
Hybe achieved its highest quarterly revenue and operating profit in the third quarter, reaching KRW1.5257 trillion ($1.13 billion) in revenue and KRW188.5 billion ($140.2 million) in operating profit. The company’s performance was bolstered by BTS’ world tour, which drew approximately 70,000 fans per show across Europe and North America. Over the first nine months of the year, Hybe generated $2.73 billion in revenue, exceeding its previous full-year records.
Live performances emerged as the primary revenue driver, with concert revenue hitting $540.5 million for the quarter. Beyond BTS, touring acts included Enhypen, Le Sserafim, &Team, Katseye and Cortis. Merchandise and licensing set a quarterly record at $248.8 million, with BTS’ North American tour merchandise alone accounting for $79.6 million. The company credited localized product adaptations and its Weverse Pickup service, which allows fans to purchase items online and collect them at venues, for the merchandise performance.
Income directly tied to artists represented 70% of total revenue at $799.6 million, encompassing recorded music, concerts, advertising and appearances. Recorded music revenue reached $210.3 million, with streaming accounting for approximately 30% of that figure. Hybe highlighted the success of newer acts as validation of its strategy, noting that Katseye’s third EP “Wild” debuted at No. 1 on the Billboard 200 with 150,000 U.S. copies sold in its opening week. The group’s single “Animal” spent 12 consecutive weeks on the Billboard Hot 100 and sold out all 31 shows across 27 cities.
Hybe also expanded its operational infrastructure during this period. In October, the company established Hybe Global Label Services to enhance marketing and promotion capabilities. The company announced plans to launch Weverse Con Festival in New Delhi in March 2027 and pursue localized artist projects targeting the Indian market. Weverse, the company’s fan engagement platform, maintained 14.2 million monthly active users and introduced new features including a multilingual real-time chat function called Fan Lounge.
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