Tangible Results from the Integration of IP and Commerce
SAMG Entertainment (CEO Kim Suhoon), a global IP content company, announced on February 2 that "The Teenieping Seongsu," which opened on December 24 last year in Seongsu-dong, Seoul, attracted approximately 3,000 visitors in its first two days of operation. Since then, the store has seen an average of about 700 daily visitors over the past month.
In December of last year, SAMG Entertainment launched the integrated IP brand "The Teenieping" and has been operating its Seongsu flagship store on a permanent basis, alongside the revamp of its official online mall. The Teenieping is a platform that unifies content, merchandise, and spatial experiences under a single brand, designed to allow fans to experience and engage with SAMG Entertainment's IPs in their daily lives.
The Teenieping Seongsu has attracted a diverse range of visitors, including children and families, teenagers, Millennials & Gen Z, and international tourists. The store is being recognized as a space that demonstrates the potential for expansion beyond kids’ IP, bridging generations and borders in an offline setting.
Such offline achievements are also reflected in official indicators that showcase the scalability of the flagship IP, "Catch! Teenieping." According to the Korea Creative Content Agency’s "2025 Character Industry White Paper," "Catch! Teenieping" ranked in the top tier (3rd place, 4.4%) for the first time in a favorite character survey targeting people aged 10 and older. This is seen as evidence that SAMG Entertainment’s strategy to expand beyond kids’ content into a family IP has successfully translated into a broader fandom.
Additionally, "Catch! Teenieping" ranked first (16.8%) in a preference survey among children aged 3 to 9, maintaining its position as the top character IP for three consecutive years. The main character, Hachuping, also secured third place (10%), demonstrating a strong fanbase. The white paper analyzed that character design featuring vivid emotional expression, expansion of multi-channel touchpoints such as TV, OTT, and social media, the popularization of lifestyle merchandise, and the activation of fan-created content have all contributed to a structure favorable for fandom growth.
Performance has also been confirmed in actual consumer metrics. In a survey of character merchandise purchases among visitors to pop-up stores and exhibitions, "Catch! Teenieping" ranked first among major IPs (12.2%). This is considered a representative case where character preference, centered on goods, toys, and exhibition-linked products, has translated into real consumer purchases. The white paper interpreted this trend as an example of strengthening offline experiential content, expanding the Millennials & Gen Z fandom, and the growth trajectory of K-character IPs.
Experts have evaluated that character IPs are evolving beyond simple content to become industrial assets encompassing experiences, retail, and licensing. Following achievements on global platforms such as YouTube and the box office success of the 2024 film "Love Hachuping," it is significant that the IP competitiveness of "Catch! Teenieping" continues to be reflected across consumer metrics in 2025 as well.
A representative from SAMG Entertainment stated, "As 'Catch! Teenieping' and Hachuping have established themselves as sustainable IP models, we will further expand daily touchpoints with the fandom through The Teenieping," adding, "We aim to solidify our position as a K-content IP with competitiveness not only in Korea but also in the global market."
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