Table:
|  | Unaudited |  |  |  |
| --- | --- | --- | --- | --- |
|  | Three months ended |  |  |  |
|  | 31 December 2019 |  | 31 December 2018 |  |
|  |  | % of total |  | % of total |
|  | Amount | revenues | Amount | revenues |
|  |  |  | (Restated) | (Restated) |
|  | (RMB in millions, unless specified) |  |  |  |
| VAS | 52,308 | 50% | 43,651 | 51% |
| FinTech and Business Services | 29,920 | 28% | 21,597 | 26% |
| Online Advertising | 20,225 | 19% | 17,033 | 20% |
| Others | 3,314 | 3% | 2,615 | 3% |
| Total revenues | 105,767 | 100% | 84,896 | 100% |
Paragraphs:
Revenues. Revenues increased by 25% to RMB105.8 billion for the fourth quarter of 2019 on a year-on-year basis. The following table sets forth our revenues by line of business for the fourth quarter of 2019 and the fourth quarter of 2018:
Revenues from VAS increased by 20% to RMB52,308 million for the fourth quarter of 2019 on a year-on-year basis. Online games revenues grew by 25% to RMB30,286 million. The increase was primarily driven by revenue growth from smart phone games in both domestic and overseas markets, including titles such as Peacekeeper Elite and PUBG Mobile, as well as revenue contributions from Supercell titles, partly offset by lower revenues from PC client games such as DnF. Social networks revenues increased by 13% to RMB22,022 million. The increase mainly reflected greater contributions from digital content services such as live broadcast and music streaming services. Total smart phone games revenues (including smart phone games revenues attributable to our social networks business) were RMB26,035 million and PC client games revenues were RMB10,359 million for the fourth quarter of 2019.
Revenues from FinTech and Business Services increased by 39% to RMB29,920 million for the fourth quarter of 2019 on a year-on-year basis. The increase was primarily due to greater revenue contributions from commercial payment, as well as revenue growth from cloud services as a result of deeper penetration in key verticals.
Revenues from Online Advertising increased by 19% to RMB20,225 million for the fourth quarter of 2019 on a year-onyear basis. Social and others advertising revenues increased by 37% to RMB16,274 million. The increase was mainly driven by advertising revenue growth from Weixin Moments and our mobile advertising network. Media advertising revenues decreased by 24% to RMB3,951 million. The decrease primarily reflected lower advertising revenues from our media platforms including Tencent Video and Tencent News due to uncertain broadcasting schedules and fewer telecasts of sports events.
Question:
What was the primary reason for the increase in VAS revenue between the fourth quarter of 2018 and 2019?
Answer: The increase was primarily driven by revenue growth from smart phone games in both domestic and overseas markets, including titles such as Peacekeeper Elite and PUBG Mobile, as well as revenue contributions from Supercell titles, partly offset by lower revenues from PC client games such as DnF.