Bilibili
A Chinese video-sharing and digital-entertainment platform built around community interaction, user-generated content, and danmaku comments.
Last updated October 29, 2026
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Overview
Bilibili is a Shanghai-based Chinese online video and digital-entertainment platform. It began as a fan community associated with animation, comics, games, and Japanese pop culture, then developed into a broad video service covering entertainment, music, dance, gaming, technology, science, fashion, documentaries, films, television, sports, and original programming. Its defining interface is danmaku, or scrolling comments that appear across the video at the moment they were posted. The feature gives viewing a strongly collective character: users watch the same material while reacting to it together, and creators can moderate or remove individual comments. The service traces its origins to Xu Yi's 2009 creation of Mikufans.cn, a community established during disruption at the Chinese video site AcFun. The site was renamed and relaunched as Bilibili in January 2010, taking its name from the nickname of Mikoto Misaka, a character from the anime A Certain Scientific Railgun. Early Bilibili was a relatively specialized ACG community with a strong user identity, informal culture, and systems designed to restrict participation and preserve moderation capacity. Over time, it expanded beyond its original niche and became a mainstream Chinese over-the-top video platform. Bilibili's business combines advertising, paid memberships, live streaming, mobile games, virtual items, e-commerce and other services connected with its creator community. Most viewing is free, although selected videos and early-access programming may require membership or payment. Users can earn or use platform currencies and creators can build audiences through uploads, live broadcasts, fan interaction, and participation in events. Bilibili also operates or has operated gaming and esports activities, including Bilibili Gaming, and has invested in animation production and original variety programming. The company has pursued partnerships and content-rights arrangements with major entertainment businesses. Its activities have included cooperation with Sony around anime and mobile games, licensing of sports and entertainment programming, and investment in animation production. Bilibili has also created large offline events, including Bilibili Macro Link and Bilibili World, which extend the online community into concerts, conventions, creator appearances, virtual idols, and fan gatherings. Bilibili became a public company in the United States in 2018 and later completed a secondary listing in Hong Kong. It remains identified with younger Chinese internet users, but its audience and content categories are substantially broader than the original ACG niche. The company operates within China's regulatory environment, including rules concerning copyright, user-generated content, livestreaming, minors, advertising, and online comments. As a result, its growth has been accompanied by continuing investment in moderation, copyright compliance, content review, and community governance.
History
Bilibili's origins lie in the Chinese ACG internet community. In the first half of 2009, instability and internal conflict at AcFun contributed to a period in which the site was unavailable for an extended time. Xu Yi, an AcFun user known online as ⑨bishi, used that opportunity to establish Mikufans.cn on 26 June 2009. The site was initially associated with Hatsune Miku fandom. As its audience grew, Xu Yi changed its focus toward video sharing and relaunched it as Bilibili on 14 January 2010. The name referred to Mikoto Misaka, a character from A Certain Scientific Railgun, and the service retained many cultural references to Japanese animation. The early platform was built around a specialist community rather than mass-market video. It emphasized user participation, strict registration practices, comment etiquette, volunteer and staff moderation, and the distinctive danmaku interface. In this system, comments move across the video as synchronized visual responses. The design became a central part of Bilibili's identity and differentiated it from conventional streaming services. The company changed its domain from bilibili.us to bilibili.tv in 2011, and Xu Yi established Hangzhou Huandian Technology to develop and operate the service. Bilibili encountered licensing and regulatory constraints while it was still small. In 2012, it obtained an arrangement to webcast Chinese-subtitled episodes of Fate/Zero in cooperation with Nico Nico Douga, but the program was stopped after three episodes because of authorization and broadcasting issues. Hangzhou Huandian Technology was fined by local authorities. Bilibili subsequently displayed Shanghai Media Group-related branding and used associated content-licensing arrangements in an effort to reduce legal risk. These events helped establish copyright and regulatory compliance as continuing operational concerns. The company entered a more structured expansion phase in the middle of the 2010s. Chen Rui, an early community member and investor, became chairman and chief executive in November 2014. Bilibili broadened beyond animation, comics, and games into music, dance, science, technology, fashion, documentaries, variety shows, drama, film, and original programming. It launched paid membership in 2016, introduced more formal account sanctions, and created a community discipline committee in 2017. These systems attempted to preserve a participatory culture while managing a rapidly enlarging user base. Bilibili also expanded through sports, gaming, and offline entertainment. It sponsored the Shanghai Sharks basketball team in 2016 and acquired the League of Legends team formerly known as IM in 2017, renaming it Bilibili Gaming. It obtained important League of Legends broadcasting rights in 2018 and acquired the Hangzhou Spark Overwatch League team that year. The company filed for a United States offering in 2018 and began trading on Nasdaq on 28 March. It later developed anime and game cooperation with Sony, participated in original television and variety production, acquired the parent company of Haoliners Animation League in 2021, and completed a Hong Kong secondary listing in March 2021. Bilibili's present identity combines free and paid video, live streaming, games, creator services, sports, animation, and community events. Its annual New Year Festival, Bilibili Macro Link concerts, and Bilibili World convention translate online fandom into physical programming. The service has nevertheless remained subject to Chinese rules on copyright, content review, advertising, livestreaming, minors, and political material. Its evolution is therefore both a story of mainstream commercialization and of continuing attempts to manage the cultural and regulatory tensions created by a large interactive platform.
- 2021
Hong Kong secondary listing
[1]Bilibili lists on the Hong Kong Stock Exchange after its United States listing.
- 2020
Sony investment
[2]Sony announces a minority investment and cooperation in anime and mobile games.
- 2018
Nasdaq listing
[1]Bilibili becomes publicly traded on Nasdaq on 28 March.
- 2017
Bilibili Gaming is formed
[1]Bilibili acquires the IM League of Legends team and rebrands it as Bilibili Gaming.
- 2016
Paid membership launches
[1]Bilibili introduces a premium membership service with benefits including higher-quality viewing and selected early access.
- 2014
Chen Rui becomes chairman and CEO
[1]Chen Rui joins the company's top leadership after previously investing in and participating in the community.
- 2011
Operating company is established
[1]Xu Yi establishes Hangzhou Huandian Technology to develop and operate Bilibili.
- 2010
Bilibili launches
[1]The service is relaunched as Bilibili and begins developing its video-sharing and danmaku-centered community model.
- 2009
Mikufans.cn is founded
[1]Xu Yi creates Mikufans.cn as a fandom community associated with Hatsune Miku and Japanese pop culture.
Products and positioning
A community-oriented Chinese video and digital-entertainment platform, especially associated with young users, creator culture, ACG content, and interactive danmaku viewing.
Online video · 2010
Bilibili Video Platform
The core service hosts professional and user-generated video across entertainment, animation, gaming, music, dance, science, technology, fashion, documentaries, films, drama, variety programming, and sports. Videos can be viewed free of charge or through selected paid and membership arrangements. The platform's identity is strongly connected to community participation and synchronized danmaku comments.
Community feature · 2010
Danmaku
Danmaku is Bilibili's scrolling-comment system. User messages move across the video, allowing viewers to respond to particular moments and create a shared viewing layer. Users can generally control comment visibility, while creators and administrators can moderate comments. The feature is both a technical product differentiator and a major part of Bilibili's community culture.
Live streaming
Bilibili Live
Bilibili's live-streaming service enables audiences to interact with streamers in real time. Programming includes gaming, entertainment, music, virtual personalities, and ACG-related content. The service extends the platform's creator economy beyond recorded uploads through live interaction and virtual-item transactions.
Esports and games · 2017
Bilibili Gaming
Bilibili Gaming is the company's esports and gaming arm. It has fielded teams in major competitive titles, including League of Legends, and has been connected with game publishing, game broadcasting, and related community programming.
Live event · 2017
Bilibili World
Bilibili World is an annual convention that brings together creators, fans, performers, game-related activities, merchandise, and digital-entertainment programming. It functions as an offline extension of the Bilibili community and brand.
Concert and community event · 2013
Bilibili Macro Link
Bilibili Macro Link is a large offline performance program associated with Bilibili. Its formats have included the main BML event, BML SP with overseas guests, and BML VR featuring virtual singers and virtual idols.
Controversies
2022
China's market regulator fines Bilibili, Tencent and Alibaba
China's State Administration for Market Regulation imposed a 500,000-yuan fine each on Bilibili, Tencent Holdings and Alibaba Group for violating the Anti-Monopoly Law. The regulator said the companies had failed to declare concentrations of business operators as required by law.
2022
Bilibili launches rights-protection action over deepfake images of creators
Bilibili said it launched a dedicated rights-protection action after female creators were targeted with maliciously edited explicit images and videos uploaded to overseas platforms. It said it had removed nearly 100 links.
2021
Anime and streamer remarks spark gender and content controversy; multiple brands suspend cooperation
In February 2021, the content of Bilibili's exclusive anime Mushoku Tensei and remarks by streamer LexBurner sparked community debate, and some brands stopped advertising cooperation. The platform removed the anime and banned the streamer involved, then responded that it would not disrespect users and carried out content rectification. This entry records platform content and governance controversy and does not find that all users endorsed the relevant content.
2021
Maimai and Bilibili settle unfair-competition dispute
In Bilibili's unfair-competition lawsuit against Maimai, the two parties reached a court-mediated settlement. Under the settlement, Maimai submitted information about the poster involved and paid 80,000 yuan. Maimai stated that it had not used fake users to spread false and harmful statements and had not engaged in unfair competition. The dispute was resolved through court mediation rather than a contested judgment.
2021
Court supports Bilibili subsidiary’s claim in dispute with Maimai
In a dispute between Bilibili subsidiary Kuanyu and Taoyou, the operator of Maimai, Kuanyu accused Taoyou of harming its commercial reputation and corporate image. The court presumed that Kuanyu’s claim that Taoyou had posted the comment was established after Taoyou refused to provide the poster’s identity. The ruling addressed the attribution of the comment at issue in the dispute.
2016
Regulatory criticism of danmaku content
China's Ministry of Culture criticized the potential for scrolling comments to spread hateful or inappropriate content quickly, highlighting moderation risks associated with the format.
2012
Unauthorized anime broadcasting penalty
A Fate/Zero webcast arrangement was halted after several episodes because of authorization and internet-audiovisual broadcasting issues. The operating company was fined by local authorities.
Marketing campaigns
- 2017Bilibili World
China
Bilibili launched an annual convention centered on creators, games, animation, fan culture, and digital entertainment.
Outcome. Expanded the brand's physical event presence.
- 2013Bilibili Macro Link
China
Bilibili developed a large-scale offline gathering and performance brand for online creators, overseas guests, virtual singers, and fans.
Outcome. Established an enduring offline extension of Bilibili's online community.
- 2010Bilibili New Year Festival
China
Bilibili began producing a community New Year program with contributions from online influencers. The event later expanded from predominantly Japanese anime material to programming incorporating Chinese traditional culture and, from 2018, advertisers.
Outcome. Became an annual community and entertainment property.
Brand decisions
2020
Sony strategic investmentM&ABackground
Bilibili and Sony had complementary interests in anime distribution and mobile games in China.
Action taken
Sony Corporation of America announced a minority investment and an agreement to cooperate in anime and mobile games.
Aftermath
The investment strengthened the companies' strategic relationship in digital entertainment.
Sony investment. US$400 million investment; approximately 4.98% minority stake (Announced April 2020)
2018
Nasdaq initial public offeringOtherBackground
Bilibili required capital to support its expansion in video, games, content, and community services.
Action taken
The company completed an initial public offering and began trading on Nasdaq on 28 March.
Aftermath
Bilibili became a public company with access to United States equity markets.
2017
Acquisition and renaming of IM esports teamM&ABackground
Bilibili sought a larger role in competitive gaming and gaming-related entertainment.
Action taken
The company acquired the IM League of Legends team and renamed it Bilibili Gaming.
Aftermath
Bilibili Gaming became a visible part of the company's esports activities.
2016
Launch of premium membershipStrategyBackground
Bilibili was expanding beyond its original niche while developing recurring revenue sources alongside advertising and other platform businesses.
Action taken
The company introduced a paid membership service offering selected viewing, quality, access, and discount benefits.
Aftermath
Membership became one component of Bilibili's broader monetization model.
Recent events
- 2024
Bilibili applies its language model to subtitle features[13]
Product launch · Other
The company said that its internally developed large language model had been incorporated into AI-assisted subtitle work.
- 2024
Bilibili ends operation of Thrud[13]
Product generation · Other
Bilibili announced the shutdown of its self-developed mobile game Thrud, followed by closure of related community and official online properties.
- 2023
Bilibili shifts public view counts toward minutes watched[13]
Other
At its anniversary event, the company announced that displayed viewing duration would replace the conventional public play-count emphasis, reflecting a focus on sustained engagement.
- 2021
Bilibili completes Hong Kong secondary listing[1]
Other
Bilibili carried out a secondary listing on the Hong Kong Stock Exchange after its Nasdaq listing.
- 2020
Sony announces a minority investment in Bilibili[2]
M&A
Sony Corporation of America announced an investment intended to give it a minority stake in Bilibili and support cooperation in anime and mobile games.
- 2020
Bilibili launches a 72-hour online Xiaomi Mi 10 event[14]
Campaign · Product launch
After Xiaomi cancelled its planned physical launch because of the COVID-19 outbreak, Bilibili hosted an extended online event involving creators and livestreamers.
- 2019
Bilibili partners with Funimation on anime licensing[1]
M&A · Other
Bilibili and Sony-owned Funimation announced a cooperation covering anime licensing for the Chinese and United States markets.
- 2018
Bilibili lists on Nasdaq[1]
Other
Bilibili completed its initial public offering on Nasdaq, becoming a publicly traded company in the United States.
Sources57 sources
- 1Bilibili - Wikipediaen.wikipedia.org
- 2Sony Corporation of America investment announcementsony.com
- 3Bilibili investor relationsir.bilibili.com
- 4哔哩哔哩 (゜-゜)つロ 干杯~-bilibilibilibili.com
- 5Anime and streamer remarks spark gender and content controversy; multiple brands suspend cooperationchinanews.com
- 6Anime and streamer remarks spark gender and content controversy; multiple brands suspend cooperationjiemian.com
- 7Anime and streamer remarks spark gender and content controversy; multiple brands suspend cooperationjiemian.com
- 8Maimai and Bilibili settle unfair-competition disputefinance.sina.com.cn
- 9Court supports Bilibili subsidiary’s claim in dispute with Maimaibiz.jrj.com.cn
- 10China's market regulator fines Bilibili, Tencent and Alibabaeurope.chinadaily.com.cn
- 11China's market regulator fines Bilibili, Tencent and Alibabafinance.people.com.cn
- 12Bilibili launches rights-protection action over deepfake images of creatorssetn.com
- 13哔哩哔哩将自研语言模型应用于字幕功能baike.baidu.com
- 14哔哩哔哩上线72小时小米10线上发布会jiemian.com
- 158.5亿港元!B站、EDG朱一航和盛天网络入股中手游finance.sina.com.cn
- 16哔哩哔哩2019年Q4营收同比增长74% 月活用户超1.3亿- DoNewsdonews.com
- 17哔哩哔哩发布《机动战姬:聚变》等11款新游戏- DoNews游戏donews.com
- 18哔哩哔哩发布2019年Q3财报 营收18.6亿元大超市场预期finance.sina.com.cn
- 19哔哩哔哩发布2019年Q4及全年业绩 四季度同比增长74%finance.sina.com.cn
- 20哔哩哔哩发布2019年Q4及全年业绩 四季度营收同比增长74%finance.sina.com.cn
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- 24京东PLUS会员联手哔哩哔哩推出联合会员卡- DoNewsdonews.com
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- 26联姻B站、收购LeanCloud ,心动网络能否成为“中国任天堂”?-钛媒体官方网站tmtpost.com
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- 28索尼4亿美元入股B站 借力年轻一代核心用户news.zol.com.cn
- 29微星、B站推出15万元主机:超燃高达外观tech.sina.com.cn
- 30央视新闻入驻B站:继学习平台后,年轻人在B站追新闻sd.ifeng.com
- 31AWSL!微星、B站推出15万元主机:超燃高达外观tech.sina.com.cn
- 32B站9.6亿港元战略投资心动公司 填补游戏短板finance.sina.com.cn
- 33B站财报公布:营收32.3亿创新高 增长74%news.zol.com.cn
- 34B站等八家单位成立国家级无障碍专利开发组 免费开放28件专利finance.sina.com.cn
- 35B站第一季度营收增长亏损扩大,付费用户破2000万finance.sina.com.cn
- 36B站发布2019年财报:营收同比增长64% 付费用户翻倍tech.sina.com.cn
- 37B站发布二季度财报:营收26.2亿元创历史新高 同比增长70%finance.sina.com.cn
- 38B站发布商业中台系统“品牌银行” 李旎:B站核心价值来自用户、社区和内容chinaz.com
- 39B站发布Q1财报:一季度营收39亿元 付费用户突破2000万chinaz.com
- 40B站发布Q2财报:总营收44. 9亿元,同比高速增长72%- DoNewsdonews.com
- 41B站发布Q3财报:营收达18.6亿元 游戏收入占比50%chinaz.com
- 42B站关联公司入股游戏研发商“影之月” 为第三大股东finance.sina.com.cn
- 43B站关联公司入股游戏研发商“影之月” 为其第三大股东- DoNewsdonews.com
- 44B站举办AD TALK 2020营销大会:构建以信任为基石的商业生态- DoNewsdonews.com
- 45B站举办AD TALK 2021营销大会:创造数字时代的品牌价值- DoNewsdonews.com
- 46B站捐款1000万元 启动紧急援助武汉行动tech.sina.com.cn
- 47B站全资入股有妖气漫画平台finance.jrj.com.cn
- 48B站入股二次元手游研发公司“掌派科技”tech.sina.com.cn
- 49B站入股旗下UP主敬汉卿公司chinaz.com
- 50B站入股心动,一场各取所需的联姻finance.sina.com.cn
- 51B站视频清晰度升级:大会员可观看4K及360度全景视频chinaz.com
- 52B站与QQ音乐达成合作协议 共同扶植优秀音乐人news.zol.com.cn
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- 55Can Bilibili Challenge YouTube? China's Video Giant Launches International App Worldwideibtimes.co.uk
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