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Published by: Pearl Research
Published: Sep. 1, 2008 - 60 Pages
Table of Contents
- METHODOLOGY VIII
- INTERNET USAGE
- IIInternet Usage
- Usage by Occupation
- Usage Patterns
- Reasons for using Internet
- Internet Shopping
- Instant Messenger
- Blogging
- HARDWARE PENETRATION
- Households with Information Devices
- Mobile Phone Usage Rate
- INTERNET ECONOMIC ACTIVITIES
- Paid Content Usage
- EXECUTIVE SUMMARY
- MARKET FORECASTS
- DRIVERS TO GROWTH
- INHIBITORS TO GROWTH
- UNIQUE CHARACTERISTICS OF ONLINE GAMES
- TOP ONLINE GAMES
- GAME PORTALS
- KOREAN GAME OPERATORS
- CJ INTERNET
- HANBITSOFT
- NEOWIZ
- NEXON
- NEXON AMERICA
- NCSOFT
- NHN
- WEBZEN
- GRAVITY
- SOUTH KOREA: INTERNET PIRACY
- COPYRIGHT ACT OF KOREA
- ONLINE PIRACY
- ENTERTAINMENT SOFTWARE
AbstractPearl Research forecasts Korean online games to exceed $1.7 billion by 2011
Approximately 67% of Korean users in their 20s purchase paid digital content
San Francisco, CA, September 2, 2008, - Pearl Research forecasts the online games market in South Korea will exceed $1.7 billion by 2011, driven by new releases and an ingrained gaming culture. These findings are contained in business intelligence and consulting firm Pearl Research’s new “Games Market in Korea” study. One of the fastest growing segments is casual games, that are free-to-play, easy-to-learn and can be played in “micro-slices” of time of ten minutes or less.
Pearl Research’s key findings:
- South Korea has a sophisticated information technology (IT) infrastructure with 80% of households connected to the Internet.
- Korea has one of the highest adoption rates of purchasing virtual items and micro-transactions. Approximately 67% of those in the 20-30 age cohort purchased online paid content. Of those who have purchased digital content, 91% purchased music while 39% purchased community and avatar items.
- A common strategy in Korea is the operation of large game portals that provide a wide selection of games, including massively-multiplayer online role-playing games (MMORPGs), casual, and web board games all within one convenient site. Top game portals such as CJ Internet’s Netmarble, NHN’s Hangame, and Neowiz’s Pmang can attract 500,000 to 1 million unique visitors a day. More than 11 million Korean adults visit game portals every month, according to estimates by Pearl Research.
While South Korea has a robust games market, critical challenges include intense domestic competition; prevalence of “me-too” or derivative titles; challenges in expanding overseas to the US and China; and rising development costs.
The “Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; 2007 to 2011 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.
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