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SAMG Entertainment Establishes Japanese Subsidiary as ‘Global Strategic Hub’… Propagating SAMG IP Worldwide

  • – Initiates Full-Fledged Advance on Global Market After Establishing Japanese Corporation
  • – Appoints Okamura, Kids’ Entertainment Expert from ‘Sega Toys,’ as CEO
  • – “Discussing Collaboration on IP with Major Japanese Content Companies… Plans Entry into the U.S. Following Success in Japan”

SAMG Entertainment (SAMG) is expanding its global business by entering one of the largest character markets, Japan.

On the 23rd, SAMG announced that it has established a local subsidiary in Japan, marking the beginning of its full-fledged advance on the global market after the establishment of its Japanese corporation. The company plans to leverage its success in Japan, where global intellectual property (IP) competes, to expand its reach to the United States.

The Japanese subsidiary is named ‘NIKONIKO Entertainment,’ located in Shibuya-ku, Tokyo, and fully owned by SAMG. NIKONIKO Entertainment is expected to serve as a stepping stone to expand SAMG’s IP fandom beyond Japan into global markets such as the United States.

According to the Korea Creative Content Agency, the size of Japan’s character market is approximately 17 billion USD (2.65 trillion JPY) as of 2023, making it the third-largest market in the world after the United States and China. While Japan’s market has traditionally been focused on 2D animation, there is a growing demand for SAMG’s strength in 3D CGI animation, especially in the kids’ entertainment sector.

NIKONIKO Entertainment is led by CEO Okamura Masato, who has been active in the global kids’ entertainment industry for over 20 years. Okamura served in overseas business operations at Sega Toys for more than 10 years and has been involved in consulting for global toy entertainment companies in Japan and North America since 2012.

Okamura, the CEO of NIKONIKO Entertainment, stated, “SAMG is one of the very few content companies in the world that internalizes the entire IP business value chain,” expressing confidence in SAMG’s ability to succeed in the global market as an equivalent to global content companies.

SAMG emphasized its capabilities in 3D CGI animation planning and production, as well as the development of global IP business, gaining significant attention from Japanese content companies. The company plans to strengthen its IP development capabilities by utilizing the abundant creative character industry workforce in Japan, including writers, designers, and MD development, with the goal of entering the North American market.

Okamura mentioned, “Distribution partners for SAMG’s MD have already been decided in Japan, and discussions on collaboration with major content companies in Japan regarding IP are underway.” He added, “We have received numerous inquiries from major content companies around the world, now only Japan. Through NIKONIKO Entertainment, we will introduce SAMG’s IP to the world, and make global fans enjoy all the products and services from SAMG.”