Multi-Channel Network
Sandbox Network is a multi-channel network that manages over 450 digital creator teams and their content. Despite being late to the game of MCNs, the company has sustained a double-digit revenue growth since its inception in June 2015, and now has a total of 200 million subscribers and a 72 billion view count across its content creators. Rejecting the existing MCN business model of offering simple back-room services for a share of the creator’s income, Sandbox is a ‘comprehensive service provider,’ that offers its creatives personalized assistance in matters ranging from marketing to content creation. A share of Sandbox’s Series D funding of 50 billion won comes from Nexon, Korea’s leading game developer.
Published: 2021-03-22 11:05:40
Last updated: 2021-07-23 16:30:30
Sandbox: A Digital Revolution of Creator Management
Catering to the unique needs of Korea’s digital content creators.
The story of Sandbox Network Inc. begins with the brand’s co-founder and the chief evangelist Na Hee-sun, also known as “Dotty” to his YouTube audience. In 2014, Dotty rose to fame as a YouTube star, earning the moniker “President of Elementary School Students.” His YouTube channel content included “Let’s Play” videos of Minecraft, which attracted a huge following and pushed the subscriber count to grow exponentially, reaching an accumulated view count of 100 million by January 2015.
Dotty’s collaborators and fellow content creators, Prettyherb , TaeKyung, and Cocoa, also enjoyed great popularity during this time. But despite his tremendous success, Dotty felt anxious about the sustainability of his fame and was unsure if his income fairly matched his fame.
It was with these concerns that Dotty approached Lee Pil-sung, an old friend from his alma mater, Yonsei University. At the time, Lee was working at Google Korea as a Strategic Partnerships Manager, connecting digital media with advertisers. Lee was responsible for assessing the value of media models ranging from small websites to top media companies. Through his conversation with Dotty, Lee came to appreciate the value of YouTubers as original digital content creators in their own rights.
“Reading the texts and seeing the gifts elementary school students sent to Dotty, I realized that the popularity of digital creators was much deeper and more wide-reaching than I had ever imagined. Indeed, I came to consider YouTubers’ contents as powerful Intellectual Property (IP),” said Lee.
But the issue was that advertisers devalued YouTubers simply because they operated on a single-person broadcasting system. At the time, there were already plenty of channels with 500,000 subscribers logging over 3 million monthly views and with this level of following, a content creator working in TV or publication could have easily earned 10 billion won to 20 billion won per annum. This was far from the reality of digital content creators who were earning much less. Seeing this, Lee envisioned a business model that would coordinate a fair revenue for the YouTubers’ earned media value (EMV).
“What’s more, 2015 was when the mobile advertising market began to take off and I believed we could create an excellent online advertising network if we managed to connect digital creators with the mobile world,” Lee said.
Hence, Dotty and Lee co-founded the multichannel network (MCN) Sandbox Network in June 2015.
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Sandbox Network’s revenue is growing at a breakneck speed. The company’s revenue jumped from 28.2 billion won in 2018 to around 90 billion won in 2020. This year the company is expected to report 125 billion won in sales.
According to CEO Lee, YouTube accounts for 60% of the company’s revenue. The US-based streaming platform distributes a portion of its advertising revenue to content creators, and Sandbox Network takes a cut from the creators for offering services like producing and planning.
Over the next two to three years, Sandbox Network plans to scale back its YouTube revenue portion to below 50 percent. Instead, the company aims to boost the overall cumulative yield by increasing sales portions of advertising, commerce, and IP business.
“We plan to generate at least 300 billion won in annual revenue by beefing up sales in the advertisement, commerce, and IP business,” Lee said.
CEO Lee says the digital advertising market has just begun to make use of YouTube creators to promote their products. In the past, casting famous celebrities and airing the advertisements via primetime television was enough to make the brand’s message reach the national audience. This is no longer the case.
“In the past, a YouTube video with a million views could not break-even because advertisers still paid less for YouTube ads than they did for TV. However, times are changing. While we still have a long way to go, we are starting to make some profit. The marketing cost difference between televised and digital advertising will continue to narrow according to market logic,” Lee said.
CEO Lee believes that Sandbox Network can resolve the anxiety of advertisers who are unfamiliar with the YouTube world. The company can draw from its pool of over 450 creators to match the advertiser’s needs to create the best possible content marketing solution.
Aside from YouTube, developing and selling diverse content and products based on their clients’ IP is Sandbox’s main revenue model. For example, Dotty, alongside 22 other signed Sandbox Network creators, have published books based on stories from their YouTube channel.
Sandbox organizes offline events including meet and greets and live performances like musicals. Creating merchandise like t-shirts and bags is commonplace. Sandbox Network also assists its creators in licensing, product design, and in collaborating with established brands. Products like ‘Dr.MOJO’ (posture correcting band) and ‘Secretary Yu’ (filming kit) are representative of this effort. The company has launched a Creator Private Brand (CPB) for its creators and even emojis inspired by them.
In June 2020, Sandbox Network launched a commerce platform “Much Merch,” a platform that helps creators produce and sell their own merchandise. The platform allows creators to maximize their product revenue beyond their income from YouTube by providing a “one-stop” solution for product design, shipment, and payment services. Anyone can use the platform, even if they are not signed with Sandbox Network.
Sandbox Network is gearing up to enter the global market. As Korean media including K Pop, film, and dramas gain huge popularity abroad, the demand for Korean digital content based on YouTube is also on the rise. Some 30% of the company’s digital creatives’ view count on YouTube already come from abroad.
“For example, the rise of K Pop stars like BTS has led to a greater global interest in Korean food. Naturally, “mukbang” contents on YouTube are also gaining more international attention,” said Lee.
The video-sharing platform currently accounts for all of Sandbox Network’s overseas revenue, but the company is aiming to increase the overseas sales portions of advertising and commerce. In three years' time, the company plans to make overseas sales account for 30~40% of the total revenue.
The first target is China. Sandbox has established a branch office in China to support creator activities in the country. Since YouTube is banned in China, the company’s strategy is to infiltrate local platforms.
Sandbox so far has debuted a total of 63 teams of content creators on China’s Bilibili platform, referred to as the "YouTube of China", achieving a total of 4 million subscribers and 170 million views. Some 16 out of the 63 teams, including planD, MilkyBokiTan, The Soy and Raon Lee, have more than 100,000 subscribers.
Also, Sandbox became the first non-Chinese MCN to be ranked on Bilibili’s top 20 list of the most influential MCNs in April 2021. The company said it will also debut its artists on other popular Chinese platforms such as Xigua Video, Douyin and Xiaohongshu.
In July 2021, Sandbox made another major step in China by establishing a local entity named Shanghai Sandbox Media -- about a year after its entry into the Chinese market by debuting five teams of content creators on Bilibili.
Sandbox's Chinese entity will offer more business opportunities to its creators based in Korea alongside various services including localization, subtitle creation and editing, digital rights management, viewer analysis, platform analysis as well as partnership-building with the local firms.
Shanghai Sandbox Media is also poised to strengthen influencer marketing and e-commerce initiatives in China. The Chinese company will also employ more specialists for content localization and corporate risk management.
“Chinese businesses are frequently requesting to collaborate with Sandbox Network-based content creators on Chinese live commerce platforms like Tmall and Taobao,” Lee explained.
Localization is the company’s key support strategy for creators who have their eyes set on the global stage. A team of experts helps the creator overcome linguistic and cultural barriers to create content whose title, story, and general ambiance are relatable to the local culture’s taste.
After its venture into China, Sandbox Network’s next stop is its top global consumer -- India. The company also plans to foray into regions that are already familiar with Korean culture, such as Southeast Asia.
By Hanjong Choi and Min-Ki Koo; edited by Danbee Lee and Elaine Jiwon Kim
(dblee@hankyung.com)