
Summary of Conference Call on the Rise of the "Guzi Economy" and the "Bubble Mart" Phenomenon Industry Overview - The "Guzi Economy," which encompasses the market for peripheral products related to entertainment, is not a new concept and has rapidly developed under the emotional value-driven consumption of Generation Z, with a market size expected to exceed 130 billion yuan by 2026 [1][5] - The distinction between the Guzi Economy and "潮玩" (trendy toys) lies in product size, price, target demographics, and consumption drivers, with the former targeting younger consumers and the latter appealing more to mature white-collar women [1][3] Core Insights and Arguments - The Guzi Economy meets the emotional needs of young consumers, providing them with collectibles and social value, while the blind box mechanism increases purchase frequency, although regulatory compliance is a concern [1][4] - Companies like Alibaba Cloud and Roundtable Holdings have reported strong revenue growth from the licensing and sales of peripheral entertainment products, confirming the industry's robust development trend [1][6] - The value chain of the peripheral entertainment industry includes upstream IT technology, midstream product development, and downstream sales channels, with IP licensing being a core component [1][7] Market Dynamics - The market for secondary derivative products is projected to reach over 130 billion yuan by 2026, driven by generational shifts in consumption, the popularity of Japanese manga and games, and the transformation of offline malls to attract foot traffic [1][5] - The financial performance of companies in this sector reflects the industry's heat, with Alibaba Cloud's retail revenue from IT products growing over 40% and Roundtable Holdings' overseas merchandise licensing revenue increasing by 35% [1][6] Product Development and Production - The product development process focuses on acquiring unique external IPs for design, with most companies opting for OEM partnerships due to low production costs [1][8] - The card product market has a significant profit margin, with a typical pack costing around 10 yuan and production costs being minimal, leading to substantial profit potential [1][10] User Demand and Competitive Landscape - Card products cater to user needs for collection, social competition, and status signaling, with some rare cards fetching high prices in secondary markets [1][11] - The competitive factors in this industry include distributor channels, blind box mechanics, and the acquisition of classic IPs, with companies like Card Friend leveraging strong distributor networks for high profitability [1][12] Sales Channels and Business Models - There are notable differences in sales channels between Bubble Mart and Card Friend, with Bubble Mart relying more on self-operated stores while Card Friend depends heavily on a vast distributor network [1][13] - Bubble Mart's business model focuses on incubating designer IPs and extending the life value of IPs through brand development, while Card Friend's model is more reliant on external IPs and distributor networks [1][14] Future Trends and Investment Outlook - The card industry must address the replicability of its business model and compliance with regulations concerning underage consumers, with companies like Card Friend transitioning towards self-owned stores and proprietary IPs [1][15] - The peripheral entertainment industry shows real and sustainable growth potential, with companies like Bubble Mart demonstrating significant profitability, indicating long-term investment value [1][17] - Investors are advised to consider market risk tolerance and liquidity when seizing investment opportunities in this sector [1][17] Notable Companies - Bubble Mart is highlighted as a leading company in the peripheral entertainment sector, with strong performance in both domestic and international markets, alongside other notable firms like Shanghai Film and Reading Group, which have rich upstream IP reserves [1][16]