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SAMG Entertainment Achieves Highest Revenue for 4th Consecutive Year… Focused on Improving Profitability This Year

  • – SAMG Entertainment Reports Sales of 951.2 Billion Won Last Year, a 39.2% Increase Year-on-Year
  • – Actively Expanding New Business Based on Hit IPs to Diversify Revenue Sources
  • – Operating Loss Recorded at 9.4 Billion Won… “Focused on Profit Improvement Through Cost Efficiency This Year”

SAMG Entertainment announced on the 2nd that it recorded sales of 951.2 billion won last year according to its consolidated financial statements, marking a 39.2% growth compared to the previous year. Fourth-quarter sales reached 344.8 billion won, a 34.8% increase year-on-year.

SAMG Entertainment is showing the most overwhelming growth among major content companies. It has been breaking its own record for the highest revenue for four consecutive years since 2019. The compound annual growth rate (CAGR) for revenue over the past four years is 55.7%. This result comes from diversifying revenue sources around hit intellectual properties (IPs) such as the “Catch! Teenieping” series.

Especially, “Catch! Teenieping,” launched in September last year, is enjoying even greater success compared to previous seasons. The show achieved a record-high viewership rating of 20.2% on its first broadcast, and in January of this year, episode 15 surpassed a viewership rating of 26%. It is also demonstrating strong IP power by ranking first in the kids’ section on Netflix on the launch day.

In the remaining months, the new IP “Metal Cardbot,” launched in March last year, has grown into SAMG Entertainment’s flagship IP. It surpassed a domestic viewership rating of 3% and has rapidly expanded its fandom, ranking highly on major OTT platforms in China since its launch in December last year. “Miniforce S06 : Supercops,” launched in November last year, is attracting high interest not only from kids’ fandom but also from the tween market by introducing collectible goods for the first time in the series.

The core new business, “Teenieping World in Pangyo,” opened its doors on December 15 last year, offering a new content experience culture. Since its opening until January this year, approximately 40,000 visitors have visited “Teenieping World.” SAMG Entertainment aims to generate an annual fan traffic of 300,000 by offering various contents at “Teenieping World” this year.

However, the operating loss recorded last year was 94.18 billion won. This was due to an increase in selling, general, and administrative expenses related to strengthening new businesses and promotions. Additionally, the increase in logistics costs and inventory asset-related expenses resulting from the establishment of a direct sales channel and expansion of direct sales channels also had an impact.

SAMG Entertainment plans to focus on improving profitability through cost efficiency this year. While aggressive pursuit of new businesses for external growth was prioritized until last year, this year, both one-time projects like pop-up stores and large-scale projects will be conducted with profitability as a key factor.

An official from SAMG Entertainment stated, “We will focus on improving profitability through cost efficiency this year, starting with reducing losses from the first quarter of this year, and will exert efforts to improve profitability. We will conduct promotions centered around our own platforms such as the Emotion Castle platform and Teenieping World to carry out efficient content business.”