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Create free account[Music] hello everyone very happy to be here my name is taken you're sick our business development departments message that a genetic which is my own company I'm mostly assuming a big deal that a company called added which is providing area or life-saving services in one of the hottest all I've seen that concept and J my fourteen years of creating video games and marketing these are I spend most of my time in Korea in Japan
just a couple weeks ago just a couple weeks ago I had a very interesting conversation with my Japanese friend please about the Korean and Japanese kpop fans my friend or secret big fan of kpop and not and you know the stories like this you know in South Korea every man has to go to go to the army unless you have three teachers and there's no exception or even 70s k-pop k-pop stars have to go so these four table sucks or have to leave the Society for for like 1 year
and 9 months and that's their leaving unfortunately most Korean k-pop fans don't wait for that until they come back from the Army and they stick to other severities and for that they are people or the favorite stars until they come back from the military and that couple reasons why they don't wait for them first of all there are plenty of content tons of sand without their king of stars there are the contact films for example top claims are what most speaking moviegoers are in the world I take that dramas music and of course caves that are waiting for them we do see and secondly this Korean testing this is an
expression that I made up but there are certain things that you must do nothing these are for example all the things you must buy so advanced so you have to like and feels like a perfect night is for you we've started ages and so on and also what they are waiting for the starts to change or they might be they might behind fashion behind the time and once you get behind a fan people think you're not you're not going and if you wait photos or absent k-pop stars you get older then you might surpass the pop up the proper age things that you are loved - announcer oh you are I think of that
these are some examples of those all those great texts and they they do care about proper ages to do things to the contrary Japanese kpop pants or thing to wait until the favorite team of some back unity arm or they are very patient and just there's also no much social pressure about what to do what to life not these all these things in Japan and like these different actives for kpop star Vortec Timothy pop stars then additives for gamers gates also different for a game seem to be very passionate about finding out and playing new games but love doesn't last long
passion doesn't either and Korean change enough or seem to prefer a fast-paced lifestyle which doesn't seem to be the case for the Japanese TV brilliant games having the latest update naturally games in Korea have very short life cycles those in Japan Germany the patient again retain one game for very long time or months and sometimes years Phillipa PR it will appear safe auntie the friendly Gabon thing is very packed while Japanese in about six almost died naturally dr play styles are different between these two people
Conan said to make the most out of it most out of decay in the day in a solar sphere of time and in order to do so or they often they are missing tutorials they are like the type of people who don't quit manuals and instructors after purchasing they get sonic devices and tapping America and I think that here among Japanese games they fear to miss something or something important that's why they need a tutorial so Japanese in the sick people give advice on Japanese game developers saying that easy to understand to cover to your game cumin coriander or very similar with each other but in total or
they are so different and when it comes to gaming Japan use looks at the very center contact might be true but a lot of that oh yeah indicates initiation so it gives the kids like three minute summary of what has happened before we had only Japan as a gaining gaining power have a sizable mark in the same and marking today we have China Korea and Japan and each one of them have a cyber industry and market this is a huge change this is mostly because of the emergence of getting times internet I love also the Reading
Mode by South Korea towards us today we have these three countries worked as a team others and yes in slightly more detail the initiator late 1990s there was no how much time in this it's game time Selena that takes everything software obesity to me or in making this happen and China fall in the side walls right now gaming wise we have a very devout industry in every one of these antics
and all of these countries are very interested properly 23 decades these three decades the time they didn't interested in internet time staining hospital saline or silicone and caught up 45 re dosa and depending the form indicates that sitting there were in Korea there are commonalities and differences but John White's RPGs are having those products and also shooting games in Korea has been always popular Japan FES two games or do you take off that much but for the last couple years
city games have been receiving there we go so games like TV G and that's up directing and we can see the trend in your shooting games or you think the Japanese came under 20 accepting all these types of interactive games and after all Korea and Japan are the two markets now I think the reason I hope this would be a little easier for you guys to regard which we got this one of these markets are potential markets can semantics on these two markets the good thing about these market of these markets is that the mother subjects participate or do today and absolute collapse or otherwise
the only game objects Korea's what storm is the morning Tiger rankings that Japan within 100 which we do take and absorb Korea sorry include a sample is large the Chiefs messaging wildlife Authority time both of them are very influential line is particular cattle gate hosting duties demographics and they say target online open up the opener games to non-gamers help increase gamification and for marketing this is a service called
pre-registration increase that and some of these services free of charge this is my fame either apps or websites or sublet gamers with the late game as make a reservation for the upcoming games there are also a prostitution platform or it is not having offered by singer which is also very useful for watching this is only only available in Japan and therefore not least just the company tobacco oh these are very hard it's very common in Japan and Korea this is the live scene platform and we walk this
property many ways these are basically like Luther King Day instantly on the phone we also offer a free of charge or deepen integration and to allow your gamers or became a students I'm significant the CPP Genesis possibility and engage you have opportunity to have more outside exposure so these are some useful tips so these are
so if anyone has questions about Japan and Korea is one of them anything very much they know okay yeah iOS and Android at the same time and if you have a casual game or you might want to work with somebody sideline because they are without power scene like casual games what actually is going so how much the proper culture you know on the inside is like consulting companies I wore a bunch of companies that cup like
us who they have CR to stop our startups so it helped you guys say like people like us if you guys surprised any more questions for the episodes so Europe as well as your property patio room your your screaming house as well but you're also a publisher the Khattab localized games yeah I mean the opportunities this one is the lab senior the other one is my own business publishing and loss of cross-border to something in game so we do person by ourselves and also we talk diversity promise themselves into that people are questions that other things I can fight you off to that but what we here we've got you can interested in what happening questions on the markets that said that
we've discovered something with Oh so very story focused we see that this does resonate in Asia and Japan depending on I guess but I mean in comparison to in Korean and Japanese markets I said great aspects into the same thing say so they take the
attendance keeps going like that and the comparator things are very careful so if the story is very strong or could be attracted by the staff please thank you very much and if anyone doesn't anymore so that it's not be please like the eye droppers otherwise - thank you very much [Music]
The gaming landscapes of South Korea and Japan, while geographically proximate and technologically advanced, exhibit distinct cultural behaviors and consumer preferences that dictate market entry strategies. South Korean gamers are characterized by a preference for fast-paced, high-intensity experiences and a tendency to prioritize immediate engagement over lengthy tutorials. This market is defined by short product life cycles, where players frequently migrate to new content, driven by a social pressure to remain current with trends and avoid falling behind in fashion or age-appropriate activities.
In contrast, the Japanese gaming market is marked by higher levels of patience and brand loyalty. Players often retain interest in a single title for months or years, showing a preference for comprehensive tutorials and structured guidance to ensure they do not miss critical gameplay elements. While South Korea has historically favored RPGs and shooting games, Japan has traditionally leaned toward different genres, though recent years have seen a notable rise in the popularity of shooting games within the Japanese market.
Both nations represent highly influential, mature markets that have evolved significantly since the late 1990s. Successful localization in these regions requires an understanding of specific local platforms and marketing tools. Pre-registration services and live-streaming platforms are essential for building community engagement and visibility. Furthermore, the integration of social messaging apps, such as LINE, has been instrumental in gamifying the user experience and attracting non-traditional gamers. Ultimately, developers looking to enter these markets must balance the Korean demand for rapid, high-impact content with the Japanese requirement for depth, narrative strength, and user-friendly onboarding processes.
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