集换式卡牌
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中邮证券:中国泛娱乐行业快速扩张 集换式卡牌仍处于发展初期
Zhi Tong Cai Jing· 2025-10-27 08:03
Core Insights - The Chinese pan-entertainment industry is rapidly expanding, with collectible card games (CCGs) experiencing a compound annual growth rate (CAGR) of over 50% in the past five years, establishing themselves as a significant category within the market [1][2] - Card games dominate the collectible card market in China, facing competition from brands like Jiekas, Shanhun, and Hitcard, while the competitive card game segment remains in its early stages [2][3] - The potential for growth in per capita spending on collectible cards in China is substantial compared to more mature markets like Japan and the United States [2] Industry Overview - The collectible card game sector is characterized by high growth and significant potential within the broader pan-entertainment category [2] - The market is still in its early development phase, with a focus on collectible trading card games (TCGs) primarily driven by foreign brands like Pokémon and Yu-Gi-Oh [2] - As the industry matures, there will be closer ties between card games and intellectual property (IP) producers, with TCGs likely to expand through mobile gaming [2] Company Profile: KAYOU - KAYOU, established in 2011, began its card business in 2018 and has a concentrated ownership structure, with founders holding 83.5% of shares prior to listing [3] - The company is projected to grow its revenue from 4.131 billion yuan to 10.057 billion yuan from 2022 to 2024, representing a CAGR of 56.03%, while adjusted net profit is expected to rise from 1.620 billion yuan to 4.466 billion yuan, with a CAGR of 66.05% [3] Competitive Advantages - KAYOU benefits from multiple strengths, including a diverse portfolio of popular IPs such as Ultraman and My Little Pony, and a strong offline distribution network [4] - The company focuses on innovative gameplay design and community engagement to enhance product flow and player activity [4] - KAYOU is expanding its production capacity to respond flexibly to market changes [4] Growth Drivers - The pan-entertainment industry is thriving, and collectible card games are still in the early stages of development, presenting significant growth opportunities [5] - KAYOU aims to maintain its advantage by collaborating closely with content producers to secure diverse IP licenses and expand product categories [5] - The company is also targeting the competitive TCG segment to meet consumer entertainment and social needs, fostering an active player community [5] - KAYOU plans to leverage its domestic experience and international brand recognition to gradually expand its brand presence overseas [5] Investment Recommendation - Attention is recommended for KAYOU, as the company continues to expand its IP matrix and diversify its product offerings, with scale effects and self-built production lines expected to enhance profitability [6]
卡牌行业深度报告:方寸炼金术,卡承万象新
China Post Securities· 2025-10-24 08:53
Investment Rating - The report maintains a strong buy rating for the card industry, indicating a positive outlook for investment opportunities [3]. Core Insights - The card industry is characterized by high growth and significant potential within the broader entertainment sector, with collectible card games (CCGs) experiencing a compound annual growth rate (CAGR) exceeding 50% over the past five years [5]. - The leading company in the collectible card market, Card Game Co., has shown impressive revenue growth, with projected revenues increasing from 4.131 billion yuan in 2022 to 10.057 billion yuan in 2024, reflecting a CAGR of 56.03% [5][6]. - The report highlights the competitive landscape, noting that while Card Game Co. dominates the market, there is increasing competition from brands like Collect Card Society and Flash Soul [5][6]. Industry Analysis - The collectible card market in China is still in its early stages compared to more mature markets like Japan and the United States, suggesting substantial room for growth in per capita spending [39]. - The overall market for collectible cards in China is projected to grow from 2.8 billion yuan in 2019 to 26.3 billion yuan by 2024, with a CAGR of 56.6% [20]. - The report emphasizes the importance of intellectual property (IP) partnerships, as Card Game Co. has secured licenses for popular franchises such as Ultraman and My Little Pony, enhancing its product offerings [43]. Company Overview - Card Game Co. has established itself as a leader in the collectible card market, with a strong focus on expanding its IP and product matrix, currently holding 69 licensed IPs and one proprietary IP [43]. - The company has a concentrated ownership structure, with the founders holding 83.5% of the shares, which allows for strategic decision-making aligned with long-term growth objectives [45]. - Financially, Card Game Co. has demonstrated robust performance, with revenues increasing significantly and adjusted net profits projected to rise from 1.62 billion yuan in 2022 to 4.466 billion yuan in 2024, reflecting a CAGR of 66.05% [51]. Competitive Advantages - The report identifies several competitive advantages for Card Game Co., including a diverse IP portfolio, strong distribution channels, and innovative gameplay design that enhances consumer engagement [6][7]. - The company is well-positioned to capitalize on the growing demand for collectible cards, particularly among younger consumers who favor low-priced, high-frequency purchases [7]. - Card Game Co. is also exploring international markets, aiming to leverage its established brand and product offerings to create a second growth curve [7]. Growth Outlook - The report suggests that the collectible card industry is poised for continued expansion, driven by collaborations with content creators and a focus on enhancing the entertainment and social aspects of competitive trading card games (TCGs) [7]. - The potential for growth in the collectible card segment is further supported by the increasing popularity of mobile gaming, which may help broaden the audience for card games [5][6].
卡牌公司Hitcard推进上市进程
Xin Lang Cai Jing· 2025-09-26 14:25
Group 1 - Hitcard, a card company established only four years ago, is advancing its IPO process, indicating the collectible card market is entering a "monetization era" [1] - According to Huaxi Securities Research Institute, the top five companies in China's collectible card industry will account for 82.4% of the total market share by 2024 [1] - Card Game holds the largest market share at 71.1%, with projected revenue of 10.057 billion yuan and an adjusted net profit of 4.466 billion yuan in 2024, surpassing Pop Mart's 3.403 billion yuan during the same period [1]
IP衍生品行业研究之集换式卡牌:轻量化IP载体撬动百亿市场,全链条布局构筑壁垒
Guoyuan Securities· 2025-09-22 05:48
Investment Rating - The report maintains a "Buy" rating, highlighting the potential of lightweight IP carriers to tap into a billion-dollar market through a comprehensive industry layout [2]. Core Insights - The collectible card game (CCG) industry is experiencing explosive growth in China, with the market size projected to reach 26.3 billion RMB in 2024, up from 2.8 billion RMB in 2019, reflecting a compound annual growth rate (CAGR) of 56.6% [5][17]. - The report identifies the U.S. and Japan as mature markets, while China's market is characterized by a younger consumer base, high-frequency low-cost purchases, and social media-driven engagement [5][47]. - The collectible card industry is segmented into trading card games (TCG) and collectible cards, with TCGs like Pokémon and sports cards leading the market [10][35]. Summary by Sections 1. Collectible Cards: Lightweight IP Carriers Providing Multi-Dimensional Value - Collectible cards offer various values, including aesthetic, social, and investment aspects, making them appealing to consumers [14]. - The market is expected to grow significantly, with China's collectible card market projected to reach 44.6 billion RMB by 2029 [17]. 2. Market Size: Explosive Growth in China's Collectible Card Market - The Chinese collectible card market is forecasted to grow to 26.3 billion RMB in 2024, with a significant increase in consumer spending potential [15][17]. - The average spending per consumer in China is only 18.7 RMB, compared to 119.3 RMB in Japan and 64.0 RMB in the U.S., indicating room for growth [17]. 3. Country Segmentation: Mature Markets in the U.S. and Japan, Developing Market in China - The U.S. market is characterized by a well-established ecosystem for sports cards, driven by a strong sports culture and a history of card trading [18][29]. - Japan's market focuses on TCGs, with a compound annual growth rate of 22% from 2019 to 2024, driven by a robust community and competitive events [29][35]. - China's market is rapidly evolving, with a focus on younger consumers and a growing interest in IP-driven products, supported by a burgeoning entertainment toy market [47].
股价一日涨160%!宝可梦卡牌为啥能让资本疯狂?
Mei Ri Jing Ji Xin Wen· 2025-09-18 03:09
Core Insights - The opening of Beijing's first official Pokémon trading card dojo has attracted significant attention, with players queuing from the second floor to the first, indicating a strong demand for the experience [1] - The popularity of trading cards has surged, with the "Charizard EX" special card quickly selling out and fetching prices up to 650 yuan on secondary markets, showcasing the lucrative nature of collectible cards [1] - The capital market reacted positively to the collaboration between Kaizhile International and Pokémon, resulting in a stock price increase of 160.68% in one day, highlighting investor interest in the trading card sector [1] Industry Overview - The collectible card game industry has evolved from a niche hobby to a mainstream phenomenon, with Card Game's revenue exceeding 10 billion yuan last year, indicating robust growth [1] - The market for trading cards encompasses a wide range of products, from affordable accessories priced at 19.9 yuan to high-end collectibles priced at 789 yuan, reflecting diverse consumer interests [1] - The integration of social interaction, collection, and investment within the trading card space appeals to all age groups, contributing to its widespread popularity [1]
卡游携超级IP进入美国 线上线下渠道并行
Xin Lang Cai Jing· 2025-09-17 13:58
Core Insights - KAYOU, a leading company in China's pan-entertainment and cultural innovation sector, is entering the U.S. market, which is crucial for its global strategy [1] Group 1: Market Entry - The U.S. is the largest collectible card market globally, making it a key component of KAYOU's international expansion [1] - KAYOU plans to launch three major IP card series, including "My Little Pony," "Naruto," and "tokidoki," at the New York Comic Con in October [1] Group 2: Competitive Advantages - KAYOU's competitive edge stems from its comprehensive industry chain layout, covering R&D and manufacturing, which ensures product innovation and quality [1] - The company has a mature IP operation system, successfully managing over 70 well-known IPs in China, including global collaborations and original developments [1] - KAYOU excels in content re-creation to enrich the IP's connotation [1] Group 3: Sales Channels - The company plans to sell its products through multiple online and offline channels, including Walmart, Amazon, Target, Gamestop, Barnes & Noble, TikTok Shop, and live e-commerce brand Crossing [1]
绝版卖出一套房价格的卡牌,是不是又一场郁金香泡沫?
Di Yi Cai Jing Zi Xun· 2025-09-14 13:17
Core Viewpoint - The rapid growth of the collectible card market, particularly with brands like Pokémon, raises concerns about potential speculative bubbles similar to the historical tulip mania, where inflated prices eventually led to market collapse [2][26]. Group 1: Market Dynamics - The collectible card market is experiencing intensified competition, with companies like Kai Zhi Le International strategically entering the market through partnerships with top IPs like Pokémon [2][3]. - The Pokémon brand, established in the last century, has a significant cross-generational influence, attracting both younger and older consumers [4][6]. - The market is shifting from a land-grabbing phase to a competitive landscape where established IPs dominate, making it challenging for other brands like Digimon to gain traction [6][8]. Group 2: Investment and Speculation - High-value Pokémon cards are being auctioned for prices that can exceed hundreds of thousands of dollars, with some cards being compared to the value of real estate [10][21]. - The secondary market for cards is heavily influenced by rarity and condition, with professional grading institutions playing a crucial role in determining value [11][12]. - There is a growing trend of collectible cards transitioning into investment assets, with some cards showing annual returns that surpass traditional financial assets [14][21]. Group 3: Consumer Behavior - The consumer base for collectible cards is primarily composed of teenagers and young adults, with younger players focusing on gameplay and older players interested in trading and investment [14][19]. - The addictive nature of card collecting and trading can lead to irrational consumer behavior, raising concerns about the long-term sustainability of the market [21][23]. - The rise of social media and the Z generation's consumption habits are driving the rapid growth of the card market, creating a closed loop of "discover-purchase-share" [19][21]. Group 4: Regulatory and Market Risks - The market faces risks from irrational consumer spending, IP expiration, and counterfeit products, which could undermine the growth of the collectible card industry [21][24]. - Regulatory measures are needed to protect consumer rights and ensure market stability, as the current landscape lacks sufficient oversight [23][24]. - The potential for a speculative bubble similar to the tulip crisis remains a concern, with the market needing to return to rational pricing to avoid a collapse [26][27].
绝版卖出一套房价格的卡牌,是不是又一场郁金香泡沫?
第一财经· 2025-09-14 13:05
Core Viewpoint - The rapid growth of the collectible card market is drawing parallels to historical speculative bubbles, such as the tulip mania of 1637, raising concerns about the sustainability of high prices and the potential for a market correction [3][32]. Group 1: Market Dynamics - The collectible card market is experiencing intensified competition, particularly with the entry of major IPs like Pokémon, which has led to significant stock price increases for companies involved in this space, such as Kaizhi Le International [5][10]. - The market is seeing a shift from a land-grabbing phase to a competitive landscape where established IPs dominate, making it challenging for other brands like Digimon to gain traction [7][10]. - The demand for collectible cards is driven by a mix of youth engagement and the purchasing power of middle-aged consumers, indicating a broadening consumer base [5][9]. Group 2: Investment and Speculation - High-value cards, particularly rare Pokémon cards, are fetching prices that can rival real estate, with some cards auctioned for tens of thousands of dollars [14][18]. - The secondary market for cards is influenced by various factors, including rarity, condition, and market trends, with some cards experiencing significant price appreciation [13][18]. - The trend of collectible cards transitioning into investment assets is emerging, with some cards showing annual returns that exceed traditional financial assets [18][30]. Group 3: Consumer Behavior and Risks - There are concerns about irrational consumer behavior, particularly the addictive nature of card collecting and the potential for significant financial losses [26][27]. - The lack of regulatory oversight and the prevalence of counterfeit products pose risks to consumers and the overall market integrity [29][32]. - The market is currently characterized by a primary focus on entertainment and collection, with investment aspects still in a nascent stage [18][30]. Group 4: Future Outlook - The future growth of the collectible card market will depend on consumer demand, innovation in card design, and the establishment of a more structured market environment [9][30]. - The potential for digital integration, such as NFTs, could enhance the value and security of collectible cards, addressing some of the current market vulnerabilities [16][32]. - The industry must adapt to changing consumer preferences and the lifecycle of IPs to maintain relevance and competitiveness in a rapidly evolving market [30][32].
商业秘密|绝版卖出一套房价格的卡牌,是不是又一场郁金香泡沫?
Di Yi Cai Jing· 2025-09-14 11:51
Core Viewpoint - The rapid growth of the trading card market, particularly collectible cards, raises concerns about potential speculative bubbles similar to the historical tulip mania, where prices may be artificially inflated and could lead to significant losses for investors [1][38]. Industry Overview - The collectible card market is experiencing intense competition, with major players like Pokémon opening official card venues in major cities, leading to significant stock price increases for companies involved in this sector, such as Kai Zhi Le International [2][8]. - The market is characterized by a diverse consumer base, with younger audiences drawn to the gameplay and older consumers focusing on investment opportunities [5][18]. - The rise of collectible cards is attributed to the increasing influence of IPs (Intellectual Properties) and the growing trend of experiential consumption among younger generations [24][28]. Market Dynamics - The secondary market for cards, particularly rare and limited editions, has seen prices soar, with some cards fetching prices comparable to real estate [11][18]. - The trading card industry is evolving, with companies exploring partnerships with various IPs and expanding their product offerings to include both traditional and digital formats [8][19]. - The market is also witnessing a shift towards investment and collection, with some cards showing annual returns that exceed traditional financial assets [18][28]. Risks and Challenges - The industry faces risks from irrational consumer behavior, expiration of IP licenses, and the prevalence of counterfeit products, which could undermine market stability [28][33]. - Regulatory oversight is deemed necessary to protect consumer rights and ensure a healthy market environment, as the current landscape lacks sufficient consumer protection measures [32][33]. - The competitive nature of the industry, coupled with the rapid evolution of consumer preferences, poses challenges for companies to maintain relevance and profitability [33][37].
一张卡牌炒至数万元,合作企业股价飙升160%,北京宝可梦道馆排队数小时:理财还是热爱?
Mei Ri Jing Ji Xin Wen· 2025-09-13 08:53
Core Insights - The opening of the first official Pokémon trading card venue in Beijing has attracted significant consumer interest, with long queues observed even days after the launch [1][2] - The popularity of trading cards is expanding beyond traditional demographics, appealing to a wider audience including families and couples [1][2] - The capital market is responding positively to the trading card trend, with companies like Kai Zhi Le International seeing stock price surges following partnerships with Pokémon [2][5] Market Dynamics - The trading card market in China is projected to reach approximately 26.3 billion yuan in 2024, with a compound annual growth rate of 56.6% from 2019 to 2024 [7] - The market is currently dominated by game and cultural IPs, with significant growth potential due to low per capita spending compared to markets like the US and Japan [7][8] - The trading card industry is heavily reliant on IP, which can lead to volatility in company valuations based on the lifecycle and popularity of specific IPs [5][6] Consumer Behavior - Consumers are increasingly willing to spend large amounts on trading cards, with limited edition cards and exclusive events driving demand [3][4] - The Pokémon brand has a strong fan base and brand influence, which translates into consumer purchasing behavior and willingness to pay premium prices [2][3] - The current consumer demographic is primarily young adults and teenagers, with a focus on both entertainment and investment aspects of trading cards [12] Investment Trends - The trading card market is beginning to show signs of becoming a financial asset class, with trends in secondary markets indicating significant appreciation in card values [8][9] - The establishment of authoritative rating agencies and standardized auction platforms could accelerate the financialization of the domestic trading card market [12] - The potential for trading cards to serve as investment collectibles is growing, with notable sales in the secondary market reflecting high demand for rare cards [8][9]