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SAMG Entertainment Achieves Record Revenue: How Did They Turn a 61 Billion Won Loss into 226 Billion Won Profit?

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SAMG Entertainment logo. Provided by SAMG Entertainment Co., Ltd.

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SAMG Entertainment Co., Ltd. (CEO Kim Soo-hoon), a global IP content powerhouse, has achieved record-breaking performance last year. The company reported consolidated sales of approximately 141.2 billion KRW (about 106 million USD), and an operating profit of around 22.6 billion KRW (about 15.37 million USD).

On February 10th, SAMG Entertainment disclosed a significant turnaround in its financial performance. The company transitioned from an operating loss of 6.1 billion KRW (about 4.15 million USD) in 2024 to an operating profit of 22.6 billion KRW (about 15.37 million USD) last year. This marks a substantial improvement of approximately 28.7 billion KRW (about 19.52 million USD) compared to the previous year.

The company attributes this impressive performance to a comprehensive restructuring of its revenue model. Throughout 2025, SAMG Entertainment engaged in IP collaborations across diverse industries, including automotive, finance, sports, beauty, retail, and entertainment. By focusing on high-profit channels, the company successfully achieved annual profitability. Additionally, its flagship IP, the “Catch! Teenieping” series, has demonstrated its strong fan influence by surpassing a 30% viewership rating.

The company’s “up-target” strategy, aimed at expanding its audience age range, is also contributing to improved performance. Recent visitor analysis of “The Teenieping Seongsu,” the company’s offline flagship store in Seoul’s trendy Seongsu-dong district, revealed that 20.6% of visitors were in their 20s. This is in addition to the primary customer base of children aged 3 to 9 and their parents.

Moreover, the Seongsu store has become a global fan hub. Analysis of overseas direct orders through on-site kiosks showed a balanced distribution: 39% from China, 31% from English-speaking countries, and 30% from Japan. This data confirms a diverse global fanbase without regional bias.

The company also reported significant growth in overseas sales. SAMG Entertainment saw a 35.3% increase in international revenue, reaching approximately 35.1 billion KRW (about 23.87 million USD) compared to the previous year. Notably, the success of “Metal Card Bot Season 2” in China and its expansion into Russia last August demonstrated the potential for global IP diversification.

Looking ahead to 2026, SAMG Entertainment plans to continue expanding its major IPs. The new season of “Catch! Teenieping” is set to air until late May. “Metal Card Bot Season 3” is slated for further expansion into overseas markets, including China and Russia, following its domestic run. The company is also collaborating with global K-pop group NCT WISH to broaden its fanbase’s age range. In the third quarter, fans can look forward to the second theatrical release of “Catch! Teenieping,” following the success of the previous film “Love’s Hachuping.”

CEO Kim Soo-hoon stated, “SAMG Entertainment’s mission is to revolutionize the global perception of Korean characters and animation. We’re capitalizing on the world’s current enthusiasm for Korean culture to swiftly demonstrate SAMG Entertainment’s potential to fans worldwide.”

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Daniel Kim
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