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泡泡玛特、红杉、阅文押注,又一家卡牌公司准备上市
记者丨刘婧汐 编辑丨高梦阳 童年记忆里的卡牌纷纷奔赴资本市场。 继"行业老大"卡游向港交所递交招股书之后,有消息称,成立仅四年的卡牌公司Hitcard也开始推进上 市进程,集换式卡牌市场将迎来"变现时代"。 Hitcard是由上海骑形网络科技有限公司于2021年创办的潮玩IP卡品牌,专注于成人收藏卡领域。此前, 公司已经获得上海联创投资创始人冯涛、泡泡玛特、红杉中国种子基金、千岛潮玩族、日本头部娱乐集 团CyberAgent以及阅文集团等机构与产业方的多轮融资。 记者搜索到,在Hitcard的淘宝官方旗舰店中,影视剧《嘘,国王在冬眠》联名卡牌以销量7000+位列店 铺销量第一,超越了一众二次元知名IP。 据36氪,Hitcard去年已经实现了约4亿元的收入,同比增长超600%,今年预计还会有同比100%的增 长,且已经实现盈利。 不过,对比目前的"行业老大"卡游,Hitcard在营收和市场份额上与其仍相距甚远。 根据华西证券研究所测算,按商品交易总额计,2024年中国集换卡式牌行业中前五大公司占总市场份额 的 82.4%,卡游以71.1%的市场份额位居第一位。2024年,卡游实现了100.57亿元的营收,经调 ...
泡泡玛特、红杉、阅文押注,又一家卡牌公司准备上市
21世纪经济报道· 2025-09-28 00:10
Hitcard是由上海骑形网络科技有限公司于2021年创办的潮玩IP卡品牌,专注于成人收藏卡领域。此前,公司已经获得上海联创投资 创始人冯涛、泡泡玛特、红杉中国种子基金、千岛潮玩族、日本头部娱乐集团CyberAgent以及阅文集团等机构与产业方的多轮融 资。 记者丨刘婧汐 编辑丨高梦阳 童年记忆里的卡牌纷纷奔赴资本市场。 继"行业老大"卡游向港交所递交招股书之后,有消息称, 成立仅四年的卡牌公司Hitcard也开始推进上市进程,集换式卡牌市场将 迎来"变现时代"。 是卡游还是Hitcard离成功IPO尚有一段距离。 其中,大股东阅文集团在公司发展中扮演重要角色。2024年10月获阅文集团领投数千万人民币后,阅文集团拥有Hitcard公司10%的 股权,同时Hitcard可深度接入阅文旗下1000+IP库,共享其线下渠道资源(如阅文好物实体店)。2024年,双方合作开发了《庆余 年》《全职高手》《一人之下》和《斗破苍穹》等知名IP卡牌。 与炙手可热的泡泡玛特盲盒产品相似,集换式卡牌兼具随机性、观赏性和收集价值,核心受众群体为Z世代消费者。 在IP运营方面,Hitcard同样通过签约IP丰富旗下IP矩阵。目前Hi ...
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]
泡泡玛特、红杉、阅文押注!卡牌公司Hitcard推进上市进程
Core Viewpoint - The collectible card market in China is entering a monetization phase, with companies like Hitcard and established players like 卡游 (Kaworld) pushing for IPOs and significant growth in revenue and market presence [1][3]. Company Overview - Hitcard, founded in 2021, focuses on adult collectible cards and has received multiple rounds of funding from notable investors including 泡泡玛特 (Pop Mart), 红杉中国 (Sequoia China), and 阅文集团 (Yuewen Group) [1]. - After a significant investment from Yuewen Group, Hitcard has access to over 1,000 IPs and offline channel resources, enhancing its market position [1]. - In 2024, Hitcard's collaboration on the 《庆余年》 card series generated a GMV of 20 million RMB [2]. Financial Performance - Hitcard achieved approximately 400 million RMB in revenue last year, marking a year-on-year growth of over 600%, with expectations for another 100% growth this year [2]. - The company has already reached profitability, indicating a strong business model and market demand [2]. Market Comparison - Despite Hitcard's growth, it still lags behind the market leader, 卡游, which holds a 71.1% market share and reported revenues of 10.057 billion RMB in 2024 [3]. - The top five companies in the collectible card market account for 82.4% of the total market share, highlighting the competitive landscape [3]. Market Potential - Current spending on collectible cards in China is significantly lower than in developed countries, with per capita spending at 18.7 RMB compared to 119.3 RMB in Japan and 64.0 RMB in the U.S., suggesting substantial growth potential [3]. - The Chinese collectible card market is projected to reach 44.6 billion RMB by 2029, with a compound annual growth rate of 11.1% from 2024 to 2029, indicating a sustained high demand [3].
卡牌产业深度报告:全球娱乐文化轻量级增长引擎
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]
《731》上映首日打破多项纪录;卡游开启美国市场丨消费早参
Mei Ri Jing Ji Xin Wen· 2025-09-18 23:20
每经记者|毕媛媛 每经编辑|魏官红 NO.2 沪上阿姨成立沪姨企业管理公司 天眼查工商信息显示,9月4日,上海沪姨企业管理有限公司成立,法定代表人为李仁猛,注册资本100 万元,经营范围含企业管理咨询、社会经济咨询服务、机械设备研发、厨具卫具及日用杂品批发、厨具 卫具及日用杂品零售、个人卫生用品销售、信息咨询服务、会议及展览服务、互联网销售等。股权全景 穿透图显示,该公司由上海沪姨供应链管理有限公司全资持股,后者为沪上阿姨全资子公司。 点评:沪上阿姨设立上海沪姨企业管理公司,是其完善产业布局、提升综合竞争力的战略举措。今年上 半年,沪上阿姨展现出良好发展态势。此次新公司成立,或为开拓新业务领域,如拓展供应链管理、开 展新的零售业务等,有望挖掘新增长点,强化产业链协同,提升品牌整体运营效率。 NO.3 卡游开启美国市场 9月17日,卡游(Kayou)宣布进入美国市场。作为全球最大的集换式卡牌市场,美国是卡游全球战略 中的重要一环。此次拓展也进一步落实了该集团的国际化愿景,即通过激活全球极具影响力的IP价值, 打造融合创意与文化交流的多元化平台。 | 2025年9月19日 星期五 | NO.1 《731》上映首日 ...
日本成年人助推玩具市场规模创新高
Sou Hu Cai Jing· 2025-09-17 01:14
木村说,随着与爱好和休闲有关的费用大幅上涨,"玩具成为成年人一种经济实惠的选择"。 此外,不少成年人外出时会带着心爱的毛绒玩具拍照并发到社交媒体上,作为与他人互动的方式之 一,"这表明消费者不仅从物品本身寻找价值,还希望借此能与他人互动并获得相关体验"。 据新华社电 尽管日本出生人口数量连年减少,但玩具市场却出人意料地蓬勃发展,这背后的"推力"来 自爱上玩具的日本成年人。 统计数据显示,"单人户"在玩具上的支出增加明显:2024年,日本"单人户"家庭平均在玩具上花费 14498日元(701元人民币),较2014年增长3.5倍;有至少一名儿童的多人家庭在玩具上的平均支出是 12367日元(598元人民币)。 日本共同社14日援引日本玩具协会数据报道,2024财年日本玩具市场规模同比增长7.9%,达到1.1万亿 日元(约合531.7亿元人民币),创历史新高。其中,集换式卡牌和动漫周边产品是主要推动力,较10 年前增长36%;电子宠物以及形态各异的毛绒玩具也颇受成年人欢迎。 明治安田综合研究所经济学家木村五月(音译)在近期发表的一份报告中说,玩具逐渐成为日本成年人 的爱好和自我表达的方式,"玩具只为儿童设计"这一传 ...
日本:成年人助推玩具市场规模创新高
Sou Hu Cai Jing· 2025-09-16 06:09
新华社北京9月16日电 尽管日本出生人口数量连年减少,但玩具市场却出人意料地蓬勃发展,这背后的"推力"来自爱上玩具的日本成年人。 木村说,随着与爱好和休闲有关的费用大幅上涨,"玩具成为成年人一种经济实惠的选择"。此外,不少成年人外出时会带着心爱的毛绒玩具拍照并发到社交 媒体上,作为与他人互动的方式之一,"这表明消费者不仅从物品本身寻找价值,还希望借此能与他人互动并获得相关体验"。(荆晶) 这是8月28日在日本东京玩具展上拍摄的玩具。新华社记者贾浩成摄 统计数据显示,"单人户"在玩具上的支出增加明显:2024年,日本"单人户"家庭平均在玩具上花费14498日元(701元人民币),较2014年增长3.5倍;有至 少一名儿童的多人家庭在玩具上的平均支出是12367日元(598元人民币)。 明治安田综合研究所经济学家木村五月(音译)在近期发表的一份报告中说,玩具逐渐成为日本成年人的爱好和自我表达的方式,"玩具只为儿童设计"这一 传统观念正在转变。 日本共同社14日援引日本玩具协会数据报道,2024财年日本玩具市场规模同比增长7.9%,达到1.1万亿日元(约合531.7亿元人民币),创历史新高。其中, 集换式卡牌和动漫 ...
本月进军美国!全球最大集换式卡牌市场“相信光吗?”——专访卡游有关负责人
Zheng Quan Shi Bao· 2025-09-11 08:11
Core Viewpoint - The emerging brand KAYOU, known for producing Ultraman cards, is gaining attention at the China International Fair for Trade in Services, highlighting the growth of the Chinese pan-entertainment product industry and its future development plans [1] Group 1: Business Performance and Market Trends - KAYOU has seen explosive growth in its card and badge businesses, with successful collaborations on popular domestic IPs like "Nezha: The Devil's Child" and "Wang Wang Mountain Little Monster," leading to a surge in consumer interest and a new wave of anime derivative products [2] - The company's profit margins are comparable to luxury goods, driven by the current trend of emotional consumption, where consumers are willing to pay for beloved characters and unique experiences [2] - KAYOU's products are designed to appeal to the "Z generation," focusing on high-quality craftsmanship, engaging designs, and interactive experiences [3] Group 2: IP Strategy and Product Development - KAYOU collaborates with over 70 leading global IPs, developing a diverse range of products including collectible cards, action figures, plush toys, and cultural stationery, targeting various consumer demographics [3][4] - The company emphasizes the importance of high-quality local IPs and avoids violent or inappropriate content in its selections, focusing on a wide range of themes including traditional culture and martial arts [4] - The lifecycle of derivative products is closely tied to the sustainability of the IP, with stable output and classic character establishment being crucial for longevity [4] Group 3: Competitive Advantages and Market Position - KAYOU's competitive edge lies in its full industry chain layout and IP operation capabilities, with a strong emphasis on high-quality product development as a foundation for stable business growth [5] - The company's printing technology significantly contributes to its product quality, allowing it to capture 70% of the card market share [5] - KAYOU aims to leverage its participation in the fair to enhance brand recognition and showcase its achievements in the anime derivative and creative stationery sectors [6][7] Group 4: International Expansion and Cultural Exchange - KAYOU plans to officially enter the U.S. market, which is a key part of its global strategy, aiming to connect diverse cultures and enhance consumer engagement through high-quality products [7] - The company seeks to utilize its diverse IP matrix to promote Chinese culture globally, showcasing both domestic and international IPs to facilitate cultural exchange [6][7] - KAYOU's strategy includes understanding international market demands to optimize products and expand its market share, reinforcing its leading position in the pan-entertainment product industry [7]
本月进军美国!全球最大集换式卡牌市场“相信光吗?”——专访卡游有关负责人
证券时报· 2025-09-11 08:09
Core Viewpoint - The emerging brand KAYOU, known for producing Ultraman cards, is gaining attention in the context of emotional consumption and cultural trade, particularly at the China International Fair for Trade in Services [1] Group 1: Business Performance and Market Trends - KAYOU has seen explosive growth in its card and badge businesses, with successful collaborations on popular domestic IPs like "Nezha: The Devil's Child" and "Wang Wang Mountain Little Monsters," leading to a surge in consumer interest [3] - The company's profit margins are now comparable to luxury goods, driven by the prevailing trend of emotional consumption among younger consumers who are willing to pay for beloved characters and unique experiences [3] - The cultural IP and creative industry in China are thriving, supporting diverse IP derivative product development and the expansion of emotional consumption [3] Group 2: Target Audience and Product Development - KAYOU has partnered with over 70 leading global IPs to create a variety of products, including collectible cards, action figures, plush toys, and creative stationery, targeting different consumer demographics [5] - The company focuses on the "Z generation" consumer group, ensuring that its products feature appealing narratives, high-quality designs, and interactive experiences [5] Group 3: Competitive Advantages and Market Position - KAYOU's printing technology is a significant factor in its market leadership, accounting for 70% of the card market share, as high-quality card products require excellent design and craftsmanship [9] - The company emphasizes the importance of selecting quality domestic IPs and is committed to avoiding violent or inappropriate content in its offerings [7] Group 4: International Expansion and Cultural Exchange - KAYOU aims to enhance its brand recognition and establish international partnerships through participation in the trade fair, showcasing its achievements in the anime derivative products and creative stationery sectors [11] - The company plans to enter the U.S. market, which is crucial for its global strategy, aiming to connect diverse cultures and enhance consumer engagement through high-quality products [12]