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故宫联名、米哈游撑腰,Suplay宣布赴港IPO,是下一家卡牌黑马还是?
3 6 Ke· 2026-01-06 11:43
Core Viewpoint - The Chinese card industry is witnessing a shift from a focus on high sales volume to a strategy emphasizing limited releases and higher prices, with a focus on collectible value rather than mass consumption [1] Group 1: Company Overview - Suplay, established in 2019, is a representative company in this evolving landscape, focusing on collectible non-battle cards rather than mainstream card games [1][3] - The brand "Kakawow" operates under a business model that treats cards as "collectible cultural products," with single card prices generally exceeding 10 yuan [2][3] Group 2: Business Model and Strategy - Suplay's business model is characterized as a "scarcity game," differentiating itself from traditional card games by emphasizing cultural storytelling and limited edition releases [2][7] - The company has built a comprehensive brand matrix, collaborating with over 800 domestic and international designers and brands, and has successfully integrated both self-developed and top-tier licensed IPs [3][7] Group 3: Financial Performance - Suplay's gross margin reached 54.5% in 2023, with adjusted net profit margin increasing from 11.0% to 30.5% [7][8] - The company's revenue for 2024 is projected at 281 million yuan, reflecting a growth rate of 92.5%, although it remains significantly smaller than industry giants [8][9] Group 4: Challenges and Risks - Suplay faces challenges due to heavy reliance on a few key IPs, with the top five IPs contributing 77.7% of total revenue, and the largest IP accounting for over 32% [8][9] - The company must balance the need for scarcity in its collectible cards with the desire for revenue growth, which poses a natural conflict [9] Group 5: Future Strategies - Suplay's future strategies include global expansion, vertical integration of the supply chain, and horizontal diversification of product offerings [10][11] - The company aims to leverage its unique cultural IPs for international markets while also exploring broader consumer card categories [11][12]
米哈游投资的卡牌公司要上市了
36氪未来消费· 2026-01-05 11:04
Core Viewpoint - Suplay, a company established in 2019, is entering the IPO race in the collectible card and trendy toy market, leveraging partnerships with well-known gaming companies and a strong management team with investment backgrounds [5][10][11]. Group 1: Company Overview - Suplay operates under various brands, including "Kakawow" for cards and "HeyDolls" for trendy toys, and has received significant investment from MiHoYo [7][16]. - The company has shifted from being a trendy toy platform to a brand-focused entity, acquiring brands and developing its own [12][16]. - Suplay's product offerings are divided into collectibles, including cards and related accessories, and consumer products like trendy toys and IP derivatives [17][18]. Group 2: Market Position and Strategy - The collectible card market is experiencing rapid growth, with global market size projected to increase from $12 billion in 2024 to $25.7 billion by 2029, reflecting a compound annual growth rate (CAGR) of 16.5% [31]. - Suplay targets a more mature audience, with 99% of its consumers aged 18 and above, and has a notable female consumer base of 52.7% [28][29]. - The company differentiates itself by focusing on high-end collectible cards priced above RMB 10, emphasizing scarcity and artistic value, which contributes to a gross margin of 69.5% for its collectibles [32][33]. Group 3: Financial Performance - Suplay's revenue is projected to grow from RMB 146 million in 2023 to RMB 280 million in 2024, representing a 92.5% year-on-year increase, with net profits expected to rise significantly [24][25]. - The revenue contribution from self-owned IP products is expected to decline from approximately 40.6% in 2023 to 4.1% in 2025, while collectible products are anticipated to increase their share from 32.9% to 70% in the same period [24][34]. - Adjusted net profits are forecasted to grow from RMB 16 million in 2023 to RMB 64.8 million in 2024, marking a 305% increase [25].
成立仅一年多,“闪魂”完成数亿元人民币首轮融资 | 融资快讯
Sou Hu Cai Jing· 2026-01-05 08:24
Core Insights - The company Shining Soul, co-founded by Yao Shuo Bin and Sheng Chuan, has successfully completed a financing round led by GL Ventures, indicating strong market confidence in the creative cultural industry and the collectible card game (TCG) sector [1] - The TCG market is experiencing a golden period of growth, driven by trends in "emotional consumption" and "self-pleasure economy," with Shining Soul positioned as a key player due to its unique product offerings and strategic vision [1][12] Company Development - Established in 2023, Shining Soul has rapidly progressed from inception to market leader within a year, launching several successful IP card games, including "Identity V," "Genshin Impact: Seven Saints Summon," and "Return to Future: 1999," which are expected to drive exponential growth from 2024 to 2025 [2] - The company has built a robust content moat by acquiring top-tier IPs and mastering user engagement, which is essential for its long-term strategy [12] Strategic Initiatives - Shining Soul's collaboration with Riot Games on the release of "Runeterra: League of Legends Battle Card" exemplifies its capabilities in TCG product development and market operations, quickly becoming a competitive product in the TCG landscape [13][16] - The company aims to accelerate its globalization efforts by establishing deeper strategic partnerships with top global IPs and building a localized operational network across key markets such as North America, Europe, and Southeast Asia [18]
又有米哈游投资的公司拟上市:单品爆卖5000万,5年做到行业第一
Sou Hu Cai Jing· 2026-01-04 11:33
Core Viewpoint - Suplay, a collectible card company backed by miHoYo, has submitted its IPO application to the Hong Kong Stock Exchange, aiming to capitalize on its strong market position and growth potential in the collectible and consumer product sectors [1][13]. Company Overview - Suplay was established in 2019 and operates globally, focusing on IP collectibles and consumer products, with brands including Kakawoo, Heyfen, and Letao Valley [1]. - The company primarily engages in the sale of blind box toys through its mini-program on WeChat and direct sales via Tmall, as well as through retail and specialty card stores [2]. Business Model and Market Position - Suplay's CEO, Huang Wanjun, and CFO, Li Jing, have significant experience in operations and investment analysis, contributing to the company's strategic direction [5]. - As of September 30, 2025, Suplay's flagship brand Kakawoo ranks first in China's collectible non-combat card market, holding a market share greater than the combined total of its second and third competitors [5]. Consumer Demographics and Engagement - The company targets young consumers, with over 99% of its customers aged 18 and above, and maintains a high repurchase rate exceeding 75% for its collectible cards [8]. - Suplay's products are noted for their craftsmanship and collectible value, with approximately 80% of its cards receiving the highest PSA rating, compared to an industry average of 44.6% [8]. Financial Performance - Suplay's revenue has shown significant growth, with 2023 revenue at 146 million RMB, projected to increase by 92.5% to 281 million RMB in 2024, and 2025 revenue for the first nine months already surpassing the previous year's total [9]. - The company's gross profit margin has improved from 41.7% in 2023 to 54.5% in the first nine months of 2025, indicating a successful strategic shift towards higher-margin collectible card sales [10]. Revenue Composition - The revenue from collectibles has increased from 32.9% in 2023 to 70.0% in the first nine months of 2025, highlighting the growing importance of this segment to Suplay's overall business [10][11]. - Suplay also engages in the production of various IP-based consumer products, which complement its high-end collectibles [10]. Strategic Partnerships - MiHoYo is a significant strategic investor in Suplay, holding approximately 11.86% of the company after leading an $8 million investment in 2021 [13]. - The partnership has led to the development of various products based on MiHoYo's IPs, including popular franchises like Genshin Impact and Honkai Impact [15][17].
抢滩1500亿市场,卡牌巨头的第二增长曲线
21世纪经济报道· 2025-12-27 03:06
Core Insights - The article highlights the successful entry of KAYOU, a leading card game manufacturer in China, into the stationery market with its neutral pen products, which have received positive user feedback and are seen as a reflection of consumer demand for quality and cultural value in everyday items [1][4][6] Group 1: Market Trends and Consumer Preferences - The Z generation's consumption preferences have shifted from "cost-performance ratio" to "emotional value," emphasizing the importance of aesthetics, functionality, and emotional satisfaction in products [2][3] - KAYOU's strategy involves leveraging its established IP card business to enhance the appeal of its stationery products, creating a multi-dimensional emotional value for consumers through aesthetic and functional design [3][4] Group 2: Product Quality and Manufacturing - KAYOU's neutral pen production involves a complex manufacturing process requiring 5-6 sets of molds and over 1,000 high-precision components, ensuring high product quality that can compete with leading brands [9][11] - The meticulous production process, including 24 production steps for the pen tip, is crucial for achieving a reliable writing experience, which has contributed to KAYOU's positive market reputation [11] Group 3: Distribution and Brand Strategy - KAYOU has established a robust distribution network through its card game business, allowing for effective market penetration and product visibility in both offline and online channels [11][12] - The brand's focus on high-quality, youthful, and companion-like products aligns with the preferences of the Z generation, fostering a strong emotional connection with consumers [11][12] Group 4: Market Position and Future Outlook - The stationery market in China is projected to reach 132.2 billion yuan in 2024, with KAYOU holding significant market shares in both collectible card and stationery sectors, at 71.1% and 24.3% respectively [4][7] - KAYOU aims to expand its market presence by integrating its product offerings with the evolving demands of consumers, focusing on aesthetics, functionality, and emotional engagement [12]
LABUBU卡牌带火“纸片经济”,二手平台溢价约30%
Mei Ri Jing Ji Xin Wen· 2025-10-22 13:45
Core Insights - The focus of the "Double 11" shopping festival has unexpectedly shifted to collectible cards, particularly the TOPPS X THE MONSTERS/LABUBU series, which sold out quickly despite high purchase limits and pre-sale conditions [1][2] - The collectible card market in China is experiencing significant growth, with major players like Pokémon and various entertainment giants entering the space, leading to a competitive landscape [1][6] - Bubble Mart, a leading player in the trendy toy industry, reported a projected revenue growth of 245%-250% year-on-year for Q3 2025, indicating strong performance in the collectible market [1][4] Market Dynamics - The overlap between trendy toy users and card users is significant, with many card players also engaging with Bubble Mart products, although marketing strategies differ [2][5] - The traditional IP-licensed cards are facing challenges as the market becomes saturated, leading to increased competition primarily based on price and volume [2][5] - The LABUBU card's appeal lies in its unique scarcity and artistic value, featuring limited edition items that enhance its collectible nature [3][5] Competitive Landscape - The global collectible trading card market is projected to grow from $7.267 billion in 2025 to $15.433 billion by 2032, with a compound annual growth rate of 11.36% [3][4] - China has emerged as one of the largest trading card markets, with significant growth potential as consumer spending is still relatively low compared to markets like Japan and the U.S. [4][6] - Major companies in the first tier of the market include Pokémon, Konami, and Topps, with a clear competitive hierarchy forming [4][6] Industry Trends - The Chinese card market is witnessing an influx of new players, with over 2,000 card-related companies currently operating, primarily concentrated in Guangdong, Liaoning, and Hainan [6][7] - The market is evolving towards a more mature and diversified structure, with a broader age demographic engaging with various IPs [7][8] - The future of the card market may hinge on the development of trading card games (TCG) that offer gameplay and competitive events, moving away from purely collectible cards [8]
遭疯抢,售罄,这个行业突然爆火,多路巨头杀入
Hu Xiu· 2025-10-22 00:47
Core Insights - The LABUBU card series launched by TOPPS has seen significant demand, selling out quickly despite a high price point of 469 yuan, with resale prices reaching up to 600 yuan, indicating a 30% premium [1][6][12] - The card market in China is experiencing rapid growth, with major players like Pokémon and various entertainment giants entering the space, leading to increased competition and market dynamics [4][9][10] Group 1: Market Dynamics - The card market is characterized by a high overlap between users of collectible cards and trendy toys, with both demographics often being adults [5][12] - The traditional IP licensing model for cards is becoming saturated, leading to increased competition primarily based on price and volume, which may harm market stability [5][12] - The global collectible trading card market is projected to grow significantly, reaching $7.267 billion by 2025 and $15.433 billion by 2032, with a compound annual growth rate of 11.36% [6][9] Group 2: Company Performance - Bubble Mart reported a substantial increase in revenue, with a projected growth of 245%-250% year-on-year for Q3 2025, driven by both domestic and international sales [4][9] - The LABUBU card series is a collaboration with TOPPS, and while it has generated initial excitement, the long-term success of such products remains uncertain [7][12] Group 3: Consumer Behavior - The current Chinese card market is primarily driven by hobbyists, with a younger demographic and less focus on investment potential compared to international markets [11][12] - The sustainability of the card market relies on maintaining scarcity and managing supply effectively to avoid oversaturation [12][13] Group 4: Future Trends - The industry is expected to evolve towards trading card games (TCG) that offer gameplay and competitive events, which could enhance user engagement and market longevity [13][14] - As adult players become the main consumer group, the card industry is transitioning from a "toy economy" to an "interest asset" economy, emphasizing the collectible and investment aspects of cards [14]
遭疯抢售罄!这个行业突然爆火,多路巨头杀入
Mei Ri Jing Ji Xin Wen· 2025-10-21 22:25
Core Insights - The focus of the "Double 11" shopping festival has unexpectedly shifted to collectible cards, particularly the TOPPS X THE MONSTERS/LABUBU series, which sold out quickly despite a high price point and purchase limits [1][5] - The collectible card market in China is experiencing significant growth, with major players like Pokémon and various entertainment giants entering the space, leading to increased competition and market dynamics [4][8] Market Dynamics - The LABUBU card's popularity reflects a broader trend in the collectible card market, which is heating up with various companies competing for market share [4][6] - The collectible card market is projected to reach $7.267 billion by 2025 and $15.433 billion by 2032, with a compound annual growth rate of 11.36% [6] - China is becoming the largest market for collectible cards, with a projected market size of 263 billion yuan in 2024, significantly lower per capita spending compared to Japan and the U.S., indicating potential for growth [6][8] Company Performance - Bubble Mart reported a projected revenue increase of 245%-250% year-on-year for Q3 2025, with domestic revenue up 185%-190% and overseas revenue up 365%-370% [4] - The LABUBU card's appeal is attributed to its limited availability and artistic value, including signed cards and unique designs, which resonate with collectors [5][11] Competitive Landscape - The card market is becoming increasingly competitive, with over 2,000 card-related companies in China, and major players like 卡游 (Kawoo) and others vying for dominance [7][8] - The entry of entertainment companies like iQIYI and阅文 (Yuewen) into the card market is driving innovation and cross-industry collaboration [8][9] Consumer Behavior - The current consumer base for collectible cards in China is primarily younger, with a shift towards a more balanced age demographic as the market matures [11] - The transition from a hobbyist market to an investment-oriented market is hindered by a lack of infrastructure, including rating agencies and standardized quality control [11] Future Outlook - Analysts suggest that the future of the card market in China may lean towards trading card games (TCG) that offer gameplay and competitive events, which could sustain consumer interest longer than traditional collectible cards [7][11] - The market is expected to evolve from a "toy economy" to an "interest asset" economy as adult players become the main consumer group [11]
遭疯抢,售罄!这个行业突然爆火,多路巨头杀入
Mei Ri Jing Ji Xin Wen· 2025-10-21 16:42
Core Insights - The focus of the "Double 11" shopping festival has unexpectedly shifted to collectible cards, particularly the TOPPS X THE MONSTERS/LABUBU series, which sold out quickly despite a high price point and purchase limits [1][5] - The collectible card market in China is experiencing significant growth, with major players like Pokémon and various entertainment giants entering the space, leading to increased competition and market dynamics [4][8] Market Dynamics - The LABUBU card's popularity reflects a broader trend in the collectible card market, with a notable increase in sales and interest from consumers [4][5] - The collectible card market is projected to reach $7.267 billion by 2025 and $15.433 billion by 2032, with a compound annual growth rate of 11.36% [6] - China is becoming a major player in the global card market, with projected market sizes of 26.3 billion yuan in 2024, indicating substantial growth potential [6] Consumer Behavior - There is a significant overlap between the user bases of collectible cards and other products like those from Pop Mart, challenging the perception that card users are primarily students [4][7] - The current demographic of card consumers is shifting, with a growing number of adult collectors, although the market still primarily caters to younger audiences [11] Competitive Landscape - The competitive landscape is intensifying, with over 2,000 card-related companies in China, and major brands like Pokémon actively expanding their presence [7][8] - The market is characterized by a mix of traditional IP-based cards and newer, more dynamic offerings that include gameplay elements, which are essential for long-term engagement [7][11] Future Trends - Analysts suggest that the future of the card market in China may lean towards trading card games (TCG) that incorporate gameplay and competitive elements, as opposed to purely collectible cards [11] - The transition from a hobbyist market to one with investment potential will require improved infrastructure, including credible grading systems and secondary market platforms [11]
60天预售期、一人限购5套仍遭疯抢!LABUBU卡牌带火“纸片经济”,二手平台溢价约30%,多方巨头挤破头
Mei Ri Jing Ji Xin Wen· 2025-10-21 15:35
Core Insights - The focus of the "Double 11" shopping festival has unexpectedly shifted to collectible cards, particularly the TOPPS X THE MONSTERS/LABUBU series, which sold out quickly despite a high price point and purchase limits [2][4] - The collectible card market in China is experiencing significant growth, with major players like Pokémon and various entertainment giants entering the space, leading to increased competition and market dynamics [5][7] Group 1: Market Dynamics - The LABUBU card's rapid sell-out and subsequent price increase on secondary markets reflect a growing interest in collectible cards, with some sets selling for 600 yuan, a 30% premium over the original price of 469 yuan [2][4] - The collectible card market is becoming increasingly competitive, with over 2,000 card-related companies in China, and major brands like Pokémon targeting the Chinese market for expansion [6][7] - The global collectible trading card market is projected to grow from $7.267 billion in 2025 to $15.433 billion by 2032, with China being a significant contributor due to its large consumer base [5] Group 2: Consumer Behavior - There is a notable overlap between the user bases of collectible cards and trendy toys, with many card players also being adult consumers of brands like泡泡玛特 [3][6] - The current Chinese card market is primarily driven by hobbyists, with a younger demographic, and lacks strong investment characteristics compared to international markets [8][9] - The sustainability of the card market relies on maintaining scarcity and managing supply effectively to avoid oversaturation and demand depletion [8] Group 3: Future Trends - Analysts suggest that the future of the card market in China may lean towards trading card games (TCG), which offer longer lifecycles and higher repurchase rates compared to traditional collectible cards [9] - The transition from a "toy economy" to an "interest asset" economy is anticipated as adult players become the main consumer group, emphasizing the need for robust gameplay and event systems to maintain engagement [9]