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The Games Market in Korea

Published by: Pearl Research

Published: Jul. 1, 2006 - 80 Pages


Table of Contents



I. EXECUTIVE SUMMARY

II. SOCIO-ECONOMIC OVERVIEW

UNIQUE CHARACTERISTICS OF KOREAN SOCIETY

POPULATION

TAXES AND TARIFFS

SELLING PERIODS AND HOLIDAYS

FIVE DAY WORKWEEK

III. PC HARDWARE, INTERNET AND BROADBAND

PC HARDWARE

INTERNET

ONLINE COMMUNITIES

INSTANT MESSENGER GAMES

BROADBAND

IV. GAMES MARKET OVERVIEW

EXECUTIVE SUMMARY

GAMER PREFERENCES

V. PC AND CONSOLE BANGS

PC BANGS

CONSOLE BANGS

VI. EXPORT OF KOREAN GAMES

VII. ONLINE GAMES

DEFINING ONLINE GAMES

HISTORY OF ONLINE GAMES MARKET

Starcraft and the growth of the games market

Growth of casual games

MARKET FORECASTS

DRIVERS TO GROWTH

INHIBITORS TO GROWTH

UNIQUE CHARACTERISTICS OF ONLINE GAMES

TOP ONLINE GAMES

Neowiz’s Special Force

NCsoft’s Lineage and Lineage 2

JC Entertainment’s Freestyle

Nexon’s Kart Rider

ONLINE GAME PUBLISHER MARKET SHARE

MMORPGS OVERVIEW

COST STRUCTURE OF MMORPGS

Licensing fees

Development

New episodes and expansion packs

Maintenance

Marketing costs

CASUAL GAMES MARKET

GAME PORTALS

NHN’s Hangame

Neowiz’s Pmang

CJ Internet’s Netmarble

ONLINE GAMES REVENUE MODELS

Subscription pricing strategies

Sale of in-game virtual items

Alternative and ancillary revenue streams

Internet cafe licensing fees

SECONDARY MARKET FOR VIRTUAL ITEMS

BILLING AND PAYMENT METHODS

PLAYER DEMOGRAPHICS AND SEGMENTATION

VIII. CONSOLE AND HANDHELD MARKET

CONSOLE AND HANDHELD GAMES OVERVIEW

DRIVERS TO GROWTH

INHIBITORS TO GROWTH

MARKET FORECASTS

SCEK

PSP

PlayStation 2

XBOX/XBOX 360

NINTENDO

RETAIL CHANNELS AND DISTRIBUTION STRUCTURE

Sony

Xbox

Nintendo/Daiwon

LOCAL DEVELOPMENT

Sony

Microsoft

Nintendo

IX. PACKAGED PC GAMES

PC GAMES OVERVIEW AND FORECASTS

RETAIL PRICES

PUBLISHERS

TOP TITLES

X. LOCALIZATION

KOREAN LANGUAGE

XI. MOBILE GAMES

DRIVERS TO GROWTH

INHIBITORS TO GROWTH

MARKET TRENDS

XII. RETAIL MARKET

RETAIL OVERVIEW

YONGSAN AND ELECTRONIC MARTS

DISCOUNT CHAIN STORES

ONLINE SHOPPING

HOME TV SHOPPING

XIII. REGULATORY ENVIRONMENT

GAME RATINGS

PIRACY

INTELLECTUAL PROPERTY RIGHTS ENFORCEMENT

GRAY IMPORTS

TRADE GROUPS

ROLE OF GOVERNMENT

TRADE SHOWS

XIV. COMPANY PROFILES

ACTOZSOFT

BLIZZARD KOREA

CJ INTERNET

HANBITSOFT

GRAVITY

MGAME

NEOWIZ

NEXON

NCSOFT

NHN

WEBZEN

WEMADE

XV. CONCLUSIONS AND STRATEGIC RECOMMENDATIONS

Games Market in Korea iv




Table of Figures




Figure 1: Korean Games Market Forecasts 2005 to 2010 Data Table, $m

Figure 2: Key Country Metrics

Figure 3: Major Cities in South Korea (population, m)

Figure 4: Reasons for Using PCs at Home

Figure 5: Reasons to Use the Internet

Figure 6: KT Telecom Broadband Pricing May 2006

Figure 7: Korean Games Market Forecasts 2005 to 2010 Graph, $m

Figure 8: Korean Games Market Forecasts 2005 to 2010 Data Table, $m

Figure 9: Korean Games Market by Segment 2006, $m

Figure 10: Preferred Games Platform, by gender

Figure 11: Reasons for Playing Games

Figure 12: Favorite Genres by Age Group Segmentation

Figure 13: Preferred Genres, all ages

Figure 14: Sources of Game Information

Figure 15: Internet Cafe Growth (2000 to 2005)

Figure 16: Cyberpark Internet Cafe Interior

Figure 17: Online Games Market Size by Segment 2005, in $m

Figure 18: Examples of Web, Casual and MMORPG Games

Figure 19: Online Games Market Forecast 2005-2010 Graph, $m

Figure 20: Online Games Market Forecast 2005-2010 Data Table, $m

Figure 21: Top Online Games at Internet Cafes, May 2006

Figure 22: Popular Game Genres, by Monthly Usage

Figure 23: Screenshot from Special Force

Figure 24: Screenshots from Lineage

Figure 25: Screenshots from Freestyle

Figure 26: Screenshots from Nexon’s Kart Rider

Figure 27: Top Online Publishers 2005

Figure 28: Screenshots from Maple Story

Figure 29: Top MMORPG Publishers 2005

Figure 30: Matrix Comparing Casual and MMORPG Games

Figure 31: Top Online Game Portals

Figure 32: Netmarble Unique Visitors by Age Group

Figure 33: NHN’s Quarterly Game Revenues, $m

Figure 34: Screenshot of Hangame home page

Figure 35: Screenshot of Pmang home page

Figure 36: Pmang Metrics by Month: Visitors, ARPU, Peak Concurrent Users

Figure 37: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU

Figure 38: Netmarble Top Genres 2005

Figure 39: Fee Structure for Top Online Games

Figure 40: Payment Methods for Internet Content, market share (%)

Figure 41: Console Ownership by Gender

Figure 42: Console Hardware Sales Graph 2006-2010

Figure 43: Console Hardware Projections 2006 to 2010

Figure 44: Console Software Projections 2006 to 2010

Figure 45: Personal Utility Disc interface

Figure 46: Screenshot of Daiwon’s Touch Dictionary

Figure 47: Packaged PC Games Forecasts 2005 to 2010

Figure 48: Sample Retail Prices for Packaged PC Games

Figure 49: Mobile Games Market Forecasts 2005 to 2010, $m

Figure 50: Popular Retail Channels for Games

Figure 51: Top Online Shopping Malls and Auction Sites 2005

Figure 52: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU

Figure 53: Netmarble Top Genres 2005

Figure 54: Screenshots from Pangya

Figure 55: Screenshots from Ragnarok Online

Figure 56: Neowiz’s revenues 2002 to 2006

Figure 57: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users

Figure 58: Screenshots from XL1

Figure 59: Screenshots of Nexon Titles

Figure 60: NCsoft Revenues by Region FY 2005, in $m

Figure 61: NCsoft Revenues, by Online Game Sales, in $m

Abstract

Games Market in Korea an in-depth analysis of the opportunities in the $1 billion plus Korean games market.

With innovative business models, diverse game content and a sophisticated telecommunication infrastructure, the Korean games market has reached a mass market level of success. Companies can draw specific lessons from the Korean games market including revenue models based on micro-transactions to casual games that can be played in a few minutes and appeal to both male and female gamers.

Korea also has an emerging console and mobile games market that is fully covered in this report.

This exclusive report analyzes four major games platforms (online, console, packaged PC and mobile) and provides these key insights:
  • Online, packaged PC, console and mobile games market sizing with forecasts from 2006-2010
  • Discussion and projections for PS3, Wii and Xbox 360
  • Marketing and pricing strategies
  • Drivers and inhibitors to market growth in the console, packaged PC, online and mobile platforms
  • Online business models including an analysis of micro-payments, in-game item sales and unique billing and payment systems
  • Examination of popular casual and MMORPG
  • Profiles of 12 key players including NCsoft, Nexon, Neowiz and Blizzard Korea
  • Ranking of top online titles and publisher market share
  • Internet cafes and their role in the games market
  • Distribution and retail for console and packaged PC
  • Conclusions and strategic recommendations
The Games Market in Korea report helps answer some of these questions:
  • How did games become such a mass market phenomenon in Korea?
  • Which segments (console, online, packaged PC, mobile) contain the most opportunities?
  • Who are the key players in this market and what are their marketing and business strategies?
  • What lessons can be learned from Korea and applied to other companies and markets worldwide?


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