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IP赋能叠加社交属性推动增长,集换式卡牌赛道空间广阔
Great Wall Securities· 2025-06-13 08:24
Investment Rating - The report maintains a rating of "Outperform the Market" for the collectible card industry [6] Core Insights - The collectible card industry is expected to maintain strong growth, driven by diverse IPs, evolving consumer habits, and the inherent social, collectible, and investment attributes of cards [5][12] - The market for collectible cards in China is projected to grow at a compound annual growth rate (CAGR) of 56.6% from 2019 to 2024, with a market share of 25.8% in the overall entertainment toy industry by 2024 [12][16] - The industry is characterized by a high concentration of major players, with the top five companies holding 82.4% of the market share [4][32] Summary by Sections 1. Collectible Card Market Potential - The collectible card segment is a significant part of the rapidly growing entertainment toy industry, which is expected to reach a market size of RMB 1,018 billion by 2024, with a CAGR of 15.8% from 2024 to 2029 [12][13] - The collectible card market is anticipated to grow at a CAGR of 56.6% from 2019 to 2024, making it the fastest-growing sub-sector within the entertainment toy industry [16][17] 2. Types and Characteristics of Cards - The card industry is divided into collectible and non-collectible cards, with collectible cards offering themes, collection, exchange, and competitive play [3][26] - Collectible cards can be further categorized into competitive and non-competitive types, catering to both strategic gameplay and collection interests [3][26] 3. Competitive Landscape - The collectible card industry is highly concentrated, with the leading company, 卡游 (KAYOU), holding a market share of 71.1% in 2024 [4][32] - Major players include 卡游, 宝可梦公司, and others, with the top five companies dominating the market [4][32] 4. Consumer Engagement and Market Dynamics - The low entry barrier and multiple attributes of collectible cards, including social interaction, competition, and investment potential, contribute to their growing popularity [4][39] - The rise of live streaming and secondary markets is enhancing consumer engagement and driving sales in the collectible card sector [4][54] 5. Future Growth Drivers - Factors such as increasing disposable income, expanding consumer demographics, and heightened interest from IP holders in developing entertainment products are expected to drive the market forward [20][21][24] - The overseas market presents significant opportunities for growth, particularly in Southeast Asia, where the collectible card market is projected to reach RMB 2.8 billion by 2024 [24]
如何看潮玩卡牌行业近期市场方向?
2025-06-12 15:07
Summary of Conference Call on the Toy Card Industry Industry Overview - The toy card industry has been significantly impacted by the entry of Japanese brands into the Chinese market, which has altered the sales model and led to the closure of many low-quality stores [1][3][4]. Key Points Company Performance - 卡游 (Kawoo) has successfully adapted to market changes by enhancing its product line and expanding distribution channels, resulting in a dramatic sales increase in 2024 [1][4]. - 凯钰 (Kaiyu) has a competitive edge in IP procurement, allowing for rapid selection of popular international IPs and quick product updates, leading to high revenue [1][6]. Market Dynamics - The influx of Japanese brands like 宝可梦 (Pokémon) has educated consumers in China about card games, but many small, poorly managed stores failed to meet consumer needs, leading to a market shakeout [2][3]. - The overall market evolution has improved consumer awareness and acceptance of card games, benefiting companies like 卡游 [4]. Distribution Strategies - 卡游 focuses on high-quality first-level distributors, while 布鲁可 (Blucor) employs a traditional toy industry model that includes multiple levels of distributors [7][8]. - The differing strategies affect how each company gathers market feedback and manages pricing [9]. Product Lifecycle Management - Both 卡游 and 布鲁可 rely on established IPs for product development, facing challenges in creating original IPs due to the high investment required [11][12]. - Continuous product updates and innovative collaborations are essential for extending the lifecycle of their offerings [13][14]. Supply Chain Considerations - 卡游 benefits from owning its production facilities, allowing for better control over production timelines and market responsiveness [16]. - 布鲁可's reluctance to invest in a complete supply chain is attributed to high costs and the nature of its product offerings [17]. Competitive Landscape - The domestic derivative product market is growing slowly, with companies like 卡游, 布鲁可, and 泡泡玛特 (Pop Mart) competing closely, often mirroring Japanese market leaders [10][24]. - 泡泡玛特 has differentiated itself through original content and collaborations with well-known brands, while 卡游 and 布鲁可 leverage rich storytelling from their IPs [10][11]. Future Outlook - 卡游 plans to expand into international markets, particularly in Japan and Thailand, while facing challenges in the competitive Japanese market [18][19]. - 布鲁可 is accelerating its product launch pace to maximize revenue from newly acquired IPs [27]. Additional Insights - The choice of IP and product form must align with the company's strengths and market demands, considering factors like target demographics and cultural relevance [22][23]. - The ability to manage production costs and maintain quality is critical, especially in the printing and manufacturing processes [25][26].
夫妻卖卡给小学生,一年净赚44亿
华尔街见闻· 2025-06-10 10:46
Core Viewpoint - The article discusses the rapid growth and business model of a company named "卡游" (KAYOU), which specializes in collectible card games, highlighting its impressive financial performance and the cultural phenomenon surrounding card collecting among children and adults alike [2][31]. Group 1: Company Overview - 卡游 is preparing for an IPO, with projected revenues of 100.57 billion RMB and a net profit of 44.66 billion RMB for 2024, indicating significant profitability compared to competitors like Miniso and Pop Mart [6][31]. - The company's revenue has grown nearly fourfold from 22.98 billion RMB in 2021 to 100.57 billion RMB in 2024, while net profit has increased almost sixfold from 7.95 billion RMB to 44.66 billion RMB during the same period [31][32]. - The card business constitutes over 90% of 卡游's total revenue, with a gross margin of 67.3% for the overall business and 71.3% specifically for card sales, which is significantly higher than many cultural and creative enterprises [32][33]. Group 2: Market Dynamics - The collectible card market is driven by popular IPs, with 卡游 heavily relying on franchises like "奥特曼" (Ultraman) and "小马宝莉" (My Little Pony) for revenue generation [34][36]. - The company has expanded its IP portfolio to 70, including collaborations with various franchises to appeal to a broader audience [34][36]. - The card collecting phenomenon has evolved into a social currency among children, where owning rare cards can elevate social status within peer groups [22][24]. Group 3: Consumer Behavior - The excitement of "blind box" purchases, where consumers buy packs without knowing the contents, creates a gambling-like thrill that drives repeated purchases [10][41]. - Parents have expressed concerns about their children spending excessive amounts on cards, with some children reportedly spending thousands of RMB [25][50]. - The card collecting experience is not just about ownership but also about the thrill of opening packs, which keeps consumers engaged [25][31]. Group 4: Challenges and Risks - 卡游 faces risks associated with its heavy reliance on popular IPs, with many licensing agreements set to expire in the next three years, potentially impacting revenue if not renewed [42][44]. - The company also grapples with issues related to counterfeit cards and the challenges of regulating sales to minors, as many children can easily purchase cards without age verification [49][50]. - The competitive landscape is evolving, with potential growth in the arena of competitive card games, but cultural acceptance among parents remains a barrier [52][54].
京华激光连续涨停:卡游冲刺上市或为导火索 文创业务高增长但波动较大
Xin Hua Cai Jing· 2025-05-28 05:17
Core Viewpoint - The recent surge in A-share "Guzi" economy concept stocks, particularly Jinghua Laser, is linked to the second listing application of its core supplier, Kayo Animation, on the Hong Kong Stock Exchange, and the ongoing rise in Pop Mart's stock price, which enhances the investment outlook for the sector [2][11]. Group 1: Company Performance - Jinghua Laser's stock price increased significantly, achieving a 54.78% rise over six trading days, marking it as the top performer in its sector [2]. - The company reported a remarkable growth in its cultural and creative business, with revenue reaching 184.62 million yuan in 2023, a year-on-year increase of 240.83% [5][14]. - The main driver for this growth is the popularity of card products associated with well-known IPs like "My Little Pony" and "Ye Luo Li," which have gained traction among students [5][6]. Group 2: Business Strategy and Partnerships - Jinghua Laser has established a strong partnership with Kayo Animation, providing support for various card products, including those based on popular IPs like "Ultraman" and "Detective Conan" [6][10]. - The company plans to expand its production capacity by investing in a new project to produce 20,000 tons of UV photolithography anti-counterfeiting materials, which is expected to alleviate current supply constraints [10]. Group 3: Market Dynamics and Future Outlook - The anticipated release of "Nezha 2" is expected to boost sales of related merchandise, particularly collectible card products, contributing positively to Jinghua Laser's performance in 2025 [10][11]. - Kayo Animation's recent application for a second listing on the Hong Kong Stock Exchange has created short-term bullish sentiment for Jinghua Laser's stock, although the success of this IPO remains uncertain due to previous regulatory challenges [11][13]. Group 4: Risks and Challenges - The volatility of the cultural and creative business is highlighted, with revenue fluctuations observed from 88.68 million yuan in 2022 to 18.46 million yuan in 2024, indicating potential unpredictability in future earnings [14]. - Kayo Animation's compliance issues regarding the sale of card products to minors may pose risks to its IPO process and, consequently, to Jinghua Laser's business outlook [13][14].
二次元“吃谷”,救活线下消费
雪豹财经社· 2025-05-23 23:04
Core Viewpoint - The article highlights the booming demand for "Guzis" (figurines and merchandise related to anime and gaming) among young people in China, particularly during events like the May Day holiday, indicating a significant cultural and commercial shift towards the "二次元" (two-dimensional) subculture [4][11]. Group 1: Market Trends - During the May Day holiday, over 158 offline events related to the 二次元 culture were held across six major cities in China, with Shanghai hosting more than 60 events [4][6]. - The 二次元 commercial sector has become a crucial part of offline retail, with dedicated spaces in major cities like Shanghai, Beijing, and Chengdu [6][12]. - The market for 二次元 products is projected to grow significantly, with estimates suggesting it will reach 1.689 trillion yuan in 2024, a 40.63% increase from 2023 [17][19]. Group 2: Consumer Behavior - Young consumers are not merely purchasing products but are seeking experiences and a sense of belonging within the 二次元 community [20]. - Events like the "Detective Conan 30th Anniversary Exhibition" generated impressive sales, with a total of 3.05 million yuan over five days, showcasing the financial potential of these cultural events [8][11]. - The popularity of "blind box" purchases, where consumers buy without knowing the specific item, enhances the excitement and community engagement among fans [19][20]. Group 3: Business Opportunities - Companies like 卡游 (Kawoo) have seen substantial revenue growth, with reported earnings of 22.98 billion yuan in 2021, 41.31 billion yuan in 2022, and 19.52 billion yuan in the first nine months of 2023, indicating a thriving market for 二次元 merchandise [17][19]. - The emergence of various 二次元 brands and stores, such as 潮玩星球 (Chao Wan Xing Qiu) and 三月兽 (San Yue Shou), reflects the industry's shift towards scale and industrialization [19]. - Shopping centers are increasingly transforming into 二次元 hubs, with locations like 天府红 in Chengdu becoming popular destinations for young consumers [14][15].
研究完关键数据,我们对卡游「祛魅」了
3 6 Ke· 2025-05-13 00:26
Core Viewpoint - The company, 卡游, is positioned as a toy manufacturer with significant channel barriers in the primary school market, heavily reliant on non-owned IPs, particularly the "My Little Pony" franchise, which currently dominates its revenue stream, leading to a passive market stance [1][3][19]. Group 1: Market Position and Performance - 卡游 has recently resumed its IPO process, drawing attention to the card game sector, which is compared favorably to other industries like that of 泡泡玛特, noted for its high profitability [2]. - The company achieved a revenue of 100.57 billion yuan in 2024, with a gross margin of 67.3%, surpassing 泡泡玛特's figures for the same year [3]. - 卡游's sales network is extensive, covering nearly all primary schools and surrounding stores in China, allowing rapid market penetration for popular products [3][9]. Group 2: Dependency on IPs - The company heavily relies on a few key IPs, with the top five accounting for 86.1% of total revenue from 2022 to 2024, indicating a risk of revenue volatility if these IPs lose popularity [11]. - The "My Little Pony" franchise has become the main revenue driver, contributing over 70% of total revenue in 2024, while the previously dominant "Ultraman" IP's contribution has dropped to 8% [16]. Group 3: Distribution and Sales Strategy - 卡游 has established a robust distribution network with 217 distributors across 31 provinces, and plans to expand its retail presence from 400,000 to 500,000 outlets by the end of 2024 [9][10]. - The company has adapted to the rise of online sales through live-streaming platforms, significantly increasing the visibility and sales of its products [9]. Group 4: Challenges and Future Prospects - The company faces challenges with regulatory scrutiny regarding underage spending on card products, leading to increased complaints and potential reputational risks [9]. - 卡游 is exploring the development of its own IPs, such as "卡游三国," to diversify its offerings and reduce reliance on external IPs, although current contributions from these new lines remain limited [21][23]. - The company is also considering expanding into other product lines, including toys and stationery, to capture a larger market share [24].
卡牌的二手江湖
经济观察报· 2025-05-09 14:48
Core Insights - The trading of collectible cards in the primary market is booming, which is driving rapid growth in the secondary market, although both markets are still in their infancy in China [3][6] - The value of collectible cards, the popularity of intellectual properties (IPs), and the issuance strategies of companies will significantly impact the secondary market [3][6] Group 1: Market Dynamics - The collectible card market in China is experiencing a surge, with companies like 卡游 (Kayo) leading the market with over 70% market share [3] - Kayo's revenue is projected to reach 100.57 billion yuan in 2024, a threefold increase from the previous year, with a net profit of 44.66 billion yuan, marking a 378.16% year-on-year growth [3][11] - The secondary market is heavily influenced by the popularity of specific IPs, with 小马宝莉 (My Little Pony) becoming a key driver of Kayo's revenue growth in 2024 [11][12] Group 2: Consumer Behavior - Young consumers, such as students, are actively participating in the card trading market, often selling cards for profit despite not being fans of the IPs [2][5] - The probability of obtaining rare cards is low, with some cards having a chance as low as 0.062%, making the experience akin to gambling [2][5] - The secondary market is seeing significant transactions, with some cards selling for thousands of yuan, far exceeding their original purchase price [6][11] Group 3: Rating and Valuation - The demand for graded cards is increasing, with domestic grading institutions seeing a surge in orders, particularly for 小马宝莉 cards [8][9] - Graded cards serve both a collectible and aesthetic purpose, differing from international markets where grading is more focused on investment [8][9] - The domestic grading market is evolving, with a goal to establish standardized grading and pricing systems [9][12] Group 4: Future Potential - The collectible card market in China has significant growth potential, with per capita spending on collectible cards currently at only 8.6 yuan compared to 92.3 yuan in Japan and 50.7 yuan in the U.S. [12] - The overall market for entertainment products in China is expected to exceed 330 billion yuan by 2029, indicating a growing interest in collectible cards [12] - However, the secondary market may face challenges from the primary market, especially with companies reviving popular cards, which could disrupt the value of existing cards [12]
卡牌的二手江湖
Jing Ji Guan Cha Wang· 2025-05-09 13:42
Core Insights - The collectible card market in China is experiencing rapid growth, driven by popular IPs like My Little Pony, which has significantly boosted sales and trading activities [2][4][8] - Card You Co., Ltd. (卡游) is the leading company in the collectible card market, holding over 70% market share and reporting a revenue of 100.57 billion yuan in 2024, a threefold increase from the previous year [2][8] - The secondary market for trading cards is also expanding, with platforms like Xianyu and Qidao seeing increased transaction volumes, particularly for My Little Pony cards [4][8] Company Overview - Card You Co., Ltd. has submitted a second IPO application to the Hong Kong Stock Exchange, aiming to become the first publicly listed company focused on collectible trading cards [2] - The company’s revenue growth is attributed to the popularity of its licensed IPs, with My Little Pony replacing Ultraman as the main revenue driver in 2024 [8] - The adjusted net profit for Card You in 2024 is reported at 44.66 billion yuan, marking a year-on-year increase of 378.16% [2][8] Market Dynamics - The collectible card market in China is still in its early stages, with significant potential for growth as the average spending per person is only 8.6 yuan compared to 92.3 yuan in Japan and 50.7 yuan in the U.S. [9] - The demand for graded cards is increasing, with domestic grading institutions seeing a surge in orders, particularly for My Little Pony cards, which has led to over 1 million cards being graded in 2024 [6][7] - The secondary market is influenced by the popularity of IPs, with the lifecycle of card products being relatively short, often declining in demand significantly after the initial hype [8][10] Trading and Valuation - The trading of collectible cards is characterized by a mix of luck and strategy, with players often calculating the probabilities of obtaining rare cards from different price packages [3][4] - Graded cards are becoming a new business segment, with players seeking authentication and valuation for their collections, which is different from the international market where cards are treated as investment assets [5][6] - The secondary market is seeing high transaction values, with some My Little Pony cards selling for thousands of yuan, indicating a robust demand for rare and graded cards [4][8]
小学生氪金养出百亿帝国?2元卡牌“印钞机”里的秘密
凤凰网财经· 2025-04-29 12:39
来源 |凤凰 网财经《 IPO观察哨 》 当《哪吒 2》的票房热潮席卷全国,与之联名的卡牌竟在二手市场被炒出天价——一张导演签名的哪吒卡牌 被炒到 9.5万, 堪称 "电子黄金" 。 卡牌的 幕后制作者正是 浙江卡游动漫有限公司(下称 "卡游") ,这家靠 2元一包的卡牌年入百亿的公司,正以惊人的速度改写中国玩具行业的规 则, 却因 狂奔在 资本市场埋下暗雷。 2024年 , 卡游营收破百亿大关,达到 100.57亿元,同比暴涨278%。它的赚钱能力甚至超越了"让年轻人疯魔"的泡泡玛特。4月14日,卡游公司 二次冲刺港交所。除令人眼红的暴利生意,萦绕在它身上的是长期困于 "收割小学生""未成年沉溺其中""小学生集卡成瘾"等负面舆论。 01 卡游到底有多暴利? 在创投圈,卡游被称 "小孩收割机",其推出的核心IP"奥特曼系列卡牌"牢牢锁定了小学生群体。 2024年,卡游营收达到100.57亿元,净利润高达44.66亿元,毛利率67.3%。要知道在全球大杀四方的泡泡玛特 当年的 营收 是 130.4亿元,净 利润 为 31.25亿元,这样的财务数据已经令外界惊叹。 而聚焦卡游的核心业务集换式卡牌的毛利率更是高达 ...
比泡泡玛特还赚钱的,是小卡
盐财经· 2025-04-27 09:49
以下文章来源于财经天下WEEKLY ,作者财经天下 财经天下WEEKLY . 《财经天下》周刊官方账号,提供有品质的深度报道,讲述中国企业在时代浪潮中的精彩故事。 本文转载自财经天下WEEKLY 值班编辑 | 宝珠 视觉 | 顾芗 今年《哪吒2》的爆火,带飞了联名的国产卡牌,也让卡游这家"卖卡牌"的公司出了圈。 从当初的奥特曼到去年的小马宝莉,再到今年的哪吒系列卡牌,卡游正从昔日的中小学生"心头好",向 更广阔的消费圈层突破。日前,作为集换式卡牌行业唯一的龙头,它正式向港股发起了冲刺。 依靠售价2元一包的小小卡牌,卡游成了"IP印钞机"。在2024年,公司突破百亿元营收大关,经调整净利 润达到44.66亿元,综合毛利率高达67.3%,甚至超过了泡泡玛特,堪称国内赚钱能力最强的一家玩具公 司。 创办卡游的浙江衢州大佬李奇斌,今年已经53岁。在卡游提交招股书前,他2024年从公司领走了18亿元 的天价薪酬。一旦卡游成功上市,李奇斌的身家,也将迎来暴涨。 市场上最会赚钱的玩具公司 "刚看完《哪吒2》电影时,我抽卡上头了。"一位年轻白领小吕说。尽管自己是成年人,但对这个IP的喜 爱,仍然让她忍不住下单。整个2月,她在 ...