
The claw machine syndrome is ongoing... A 'quantum jump' from 160 million won in revenue in 2019 to 26.2 billion won in just 6 years. Leading the entertainment market through the success of the Seongsu-dong flagship store and an unmanned system
The claw machine craze, which was thought to have died down, has once again proven its robustness through performance. Funnyland, a leading company manufacturing and distributing claw machines and arcade game machines established in 2016, is showing remarkable growth by recording its highest-ever performance in 2025.

[Source: Funnyland Website]
Explosive Growth Continues Every Year, Attracting Investment from VCs
Looking at Funnyland's performance indicators, they are truly explosive. Starting with 160 million won in revenue in 2019, Funnyland solidified a surplus structure by recording 1.2 billion won the following year in 2020, and 2.5 billion won in revenue with 130 million won in operating profit in 2021. Afterward, it rose steeply to 3.1 billion won in revenue (260 million won in operating profit) in 2022, and 5.8 billion won in revenue (580 million won in operating profit) in 2023.
In particular, revenue surpassed 10 billion won in 2024, achieving a spectacular 10.9 billion won with an operating profit of 840 million won. Recognized for this growth potential, the company attracted a 1 billion won investment from Logan Ventures in 2024, with an estimated enterprise value reaching 13 billion won at the time.
That upward trend has become even fiercer this year. According to the 2025 performance results, Funnyland recorded 26.2 billion won in revenue and 1.8 billion won in operating profit, achieving an immense result with both revenue and profit more than doubling compared to the previous year.
Targeting Gen MZ: The Combination of 'Bbop-pamine' and 'Feel-conomy' Trends
Behind this overwhelming growth of Funnyland lies a shift in the consumption trends of Generation MZ. Recently, claw machines have been enjoying a boom again, to the point where a new coined word, 'Bbop-pamine'—a portmanteau of 'bbopgi' (claw machine/drawing) and 'dopamine'—has become popular among the younger demographic. This is thanks to the spread of the 'Feel-conomy' trend, which places importance on the emotions of a sense of accomplishment and enjoyment obtained during the purchasing process, rather than the simple function of a product.
Funnyland accurately read this trend. In particular, as the consumption of key rings carried on bags greatly increased, the company brought its mini crane 'Demon,' specialized in picking up small products, to the forefront. Furthermore, the strategy of significantly improving customer convenience and accessibility by equipping a system that allows card payments even for small amounts like 1,000 or 2,000 won was highly effective.
Its strong competitiveness in the startup market also drove performance. Funnyland firmly maintains the No. 1 position in the industry, operating over 600 stores nationwide by spearheading a 24-hour unmanned arcade startup model that can reduce labor costs.
Funnyland is preparing for another leap forward through the integration of technology in the future. Recently, it signed an agreement with 'Awesomepia,' a strong small enterprise in generative AI-based XR (Extended Reality), and plans to introduce a new form of AI-based amusement experience devices in Funnyland stores nationwide. The industry's attention is focused on what new records Funnyland will set moving forward, as it continues its transformation into an entertainment complex and its technological evolution.
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