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Create free account[Music] good afternoon this session will try to give some basic understanding about the Korea game market we do some stats and core trend and the factors to helping your game publishing Korean market okay as soon as I shall market around 72 percent of the global market we've in the Asia and christine marquette is sizes along the seventy two billion market and creates number third market with sixty two billion is kind of eighty
eight percent six percent of the Asia perfume market sites within the top countries creation number four with forty-nine billion internet population and fifty-one million total population so when you count out top 28 companies by game 11 you there are three main game players and number twelve Nexen don4t is named mobile and number 17 and soft this is a recent tap Tori close closing games in Google Market to write the market games all RPG games is
allowed 18 games so it means it's very highly spiritual outage or internal market this is a kind of a lot two and a half years a history of linear M this is number one the outage game in Korea market as you can see the accumulator 11 is allow the two billion with along the fifty two hundred thousand fifty to five hundred twenty thousand installation a ALP I mean you is allowed in Korean 167,000 crammed one this is this is trying to showing of what is the portion of the China game publishing Korean market along the seven
games launch it in Chapter II it's compared to the last year a little bit same trend the last year's our sims appeared along eight games within factory without China game and global publishing like a supercell all those top players so it means no video to small size local players not in the factory market it's very tough market in Korea this is kind of the numbers showing out some how wise the total revenue so all total revenue is allowing the software is six months 2.3 billion 2019 is allowed that 19 percent increased compared to the last year and the bouncer lavinia laundered 300
billion u.s. dollar is comparing to the lessee almost same trend there is a three the very outstanding game player markets number one is Google state takes along 75% more market share and then until Apple and one so one story is local players the recently one story is little bit bigger than Apple like the width like a 13 or 15 percent of the market share this is kind of showing how some what is the deal in revenue along the 13 million u.s. dollars to make now every day this is a kind of showing up or what is the general living you the stream of the tap and tap three a top ten and top 50
top 100 when you see the light bottom side from number from top to number ten take care of 50% of the market shares it's a huge very top player oriental market this is f-distribution by revenue range so like 1 billion US dollar is a within tab it's around 62 apps they make it 1 million US dollar and then 0.32 million is along the 142 apps they make the size of the revenue this is capturing some wise domain the revenue stream between Google Market and App Store and one store you can see that as very big
players and middle sized players of spirited or Google Market the Apple and one store they are more oriented a very small site one this is a kind of proportion of Jiangnan and revenue a contribution as you can see that the law playing games they are share of portion is along the 20% but in terms of revenue is 62% and then still like a simulation and puzzle is not much big market in Korea every month in Korea there is a 1000 around 700 new games are published within the 1700 the only around 12 games
of Weeden tap tap 100 is so is very hard to new games us making success in Korean market even even travel games 10 games are RPG and only 2 games are outside of the RPG town this is a market share by publisher as I said I call ncsoft and the Marvel and an accent they take on majority and some Chinese games take some shares of market this is the 2019 joon-ha publisher
ranking number one ENC number two the name mobile number three is Maxine so type three and companies take the majority of the market share and the other ones in some global publish in China contains this chart showing of some kind of how many players playing those kind of games like a bronze statue supercell daily users allowed 810 thousand players playing - when they are listing up as a number one games and question will is three along the four hundred thousand players so you can see right side that
you can just to average daily users by games in Korean market so puzzle is along the three hundred eight eighty thousand players are daily our PC is a little bit smaller number of players are playing daily next one is the key factors so when the as we click through about the some stairs of a Korean market we can say that levy new polarization is getting prominent between the major three components in them bubble and sea and accent they take a moderate and small one is very weak in Korea and then very
IP power is prominent so if still they have a very popular while Chinese title shifting as well mainstream but at the same time Japan or Japan I play game is getting popular our recently some new trend is the character gathering type RPG so you just keep spending money for gathering new characters or new items there is a kind of new trends of the RPG games so those games are big hit right now game market is getting tough so lot of major players try to showing try to
publishing very high and graphic quality games with some new the better ground or the pattern system and with the IPS that's what will this trend small and medium to small game developers they are trying to very different type of actions like a visual mobile game or multi ending or sometimes then trying to do interactive games and then so even though it's a little bit difficult to making games but still debate like a step strategy games and it is showing a very steady revenue stream so they trying to a publishing or making a game for the new revenue stream and then the
Korean market is to top so that's that's why submitted to small-sized game players they trying to go in our to global market with one build as any other country doing so eSports is showing off some very great potential in Korean market so like a battleground and pro tonight and local RPG games next one is I'm just a quick through about what is the typical type of marketing execution this is a very difficult type people launching then to some kind of pre registration system with some kind of display ad and non display ad after launching then do some kind of cable TV
advertising and movie and some influence of marketing this is showing up some kind of people launching some type of the typical marketing execution I'm not going to draw but the specific the media or any other display ad media just you know you just to report with just kind of typical what kind of typical marketing action is working on in Korea market oh this is the after launch Inga this is kind of not exactly matching to the exact number but you can get some kind of idea about the ways the costs of the CPI comparing to the any other country so you can you
can assume they're wise the difference between the any other country for CPA execution this is non CPI so basically LPG is a two point eight US dollar in Korea so and then average the eCPM is along the seven point six u.s. dollars in Korea okay this is [Music] too much numbers yeah it's a lot of death data to digest as well a lot of details do you guys want to ask questions you're also silent I know the Korean
developers nowadays are trying to explore a lot about keep up and about storytelling games do you think that it's gonna have more connection to cultural aspects they are more exportable when it's talking about Korean game developers do you understand what is the very big Korean pop idols data novel they launch games it's very few Z impacting Korean market but even though so it's a lot of southeastern Asia they love the Korean culture in the pub a song or any the Opera but other games I did even in Korea is kind of new to do try so but anyways at the very first year this kind of game launched in big hit I think so we do two small size the game developers they trying to
similar trying therefore maybe that will be done x2 new revenue stream absolutely it might be able to get users there were not interested in games before and thank you you mentioned the RPG games where you collect heroes can you elaborate your description of these titles which you said like the new trend of these there's a new trend of such titles where you collect heroes in RPG games yeah yes there is various steals LP is prominently in Korean market but in in the minor streams that they don't keep the trend is changing sometimes the action sometimes just kind
of battle or PvP but still pvp dealer is prominent but it's just buying items for like a weapon armor or whatever but this time is a little bit more changing to the rated keep capture systems are they gathering the new characters each character has a different type of the stairs and ability so when they gathering all the characters they can play any or the specific theme or dungeon they play in the battle for or sometimes they Creon up some kind of each stages so that's the recent trend because those kind of the character gathering LPG is make people spend more more monies [Music]
The South Korean mobile game market is a highly concentrated, high-barrier environment characterized by intense competition and a strong preference for role-playing games (RPGs). As the world’s fourth-largest mobile gaming market, it generates significant revenue, with total earnings reaching approximately 2.3 billion USD in the first half of 2019, representing a 19 percent year-over-year increase. The market is dominated by three major local publishers—NCSoft, Netmarble, and Nexon—which collectively command the majority of market share. This concentration is reflected in the fact that the top ten games account for 50 percent of total market revenue, while only a small fraction of the roughly 700 games launched monthly achieve top-tier success.
RPG titles are the primary revenue drivers, contributing 62 percent of total market income despite representing only 20 percent of the total game volume. Recent trends indicate a shift toward character-gathering RPGs, where players spend heavily to collect unique heroes with varying abilities to progress through specific dungeons or stages. While the market remains heavily oriented toward high-quality, high-graphic titles backed by established intellectual property, small and medium-sized developers are increasingly pivoting toward niche genres like visual novels, interactive games, and multi-ending titles to differentiate themselves. Many of these smaller players are also pursuing global expansion strategies to mitigate the difficulty of competing domestically.
Distribution is dominated by Google Play, which holds a 75 percent market share, followed by One Store and the Apple App Store. Marketing strategies in the region typically follow a rigorous structure, beginning with pre-registration campaigns followed by aggressive post-launch efforts involving cable television advertising, influencer partnerships, and movie tie-ins. With high costs per install—averaging 2.8 USD for RPGs—and a competitive landscape that favors established players, the market remains challenging for new entrants, necessitating a focus on high-quality production, strong IP, and sophisticated monetization models.
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