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The Pinkfong Company

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South Korean entertainment company
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The Pinkfong Company
Company typeEntertainment
IndustryAnimation production
FoundedJune 2010; 14 years ago (2010-06)
Headquarters5th Floor, 94 Myeongdal-ro,Seocho-dong, Seoul, South Korea
Area served
Worldwide
Key people
CEO Kim Min-seok
CFO Lee Ryan Seung-kyu
VP Park Hyun-woo
Number of employees
200[1]
Websitewww.thepinkfongcompany.com/en

The Pinkfong Company (Korean더핑크퐁컴퍼니) previously known asSmartStudy andSmart Books Media, is a global entertainment company. Their brands andintellectual property includePinkfong andBaby Shark, and they have produced original animated shows, world live tours, and interactive video games. On January 6, 2022, they changed their corporate name from Smart Study to The Pinkfong Company.

History

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Company formation

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Parent company and founders

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The Pinkfong Company was founded in June 2010 as Smart Study and Smart Books Media[2] by three former game developers, CEO Kim Min-seok, CFO Lee Ryan Seung-kyu and VP Park Hyun-woo.[3]

Kim, who was around thirty-years-old at the time, was a publisher and the oldest son of his family's business, Samsung Publishing Company Ltd., The Pinkfong Company'sparent company, with his father, CEO Kim Jin-yong, and his grandfather, the company's founder, Kim Bong-kyu.[4] The company, established on July 3, 2002, has no relation to theSamsung Group,[5] and mainly published books for children and magazines for computer users, with another division operating food courts in highway service areas and a subsidiary operation that marketed stationery products.[6][7] Kim joined the company, in preparation as a successor, in 2008, and, while there, he helped launch a self-directed program "Samsung English", and worked on contentdigitization and app development.[4] He studied to be aninformation specialist atYonsei University and worked at the game companyNexon while in college. After graduation, he was a developer and project manager atHangame[4] and also, worked atNHN.[3]

The Pinkfong Company was formed by Kim, his close friend Park, who also worked at NHN, and Lee, who he met at Nexon. Lee had begun his career as anonline community developer at Freechal.[3]

Startup develops a strategy

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While brainstorming ideas for the company, the thought of making video games was quickly dropped, because, as Lee said, “At that point, we were all tired of making games". The final choices were education and medicine, but as they had no expertise in medicine, they focused on education. With more ideas from Samsung Publishing, they decided to focus on the children's education market by making and uploading four music videos for Samsung Publishing's children's songs on their apps. The international response was good. “It was then that we realized that instead of making what we want, we should create content based on what the market wants,” Lee said.[3]

Discussing what market they would focus on, Kim said reaching out to global customers was more viable, as potential customers were limited in South Korea, where the birthrate per year was around 400,000.[8] They further planned to targetpre-kindergarten or 2-year-old tokindergarten, looking to open offices in China and the U.S. to make local content geared for each of those markets. According to Lee, the U.S. users favored "interactive, actionable content such as writing letters on the tablet or taking pictures with the character", while Asian users preferred "one-way streaming video content".[9] Based on results in South Korea and China, they focused on creating content in English and Spanish for the U.S. market,[10] and started producing videos with its characters in several languages, including English, Chinese, Spanish and Russian; and operating their own mobile app providing content directly to viewers.[11] Many of the creators at the company were from children's book publishing and many of the apps were based onchant melodies to attract children's attention.[12]

They also addedmobile VOD, comics, and finally, games.[13] As the company grew, they continued their debate on games and entertainment versus education. "Education combined with entertainment, edutainment, is hard to achieve. If it's too much focused on games, it has less educational value, and if it's too much focused on education, it will need sugar-coating with game features", Lee said.[9] Consequently, they returned to their forte in September, 2016, when they released a mobile game called “Monster Super League”.[11] Kim said he understood the importance of child education, but thought about the expertise of team members who were prior game developers at Nexon orNCSoft, and who were also fathers.[12]

They realized their market with international growth throughGoogle andAppleapp stores and expanded toIPTV in late 2013. They felt their willingness to understand subtle cultural differences instead of just enhancing language aspects benefited them. In particular, for Chinese marketing, they created new work using oldChinese fables and texts that Chinese children would know from kindergarten, and uploading them on native platforms likeYouku,iQiyi andTencent Video in China, whereYouTube is banned.[3]

Success with Pinkfong and "Baby Shark"

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In August 2015, their big breakthrough occurred on YouTube with their popular character andbrand Pinkfong, amagenta-colored animated fox,[3] which was used in a "Baby Shark[broken anchor]" song and dance video. It was launched in late 2015, and started going viral on YouTube in 2016, becoming the company's most popular series with 800 million views by September 2018.[citation needed] By 2018, the company reported 150 million people in 112 countries had downloaded its app.[11]

Finance and sales

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By 2014, the parent company, Samsung Publishing, was seeing an increased net profit from its new subsidiary The Pinkfong Company,[14] and in 2017, Samsung Publishing sales were approximately $160 million.[5] In 2015, SmartStudy's sales were 9.5 billion won (about US$8.5 million). In 2016, The Pinkfong Company's sales increased by 80 percent, due to revenue from YouTube and apps sales, to 17.5 billionwon (about US$15.5 million), with overseas sales accounting for 65 percent.[3][8] In 2017, The Pinkfong Company's sales were 27.2 billion won (about US$24,127,000) with an operating profit of 1.9 billion won (about US$1,685,000).[11]

In September 2018, Samsung Publishing's stocks "soared" by more than 76 percent after Pinkfong'sBaby Shark song charted on theUK Top 40 at number 37.[5] In November 2018, industry sources were predicting that The Pinkfong Company was preparing to gopublic in 2020, with CEO Kim the biggest shareholder with 23.1 percent stake and Samsung Publishing which owns 20.8 percent.[11]

References

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  1. ^"Baby Shark (Doo Doo Doo Doo Doo Doo) Billboard Chart (Doo Doo Doo Doo Doo Doo)".The New York Times. January 10, 2019. RetrievedFebruary 6, 2019.
  2. ^Shin, Myung-jin (November 21, 2018)."[Made In Korea] Education Contents Firm Targeting Children, 'The Pinkfong Company'".AVING Global Network. RetrievedNovember 27, 2018.
  3. ^abcdefgLee, Ho-jeong (July 18, 2017)."How SmartStudy's pink fox became a global hit".Korea JoongAng Daily. RetrievedNovember 27, 2018.
  4. ^abc"김민석 삼성출판사 N그룹장 "인기 앱이 종이책 매출 늘려.. 전자책-종이책 윈윈 가능해"".Yahoo! News (in Korean). March 7, 2012. RetrievedNovember 27, 2018.
  5. ^abcHuang, Eustance (September 6, 2018)."A Korean company's stock surged more than 76% after a children's song about sharks cracked UK charts".CNBC. RetrievedNovember 27, 2018.
  6. ^"Company Info Samsung Publishing Co. Ltd".The Wall Street Journal. November 27, 2018. RetrievedNovember 27, 2018.
  7. ^"About Samsung Publishing Co Ltd".Bloomberg L.P. November 27, 2018. RetrievedNovember 27, 2018.
  8. ^abKim, Young-joo (May 12, 2017)."통통 튀는 핑크퐁, 뽀로로가 샘내겠네요".JoongAng Ilbo (in Korean). RetrievedNovember 27, 2018.
  9. ^abYoo, Eva (July 1, 2015)."SmartStudy: Kindergarten Education On IoT".TechNode. RetrievedNovember 27, 2018.
  10. ^Kim, Ji-yeon (May 27, 2016)."Local IT startups attracts millions of investment from Chinese capital".ArirangTV. RetrievedNovember 27, 2018.
  11. ^abcdeSong, Seung-hyun (November 1, 2018)."SmartStudy gears up for IPO in 2020".The Korea Herald. RetrievedNovember 27, 2018.
  12. ^abYoo, Eva (February 24, 2016)."South Korea's First-Gen Unicorn Game Developers Are Now Gamifying Education".TechNode. RetrievedNovember 27, 2018.
  13. ^"Company Overview of SMARTSTUDY Co., Ltd".Bloomberg L.P. November 27, 2018. RetrievedNovember 27, 2018.
  14. ^Ko, Jong-min (March 19, 2014)."[종목이슈] 삼성출판사, 계열사 이익 급증…매출 '사상 최대'".NewsPim (in Korean). RetrievedNovember 27, 2018.

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