收藏卡牌

Search documents
调研速递|广博集团接受建信养老等2家机构调研 精彩要点披露
Xin Lang Cai Jing· 2025-09-25 08:43
广博集团于2025年9月25日接待了建信养老、长江证券等2家机构的特定对象调研及现场参观。以下为本 次投资者关系活动的详细情况: 基本信息投资者活动关系类别:特定对象调研、现场参观时间:2025年9月25日地点:公司会议室参与 单位名称:建信养老(刘洋,周文菁)、长江证券(章颖佳)上市公司接待人员姓名:董事会秘书、副 总经理江淑莹;证券事务代表王秀娜 投资者关系活动主要内容公司展厅参观与产品介绍:广博集团向调研机构展示了公司产品,现阶段公司 持续拓宽产品边界,构建覆盖多元兴趣需求的时尚品类矩阵。除经典文具系列与二次元潮玩产品线外, 还开辟了收藏卡牌、软萌毛绒、生活周边三大新赛道。收藏卡牌:通过剧情联动,产品发售获年轻玩家 青睐,奠定卡牌品类布局根基,彰显公司在IP联名与潮流单品开发实力。毛绒品类:加速孵化多元化产 品线,近期"面包超人"经典IP系列与"初音未来"二次元偶像系列毛绒挂件已在线上线下同步发售。产品 以萌系造型设计,兼具潮流配饰与居家摆件功能,强化了公司在软萌潮流品类的市场影响力。生活周边 系列:以"潮流融入日常"为理念,推出高颜值水杯、个性家居饰品等多元单品,融合二次元元素、潮流 设计与实用功能, ...
卡牌产业深度报告:全球娱乐文化轻量级增长引擎
Shanghai Aijian Securities· 2025-09-23 05:40
Investment Rating - The report rates the card industry as "Outperform" [3] Core Insights - The card industry is identified as a "lightweight" growth engine within the global entertainment and cultural sector, integrating entertainment, collection, and culture [3][7] - The unique value logic of trading card games (TCGs) is based on their tactical value and scarcity, distinguishing them from ordinary cards [3][8] - The Chinese trading card market has rapidly grown, becoming the largest globally, with a market size projected to reach RMB 263 billion by 2024, reflecting a compound annual growth rate of 56.6% from 2019 [42][77] Summary by Sections 1. Card Industry Overview - Cards are categorized into game cards and collectible cards, with trading cards being a significant focus due to their strategic gameplay and community engagement [7][9] - Trading cards combine rule-based gameplay, cultural content, social attributes, and collectible aspects, creating a high-engagement player ecosystem [3][8] 2. Market Dynamics - The consumer base for card products is primarily elementary school students, with 70% of offline purchasers falling into this category [35] - The report highlights a strong purchasing habit among consumers, with 42% maintaining stable monthly purchases, indicating high user loyalty [37] 3. Regional Market Analysis - The U.S. market is characterized by a mature event system and a strong player base, while Japan leverages its anime IPs for card development, showcasing unique entertainment and social aspects [42][62] - The Chinese market has evolved from imitation to innovation, with local companies developing unique paths and capturing significant market share [79][81] 4. Business Model and Growth Logic - The card industry's business model is driven by IP, diverse products, and a multi-channel sales approach, with a focus on building an IP matrix and enhancing user engagement through events and online communities [84] - The average direct material cost for trading cards is projected to be RMB 0.25 per pack, with an average selling price of RMB 1.70 per pack, resulting in a gross margin of 71.3% [3]