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中金《秒懂研报》 | 从“小纸片”到“大生意”:卡牌经济如何撬动百亿元大市场?
中金点睛· 2025-07-19 13:14
Group 1 - The rise of card games has transformed them into trendy consumer products, merging elements of collection, social interaction, investment, and competition, thus creating a new category in consumer goods [1][2] - The card industry has seen rapid growth in China, with the collectible card market projected to reach 26.3 billion yuan by 2024, reflecting a compound annual growth rate of 56.6% from 2019 to 2024 [4][5] - Despite the rapid market growth, per capita spending on cards in China is only 15.7% of that in Japan and 29.2% of that in the United States, indicating significant room for growth [5][6] Group 2 - The consumer base for card games is driven by emotional connections to specific IPs, seeking emotional relief and low-barrier social interactions, leading to a lightweight consumption model [8][10] - Card games create diverse consumption scenarios through various gameplay styles, with competitive play providing intellectual satisfaction and collectible aspects appealing to aesthetic desires [10] - The integration of popular IPs significantly boosts consumer engagement, with 71.3% of consumers purchasing products due to beloved IP elements, demonstrating the effectiveness of content-driven marketing [10][15] Group 3 - The card industry is characterized by a collaborative supply chain involving IP owners, design and production entities, and sales channels, which enhances efficiency and reduces risks [11][13] - Recent trends show vertical integration within the card industry, with companies managing the entire supply chain from IP licensing to production and sales, optimizing profitability [13][15] - Approximately 70% of leading domestic IPs have ventured into card games, with a significant portion of sales coming from local IPs, indicating a strong market presence and potential for further growth [15][17]
一分钟了解日本|浅谈日本卡牌经济
Core Viewpoint - The article discusses the growth and evolution of the card economy in Japan, highlighting its increasing popularity among consumers, particularly in China, and providing insights into the historical development of the card market [3][8]. Group 1: Market Overview - The Japanese card market reached a scale of 2,774 billion yen in 2023, indicating significant growth and consumer interest [3]. - The card industry has transitioned from physical products to digital formats, with collectible card games gaining traction during the pandemic [4]. Group 2: Historical Development - The collectible card industry began in the 1950s to 1990s with "food toys" as the primary sales format [4]. - From 1993 to 2010, major card games such as "Pokémon," "Yu-Gi-Oh!," and "Duel Masters" were launched, marking a significant shift in the market [4]. - The period from 2010 to 2020 saw the digitalization of card games, further expanding their reach and appeal [4]. Group 3: Recent Trends - Since 2020, the popularity of unboxing videos during the pandemic has led to increased attention on the value of card collecting [4].
阿里鱼等IP衍生收入14.33亿,腾讯IP“谷子”GMV达2亿,内容平台都开始发力衍生品?
3 6 Ke· 2025-05-21 01:27
Group 1: Financial Performance of Alibaba and Tencent - Alibaba achieved revenue of 2364.54 billion RMB in Q1 2025, a year-on-year increase of 7%, with a net profit of 123.82 billion RMB, up 279% [1][2] - Tencent reported revenue of 1800.22 billion RMB in the same period, a 13% increase year-on-year, with a net profit of 478.21 billion RMB, growing by 14% [1][2] Group 2: Alibaba Pictures and IP Business - Alibaba Pictures reported revenue of 67.02 billion RMB for the fiscal year ending March 31, 2025, a 33% increase, with a net profit of 3.64 billion RMB, up 28% [4][15] - The IP derivative business of Alibaba Pictures saw revenue growth of 73.1%, reaching 14.33 billion RMB, with segment performance increasing by 75% to 3.8 billion RMB [17][18] Group 3: Performance of Alibaba's Entertainment Segment - Alibaba's entertainment segment, including Youku, generated revenue of 55.54 billion RMB in Q1 2025, a 12% increase, driven by strong performance in film and entertainment [6][7] - Youku's advertising revenue growth was attributed to the success of popular series and variety shows [7][8] Group 4: Tencent's Content and IP Strategy - Tencent's revenue from value-added services reached 921.33 billion RMB in Q1 2025, a 17% increase, primarily from gaming and social network services [25][26] - Tencent's video and music platforms reported a total of 1.17 billion and 1.23 billion paid subscribers, respectively, with slight year-on-year growth [27] Group 5: Market Trends and Challenges - The overall animation market saw a 19% decrease in effective playback volume for the top 20 anime series in Q1 2025, indicating a decline in content popularity [34][35] - The IP consumption market is facing challenges, including the need for continuous high-quality content production to sustain consumer interest [39][40]