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Catch! Teenieping — Part 1 How a Kids Series Became a Franchise Engine

  • Type

    Market Issue

  • Genre

    Animation

Detail

Catch! Teenieping — Part 1: How a Kids Series Became a Franchise Engine

 

Why It Matters

Korean animation studios have strong production capabilities, but a small home market limits how far a single title can grow. Launched by SAMG Entertainment in 2020, the 3D children's series Catch! Teenieping grew in Korea by linking annual TV seasons, feature films, retail spaces, and brand licensing around one IP. It has since entered markets including China and Japan. Its path offers a model for scaling Korean animation through connected formats. Part 1 examines how the franchise was built in Korea.

 

Summary

  • Since 2020, the IP has grown from a TV series into feature films, retail spaces, and game and brand collaborations.

  • Two Heartsping feature films drew 1.24M and 0.84M admissions in Korea.

  • SAMG's consolidated revenue reached KRW 141.3B in 2025, with operating profit turning positive at KRW 22.6B.

 

Key Implication for Buyers

 

Look for Korean animation IP built to scale across formats

Teenieping shows how Korean studios can combine in-house 3D production, a steady season cycle, and direct distribution to turn one series into a multi-format business. When assessing Korean animation, buyers can look beyond broadcast rights to an IP's season pipeline and licensing track record.

 

Table of Contents

1. Catch! Teenieping Seasons, Films, and Retail Spaces, 2020–2026

 

2. Formats Built on the Catch! Teenieping IP

 

3. Korean Box Office of the Two Heartsping Films (KOBIS, as of Aug 2026)

 

4. SAMG Entertainment Revenue and Operating Profit, 2023–2025

 

5. Teen and Adult Audience Indicators, 2025–2026 (Company-Reported)

 

6. Five Drivers Behind the Catch! Teenieping Franchise

 

 

▶ For more information, please refer to the attached PDF file.

Source
FY2025 Business Report (Mar 2026); Press Releases (2021–2026)