SAMG Entertainment announced on the 18th that its consolidated sales for last year reached 116.4 billion KRW, marking a 22.4% increase. Operating losses were reduced by about 35% compared to the previous year, narrowing to 6.1 billion KRW, reflecting a turnaround to a 9 billion KRW operating profit in the fourth quarter of last year.
SAMG Entertainment explained that the key factors behind the fourth-quarter turnaround included synergy effects from simultaneous achievements such as improved profit structure through clearance of aged inventory and internalization of distribution channels, reduced cost ratio due to increased license sales, continuous growth in product sales, and expansion of global growth momentum.
A representative from SAMG Entertainment stated, “By the end of the third quarter last year, the non-core business units were reorganized and aged inventory was cleared. The internalization of distribution channels, which was strongly pursued at the time of listing, also yielded results, leading to approximately a 22% reduction in both cost of sales and selling and administrative expenses starting from the fourth quarter.”
Additionally, the increase in license sales appears to have played a significant role in improving SAMG Entertainment’s performance. License sales surged by more than 90% year-on-year to 21.1 billion KRW for the full year, driven by a significant increase in the scale and number of license collaboration companies following the success of the movie Love’s Hatchuping in the third quarter of last year.
Moreover, product sales, which gained phenomenal popularity to the extent of causing a sold-out frenzy in December last year, also rose by over 16% compared to the previous year, reaching approximately 89.4 billion KRW, confirming the cumulative success of the animation IP.
SAMG Entertainment’s overseas sales growth is also steep. Last year’s annual overseas sales amounted to about 25.4 billion KRW, up more than 43% from the previous year. Since the Catch! Tiniping series entered the Chinese market, overseas sales have steadily increased by over 7 billion KRW annually. Furthermore, following the entry into the Japanese MD market and Russia in October last year, the company is preparing for additional expansion into other global markets such as Southeast Asia through various collaborations this year, indicating that the global growth trend will continue steadily.
In particular, SAMG Entertainment is paying close attention to this year’s activities targeting an older age group. Starting with the comprehensive collaboration with SM Entertainment unveiled in mid-February, the company plans to introduce various collaborative content and MD products aimed at teenagers and the MZ generation. Additionally, further collaborations with several global companies are scheduled, drawing attention to the expansion of SAMG Entertainment’s IP influence.
Kim Suhoon, CEO of SAMG Entertainment, stated, “Since the fourth quarter of last year, many aspects of the company have improved, establishing it as a company capable of achieving an overall annual profit. In 2025, with the expansion of the target age group, various collaborations, additional global market entries, and the expansion of the OSMU business, we will leverage the accumulated data we have built up to make a new start that will lead to substantial performance results.”
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