Status of Korean game industry
-
Upload
seogwon-hwang -
Category
Business
-
view
485 -
download
3
description
Transcript of Status of Korean game industry
Status of Korean Game Industry
18.11.2013
Seogwon Hwang
Research Fellow at STEPI in Korea
Market Size
(100 Million KRW)
* 1 USD = 1063.5 KRW (15.11.2013)
Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author
Ocean Story Scandal
Global Market Share
Global Market 111.8 BUSD
Korean Share 7.1 BUSD
6.3%
Source: created based on KOCCA’s White Paper on Korean Games ( 2013)
Market Segments
Online video
mobile
PC games
Arcade games
PC bang
arcades
Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author
Exports and Imports
EX IM
EX: Exports, IM: Imports (1000 US$)
online video mobile arcade PC total
Very weak in console games
Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author
Export Details
China
Japan
North America
South East Asia
Europe miscellaneous
Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author
Number of Game Companies
1017
957
2011 2012
Source: created based on KOCCA’s White Paper on Korean Games ( 2013)
Number of Employees
2010 2011 2012 CAGR
Production and Publishing
48,585 51,859 52,466 3.90 %
PC Bang and Arcades
46,388 43,156 42,585 -4.20 %
Total 94,973 95,015 95,051 0.00 %
Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author
Macro culture: Hot wind blowing in cold winter
• From online RPG to mobile ?
• Not that huge success story from start ups
• Successful game platforms based on messenger services
– Kakao, Line
• Politicians call Game as one of the four social evils (Drug, Alcohol, Gambling and Game)
• Conflict between the industry and politics which is supported by parents and medical doctors
Profitability = Sustainability
• Revenue: Power function of Ranking
in Market Places – Mean value low, median much
lower – Winner takes all
• Many success stories. But what about the whole ecosystem? – Still profitable for most of
'normally good talented' people?
– Common belief that every one can succeed. "Don't give up!" (One of the most common slogans in SLUSH13) But, really?
Daily Revenue (US$)
Appstore Ranking
Source: Hwang S. and Kim S. (2012), Profitability Analysis of Mobile Applications, presented at IT Service Conference in Seoul (in Korean)
𝐥𝐧 𝒚 = 𝟗. 𝟏 − 𝟏. 𝟏 𝐥𝐧𝒙
Open Platforms
• Openness and freedom for users
– Firms to seek locked-in users but users to seek freedom
• Tizen by Samsung and Intel
– Tizen might be another competing private platform if they succeed
• From de facto standards to de jure standards
– Policies need to do more to make users free
Thank You [email protected]