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米哈游投出一个IPO,年入近3亿的潮玩公司要上市了
Core Viewpoint - Suplay, a trendy IP collectibles and consumer goods company, has submitted its prospectus for an IPO on the Hong Kong main board, aiming to raise funds as it capitalizes on the growing demand for high-quality collectible cards among adult consumers [1][2]. Group 1: Company Overview - Suplay was established in September 2019 and has quickly become a leader in the collectible non-battle card market in China, with its flagship brand Kakawow achieving significant market share [5][14]. - The company has partnered with renowned IPs such as the Palace Museum, Sanrio, Genshin Impact, and Harry Potter, enhancing its product offerings [1][2]. Group 2: Financial Performance - In the first nine months of 2025, Suplay reported revenue of 2.83 billion RMB, reflecting a 92.5% increase from 1.46 billion RMB in 2023 [10][11]. - The company's net profit surged from 2.9 million RMB in 2023 to 49.1 million RMB in 2024, marking a staggering growth of 1,593.1% [10][11]. - The revenue breakdown shows that consumer products accounted for 67.1% of total revenue in 2023, while collectible products made up 32.9% [11]. Group 3: Product Pricing and Market Strategy - Kakawow's card pricing ranges from 59.9 RMB to 89.9 RMB per pack, with limited edition series like the 2025 KAKAWOWCOSMOS Marvel series priced at 69.9 RMB per pack [6][10]. - The company targets adult consumers, particularly women, by offering high-quality, culturally resonant collectibles, distinguishing itself from lower-priced entry-level cards [10]. Group 4: IP Dependency and Risks - Suplay's revenue is heavily reliant on licensed IPs, with only 4.1% of revenue coming from its own IPs, raising concerns about sustainability and potential risks associated with IP dependency [2][20]. - The company has established partnerships with 22 IP licensors, but the concentration of revenue from a few key IPs poses a risk to its financial stability [20][21]. Group 5: Competitive Landscape - Suplay's revenue is significantly lower than its competitor, Card Game, which reported revenues soaring from 4.131 billion RMB to 10.057 billion RMB from 2022 to 2024 [22]. - Despite its growth, Suplay's financial metrics, including gross margin, still lag behind those of established competitors in the collectible card market [22].
号称成年人卡牌超级玩咖冲刺港交所,米哈游持股11.86%
Core Viewpoint - Suplay, a trendy IP collectibles and consumer goods company, has submitted its prospectus for an IPO on the Hong Kong main board, aiming to raise funds for further growth in the collectible card market, which has shown significant revenue potential and consumer interest [1][2]. Group 1: Company Overview - Suplay was established in September 2019 and has quickly positioned itself in the collectible card market, focusing on high-end products aimed at adult consumers, particularly women [1][9]. - The company has developed notable brands such as Kakawow, which has become a leader in the collectible non-battle card market in China [5][11]. - Suplay's revenue for the first nine months of 2025 reached 2.83 billion RMB, reflecting a strong growth trajectory [9]. Group 2: Financial Performance - Revenue increased from 1.46 billion RMB in 2023 to 2.81 billion RMB in 2024, marking a year-on-year growth of 92.5% [9]. - The net profit surged from 2.9 million RMB in 2023 to 49.1 million RMB in 2024, representing a staggering growth of 1,593.1% [9]. - The company's revenue is primarily derived from consumer products, which accounted for 67.1% and 58.2% of total revenue in 2023 and 2024, respectively [10]. Group 3: Market Position and IP Strategy - Suplay's Kakawow cards are priced significantly higher than entry-level products, with retail prices ranging from 59.9 RMB to 89.9 RMB per pack, targeting adult collectors [6][9]. - The company has a deep partnership with MiHoYo, which holds an 11.86% stake and has provided access to several popular game IPs [2][14]. - Despite its growth, Suplay faces risks due to its heavy reliance on licensed IPs, with only 4.1% of revenue coming from its own IPs [12][17]. Group 4: Competitive Landscape - Suplay's revenue scale is significantly smaller compared to its competitor, Card Game, which reported revenues soaring from 4.131 billion RMB in 2022 to 10.057 billion RMB in 2024 [19]. - The competitive landscape remains uncertain as other companies like Card Game and Hitcard are also pursuing IPOs, making the outcome of the "first card stock" unclear [18][19].
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]