 2,549,277,585.86 decrease) 3.1 Total comprehensive 48,685,733.60 48,685,733.60 income 3.2 Capital contribution and 105,612,584.00 2,838,552,124.46 2,944,164,708.46 withdrawal by shareholders 3.2.1 Common shares contribution and 105,612,584.00 2,795,939,095.73 2,901,551,679.73 withdrawal by shareholders 3.2.2 Capital contribution and withdrawal by holders of other equity instruments 3.2.3 Share-based payments included in 42,613,028.73 42,613,028.73 shareholders’ equity 3.2.4 Others 3.3 Profit distribution 4,868,573.36 -448,441,429.56 -443,572,856.20 3.3.1 Appropriation to 4,868,573.36 -4,868,573.36 surplus reserves 3.3.2 Distribution to -443,572,856.20 -443,572,856.20 shareholders 3.3.3 Others 3.4 Internal transfers within shareholders’ equity 3.4.1 Capital reserves transferred into Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 66 capital (or share capital) 3.4.2 Surplus reserves transferred into capital (or share capital) 3.4.3 Surplus reserves for making up losses 3.4.4 Changes in defined benefit pension schemes transferred into retained earnings 3.4.5 Other comprehensive income transferred into retained earnings 3.4.6 Others 3.5 Special reserves 3.5.1 Increase in the period 3.5.2 Used in the period 3.6 Others 4. Balance as at the 2,217,864,281.00 6,598,481,707.33 -60,000,000.00 446,930,773.53 760,652,599.19 9,963,929,361.05 end of the period Should there be any discrepancy between the English version and the Chinese version of this Report, the Chinese version shall prevail. 67