Status of Korean game industry

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Status of Korean Game Industry 18.11.2013 Seogwon Hwang Research Fellow at STEPI in Korea

description

Some figures of Korean game industry and thoughts for innovation policies

Transcript of Status of Korean game industry

Page 1: Status of Korean game industry

Status of Korean Game Industry

18.11.2013

Seogwon Hwang

Research Fellow at STEPI in Korea

Page 2: Status of Korean game industry

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

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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)

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Market Segments

Online video

mobile

PC games

Arcade games

PC bang

arcades

Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author

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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

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Export Details

China

Japan

North America

South East Asia

Europe miscellaneous

Source: KOCCA, White Paper on Korean Games ( 2013), modified by the author

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Number of Game Companies

1017

957

2011 2012

Source: created based on KOCCA’s White Paper on Korean Games ( 2013)

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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

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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

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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

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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

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Thank You [email protected]