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SAMG Entertainment’s ‘THE TEENIEPING Seongsu’ Draws 700 Daily Visitors, Underscoring Content-to-Retail Momentum

  • – ‘Catch! Teenieping’ enters Top 3 among teens and adults in KOCCA’s 2025 Character Industry White Paper
  • – Ranks No. 1 in merchandise purchase share, signaling expansion into lifestyle retail

Global IP content company SAMG Entertainment (KOSDAQ: 419530, CEO Suhoon Kim) announced that its flagship store, THE TEENIEPING Seongsu, has recorded an average of approximately 700 daily visitors during its first month of operation. Following its opening on December 24, the store welcomed 3,000 visitors within its first two days, positioning itself as a notable destination in Seoul’s Seongsu district.

The flagship store serves as the physical hub for SAMG Entertainment’s integrated IP brand, THE TEENIEPING, launched in late 2025 alongside a revamped official online mall. Designed as a unified platform combining content, merchandise, and immersive spatial experiences, the store allows fans to engage with SAMG Entertainment’s IPs as part of their daily lifestyle. The Seongsu location has attracted a diverse demographic, ranging from families with children to Gen Z consumers and international tourists, demonstrating the franchise’s appeal beyond its core preschool audience.

This offline performance is supported by official industry data reflecting the expansion of SAMG Entertainment’s flagship IP, Catch! Teenieping. According to the 2025 Character Industry White Paper published by the Korea Creative Content Agency (KOCCA), Catch! Teenieping ranked third (4.4%) in brand preference among audiences aged 10 and above—marking its first entry into the top tier for this demographic and reinforcing SAMG Entertainment’s strategy to evolve the franchise into a family-oriented IP.

The IP also maintained its leadership in the children’s segment, ranking No. 1 among children aged 3 to 9 for the third consecutive year with a 16.8% preference share. Its signature character, Heartsping, placed third overall (10%), reflecting sustained brand recognition and fan loyalty. KOCCA attributed this performance to expressive character design, a strong multi-channel presence across TV, OTT, and social media, and the mainstream adoption of lifestyle merchandise.

In consumption metrics, Catch! Teenieping ranked No. 1 (12.2%) in merchandise purchase share in a survey of visitors to character-themed pop-ups and exhibitions. KOCCA cited this as a representative case of character preference translating into actual retail spending, driven by strengthened offline experiences and the expansion of millennial and Gen Z fandoms.

“As Catch! Teenieping and Heartsping establish themselves as sustainable, long-term growth IPs, we aim to further expand everyday fan touchpoints through THE TEENIEPING brand,” a SAMG Entertainment spokesperson said. “We will continue to strengthen our position as a competitive K-content IP in both domestic and global markets by integrating our content more deeply into consumers’ daily lives.”