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SK Telecom

Company

9 documents in the library are about SK Telecom, from writers such as GREE, SuperJoost and Korea Creative Content Agency. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside SK Telecom, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Key figures from the reports

Documents about SK Telecom

Cover of Krafton’s Radical AI Transformation Strategy
Article

Krafton’s Radical AI Transformation Strategy

Krafton has established itself as a pioneer in the gaming industry by formally adopting an AI-first organizational mandate as of October 2025.

  • Krafton officially transitioned to an 'AI-first' organization in October 2025, appointing a Chief AI Officer to oversee company-wide strategy and resource allocation.
  • The company is targeting a ~40% reduction in production costs through AI-driven efficiency frameworks, with early results showing a 16x reduction in time for specific art workflows.
  • Krafton is investing $68 million into a proprietary GPU cluster to support frontier AI research and reduce dependency on external infrastructure.
NaavikApr 2026
Cover of Interview with Keunkyo Kim, Head of Global Business at NC AI
Report7 pages

Interview with Keunkyo Kim, Head of Global Business at NC AI

NC AI, the AI-focused subsidiary of NCSoft, is positioning itself as a bridge between game-derived AI and industrial AI, according to Keunkyo Kim, its Head of Global Business since 2025 and a veteran of SK Telecom, Apple, and Upstage.

  • NC AI is leveraging 14 years of MMORPG-based reinforcement learning and real-time processing expertise to expand from gaming into industrial sectors, including manufacturing, robotics, smart cities, and defense.
  • The company is developing a dual-track AI strategy that balances a 200-billion-parameter large language model with lightweight, edge-optimized multimodal diffusion models for field efficiency.
  • NC AI’s proprietary VARCO 3D engine enables the generation of physics-based 3D environments from text or images, while the open-source VARCO Vision 2.0 achieved over 10,000 downloads within ten days of release.
KOCCA – Korea Creative Content AgencyJan 2025
Cover of Ben Goldhaber Joins GGWP to Lead Marketing Efforts
Article

Ben Goldhaber Joins GGWP to Lead Marketing Efforts

Ben Goldhaber, the former CEO and co-founder of the esports community app Juked, has joined GGWP to lead the company’s marketing efforts.

  • Ben Goldhaber, former CEO and co-founder of Juked, has joined the AI-powered game moderation company GGWP to lead its marketing efforts.
  • GGWP recently announced it is making its anti-toxicity moderation tools available for free to all game developers.
  • The company secured $10 million in a funding round led by Samsung Ventures and SK Telecom Ventures in July 2023, following a $12 million seed round in March 2022.
The Esports AdvocateJul 2023
Article

Gamer Mom: Cross-Stitching Meets 8-Bit Graphics

This analysis explores the evolving intersection of gaming culture, industry regulation, and market shifts during early 2020.

  • The gaming industry is undergoing a shift toward consolidation and mainstream integration, exemplified by aggressive acquisition strategies from conglomerates like Tencent.
  • Cloud gaming success is currently tethered to 5G infrastructure and strategic partnerships, such as those between Verizon and Google or Microsoft and SK Telecom, rather than hardware capabilities alone.
  • The esports sector is experiencing market volatility and declining share prices, calling into question the validity of aggressive multi-billion dollar revenue forecasts.
SuperJoostJan 2020
Article

xCloud: Next's Move

This analysis examines the shifting landscape of the global gaming industry during late 2019, focusing on the transition toward cloud-based infrastructure, 5G integration, and the evolving business models of major publishers.

  • Microsoft is positioning Project xCloud to dominate the cloud gaming sector by delivering console-quality experiences to mobile devices, supported by strategic partnerships with SK Telecom in the US, UK, and South Korea.
  • The long-term success of cloud gaming platforms hinges on choosing between a high-end, curated content strategy or a high-volume, Netflix-style subscription model.
  • Activision Blizzard saw a 223% monthly increase in subscription revenue following the launch of World of Warcraft Classic, though the franchise's year-to-date revenue remains down by approximately one-third.
SuperJoostSep 2019
Cover of Cloud Contenders Are Gathering Support: Team Up to Stand Out
Article

Cloud Contenders Are Gathering Support: Team Up to Stand Out

The gaming and technology sectors are currently navigating a transition from unstructured growth toward a period of consolidation, regulatory scrutiny, and strategic alliances.

  • The gaming industry is shifting toward strategic international alliances to manage high cloud infrastructure costs, exemplified by Tencent’s partnership with Razer and Microsoft’s 5G-focused collaboration with SK Telecom.
  • Regulatory scrutiny is intensifying, highlighted by the FTC’s $170 million fine against Google for COPPA violations, signaling a broader industry challenge regarding data privacy and child safety.
  • Macroeconomic headwinds, specifically US-China trade tensions and impending tariffs on electronics and consoles, are expected to significantly increase retail costs during the 2019 holiday season.
SuperJoostSep 2019
Cover of Financial Results for the Fourth Quarter of the Fiscal Year Ended on June 30, 2011
Financial report25 pages

Financial Results for the Fourth Quarter of the Fiscal Year Ended on June 30, 2011

This financial report details the performance of GREE, Inc. for the fourth quarter and full fiscal year ending June 30, 2011.

  • GREE achieved record growth in fiscal year 2011 with net sales of 64.2 billion yen, including a 93% year-over-year increase in fourth-quarter net sales to 21.1 billion yen.
  • The acquisition of OpenFeint expanded GREE’s global user base to 123.6 million, significantly increasing its reach beyond its 26.4 million domestic Japanese users.
  • Operating profit for the fourth quarter rose 85% year-over-year to 9.8 billion yen, with paid services serving as the primary revenue driver at 18.4 billion yen for the quarter.
GREEAug 2011
Cover of GREE Annual Report 2011
Financial report48 pages

GREE Annual Report 2011

GREE, Inc. stands as a dominant force in the 2011 social gaming landscape, characterized by rapid international expansion and a strategic pivot toward the burgeoning smartphone market.

  • GREE reported 64.1 billion yen in consolidated net sales and 31.1 billion yen in operating income for 2011, driven by a portfolio of over 1,100 titles.
  • The company is pursuing a long-term goal of reaching one billion global users, building upon its existing base of approximately 190 million registered users.
  • Strategic international expansion is being executed through the acquisition of OpenFeint and partnerships with major entities including Tencent and SK Telecom.
GREE
Cover of GREE Annual Report 2012
Financial report48 pages

GREE Annual Report 2012

GREE, Inc. experienced a period of exceptional financial expansion during the 2012 fiscal year, characterized by a 146.6% increase in consolidated net sales to ¥158,232 million and a net income of ¥47,968 million.

  • GREE, Inc. achieved significant financial growth in fiscal year 2012, with consolidated net sales rising 146.6% to ¥158,232 million and net income reaching ¥47,968 million.
  • The company’s growth was driven by a strategic pivot to smartphone-based social gaming and international expansion, bolstered by the acquisition of Funzio, Inc. and partnerships with firms like Gameloft and SK Telecom.
  • As of June 2012, GREE maintained a strong liquidity position with ¥72,760 million in cash and cash equivalents to support ongoing infrastructure investment and future acquisitions.
GREE