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年利润近亿元,卡牌与潮玩公司Suplay申请上市
3 6 Ke· 2026-01-04 04:26
2026新年伊始,又有一家潮玩赛道创业公司申请上市。1月1日,香港联合交易所披露了Suplay集团的招股书。 2023年、2024年与2025年前九个月,Suplay的收入分别为人民币1.457亿、2.805亿、2.833亿元,对应净利润分别为294.9万、4911.5万、3707.4万元。 | | 截至12月31日止年度 | | 截至9月30日止九個月 | | | --- | --- | --- | --- | --- | | | 2023年 | 2024年 | 2024年 | 2025年 | | | | (人民幣千元) | | | | | | | (未經濟計) | | | 收入 | 145,725 | 280,504 | 202,768 | 283,293 | | 銷售成本 | (85,000) | (152,062) | (108.507) | (128.951) | | 毛利 | 60.725 | 128.442 | 94,261 | 154,342 | | 其他淨收入 | 304 | 1.880 | 1.768 | 12,440 | | 銷售及經銷開支 | (27.356) | (39.268) | ...
写在2026价值重估时,一位潮玩老兵的商业独白
3 6 Ke· 2025-12-28 23:15
「不以二级市场为依托,也依然有人买单,这才是IP价值的体现。换句话说,如果没有足够规模的粉丝 基本盘,就不会有今天的LABUBU。」潮玩IP社区Lockerr联合创始人方宁给出这样的判断。 方宁对未来前景无比笃定,「还会有更多IP跑出来」。这是一份来自行业内部的经验复盘。我们希望拨 开数字和现象的迷雾,回到一些更底层、更具实践性的思考和方法。 以下是自述分享整理。 二级市场不生产价值,「把IP价值挂钩二级市场」是一场巨大谬误 当下,资本市场将LABUBU 的价值锚定在二级市场价格波动上,并由此放大了对爆款IP可持续性及估 值偏高的担忧。但这种"简单粗暴"的方式并不符合市场运行逻辑。 作为潮玩行业老兵,方宁走过了完整的市场兴起周期:金融出身、回国创业,经历了市场百花齐放、见 证了头部崛起,也熬过生存战的创业低谷。五年间,帮助数千个原创潮玩IP商业化。也因此他对市场有 着直接的体感和理解。 在潮玩IP领域,"产品即IP"是核心逻辑:强调原创性(IP 由品牌自主掌握),早期以玩具商品形态为最 直接的商业化方式。基于此,他总结出一个公式——IP商业化= IP ×品类×放大器。 2018-2023年是一个初期阶段,原创 ...
「小鼻嘎」胜利,玩具越小越可爱
3 6 Ke· 2025-09-29 00:48
Core Insights - The mini toy market has evolved from a niche collector's segment to a significant consumer category, driven by changing consumption and aesthetic values among young people [1][31] - The trend of miniaturization in toys reflects a broader shift towards lightweight consumption and emotional connection, catering to the desire for personalized and unique products [30][31] Market Trends - The mini toy segment, particularly "萌粒" (mini figures), is projected to reach a market size of 72.7 billion yuan in 2024, with blind box figures being a popular category among manufacturers [2] - Mini toys are characterized by their small size, low price point (5-30 yuan), and strong emotional value, making them appealing to students and working professionals alike [4][9] Consumer Behavior - The rise of social media has popularized terms like "小鼻嘎," which refers to mini toys, indicating a cultural shift towards these products [2][8] - Mini toys serve as personal symbols in social contexts, enhancing individual expression and identity among consumers [4][9] Product Innovation - Leading brands like Pop Mart and others are at the forefront of the miniaturization trend, using it as a strategy to extend IP value and reach a broader audience [9][11] - Mini toys are increasingly integrated into everyday life, with products designed for various scenarios, such as keychains and stress-relief items [4][13] Cultural Impact - The mini toy phenomenon has sparked a unique cultural movement, with UGC (user-generated content) becoming a significant driver of consumer engagement and creativity [26][28] - The DIY aspect of mini toys allows consumers to personalize their products, further enhancing their emotional connection to the items [30][31] Industry Dynamics - The mini toy market is witnessing increased competition, with both established brands and new entrants leveraging IP collaborations and innovative designs to capture consumer interest [11][15] - The success of mini toys is also attributed to their adaptability in various retail environments, including pop-up stores and online platforms, which facilitate consumer interaction and engagement [24][30]
中国IP衍生品走出国门,杰森娱乐集团加速布局东南亚市场
Sou Hu Cai Jing· 2025-08-26 07:28
Core Viewpoint - The 2025 IBTE Indonesia International Toy and Baby Products Exhibition showcased the rapid growth of the Southeast Asian IP toy market, with a significant presence of Chinese brands leveraging their supply chain and marketing expertise to dominate the region [1][3]. Company Overview - Jason Entertainment, established in 2019, is a comprehensive cultural entertainment group focusing on IP copyright operation, investment in film and animation content, and the design, development, and sales of IP derivatives [9]. - The company has developed a brand matrix including Card.Fun and GOODSFUN, targeting different sectors such as card games and anime peripherals, and has positioned itself as a leader in the IP derivative sector [9]. Market Expansion - Jason Entertainment is actively expanding into the Southeast Asian market, particularly Indonesia, which has a large young population and a growing middle class, creating strong consumer demand for toys and collectibles [12]. - The company plans to use Indonesia as a starting point to gradually enter other Southeast Asian markets like Malaysia and Thailand, capitalizing on the region's urgent need for mature Chinese IP derivative supply chains [12]. Product Offering - At the exhibition, Jason Entertainment presented an immersive "IP theme park" experience, featuring a variety of licensed products from globally popular IPs, including Disney and anime series [5][7]. - The showcased products included collectible cards and peripherals that transform anime and film IPs into cultural artifacts, appealing to the Z generation's consumption trends [7]. Strategic Vision - Jason Entertainment aims to become a leading player in the global market, with aspirations to be the "Bandai of China," focusing on the Southeast Asian market to promote high-quality domestic IP derivatives [10]. - The company has collaborated with over 100 copyright holders and possesses more than 500 IP resources, establishing itself as a hidden champion in the IP derivative sector [10].
中国IP衍生品走出国门 杰森娱乐加速布局东南亚市场
Sou Hu Cai Jing· 2025-08-22 11:22
Group 1: Event Overview - The 2025 IBTE Indonesia International Toy and Baby Products Exhibition was held from August 20 to 22 at the JIEXPO in Jakarta, attracting over 1,000 exhibitors and more than 40,000 international buyers [1] Group 2: Market Insights - Southeast Asia is one of the fastest-growing regions in the global IP toy market, with over 80% of trendy toy products sourced from China [3][10] - The region's cultural and consumer habits align closely with those of China, allowing Chinese brands to dominate the Southeast Asian market through established supply chains and social media marketing [3] Group 3: Company Profile - Jason Entertainment, established in 2019, is a comprehensive cultural entertainment group focusing on IP copyright operation, film and animation content investment, and the design, development, and sales of IP derivatives [9] - The company has developed a brand matrix including Card.Fun and GOODSFUN, specializing in different product categories such as cards and anime peripherals [9] Group 4: Product Showcase - At the exhibition, Jason Entertainment showcased an "IP Theme Park" design, featuring immersive experiences and a variety of licensed card products from popular global IPs, including Disney and anime series [5][7] - Innovative products like "Moe Grain" and "Squeeze Fun" cater to Gen Z consumption trends, enhancing the interactive experience for attendees [7] Group 5: Global Expansion Strategy - Jason Entertainment aims to expand into Southeast Asian markets, starting with Indonesia, which has a large young population and growing middle class, indicating strong consumer potential [12] - The company plans to leverage its diverse IP matrix and professional product development system to meet the urgent demand for mature IP derivative products in Indonesia [12] - The company's chairman expressed the ambition to become China's equivalent of Bandai, focusing on breaking into the Southeast Asian market and promoting quality domestic IP derivatives globally [10]
中国IP衍生品走出国门,杰森娱乐加速布局东南亚市场
Sou Hu Wang· 2025-08-22 09:05
Group 1: Event Overview - The 2025 IBTE Indonesia International Toy and Baby Products Exhibition was held from August 20 to 22 at the JIEXPO in Jakarta, attracting over 1,000 exhibitors and more than 40,000 international buyers [1] Group 2: Market Insights - Southeast Asia is one of the fastest-growing regions in the global IP toy market, with over 80% of trendy toy products sourced from China [3][12] - The region's cultural and consumer habits align closely with those of China, allowing Chinese brands to dominate the Southeast Asian market through established supply chains and social media marketing [3] Group 3: Company Highlights - Jason Entertainment, a leading brand in the derivative products industry, showcased its IP matrix at the exhibition, featuring various globally popular IP licensed products [5][10] - The company has developed a comprehensive brand matrix, including Card.Fun and GOODSFUN, focusing on different product categories such as cards and anime peripherals [10] Group 4: Strategic Expansion - Jason Entertainment plans to use Indonesia as a starting point to expand into other Southeast Asian markets like Malaysia and Thailand, capitalizing on Indonesia's large population and growing middle class [14] - The company aims to adapt its product development and design to meet the local market's preferences, leveraging its diverse IP matrix and professional product development system [14]