Overview of the Korean Game Industry and Policy - IPTS

IPTS Workshop
Overview of the Korean Game
Industry and Policy
Hangjung Zo
June 10, 2010
European Commission JRC-IPTS
OUTLINE
Outline
>
Introduction
>
Trends in the Korean Game Industry
>
Game Market in Korea
>
Providers
>
Users
>
Internet Cafes
>
Policy and Regulations
>
New Vision
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INTRODUCTION >> Objectives
Objectives
> Introduce the overview of the Korean
game industry
> Explain the current trends of the Korean
game market
> Present the new vision of the Korean
game industry
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INTRODUCTION >> Stakeholders
Stakeholders of the Game Market
Government
Game
Providers
Game
Users
Internet
Cafes
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MARKET >> Trends 1
Trends of the Korean Game Industry 1
> Globalization of Online Game
– More than $1billion sales in foreign markets in 2008
– 30% of growth rate
– Chinese market became the most important market
(Market share 23.5%)
> Mobile Game
– 15~20% of growth rate
– Introduction of smart phones (i-phones, Android,
etc.)
– Open markets for Apps
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MARKET >> Trends 2
Trends of the Korean Game Industry 2
> Slow Growth of Video Game
– Sony, Nintendo, MS
– 3 % of growth rate (modestly increase)
– GP2X Wiz (Korean Game Console)
> PC Game
– 25% decreases
– No fine line between PC game and online game
> Arcade Game
– Chronic and painful depression in 2006 and 2007
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MARKET >> Market Size
Domestic Market Size
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MARKET >> Market Share by Game Platform
Platform Market Share in 2008
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MARKET >> Import and Export
Import and Export in 2008
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MARKET >> Export
Foreign Markets in 2008
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PROVIDER >> Number of Firms
Number of Firms in Game Industry
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PROVIDER >> Factors for Competitive Advantage
Factors for Competitive Advantage
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PROVIDER >> Support from Government
Areas That Need Support from Gov.
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PROVIDER >> Workers
Number of Workers in Game Industry
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PROVIDER >> Workers
Workers by Skills
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USER >> Game Platform
Frequently Used Game Platform
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USER >> Perception
User Perception Toward Game
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USER >> Important Element
Important Element in Game
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USER >> Unsatisfied Element
Unsatisfied Element in Game
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USER >> Money
Money Spent Per Month in 2008
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INTERNET CAFE >> Number of Internet Cafes
Number of Internet Cafes
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INTERNET CAFE >> Internet Speed
Internet Speed of Internet Cafes
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INTERNET CAFE >> Expected Sales
Expected Sales of Internet Cafes
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POLICY >> Regulation and Promotion
Regulation and Promotion
> Game Industry Promotion Act (2006)
> Game Rating Board (GRB)
– 4 Classifications (Everyone, 12+, 15+, Adult only)
– http://www.grb.or.kr
> Korea Creative Content Agency (KOCCA)
http://www.kocca.go.kr
> Game Industry Total Information Service System
(GITISS) http://www.gitiss.org
> Official Certificate Systems: Game Planner, CG
Designer, Programmer
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VISION >> Long-Term Plan (2008 ~ 2012)
New Vision: Long-Term Plan
> New Vision: Big 3 Countries in the World game
market
> Goal: 10% of Global Market Share by 2012
> Seven Strategies
–
–
–
–
–
–
–
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Expand global market share
Build the Infrastructure for next-generation game
Develop creative manpower and new technology
Create cultural value of game
Develop the advanced distribution environment
Lead the world e-sport
Systemize new policies for convergent environment
VISION >> Directions
Directions
> Government support for exporting the Korean
games
> Promote independent game development studios
> Develop investment funds for game industry
> Foster professionals for game industry
> Support Arcade games
> Vitalize e-Sports and develop educational games
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DISCUSSION
Questions and Comments?
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