Market Studies

The Korean Electronic
Games Market

Selling Game Content and Applications to the World’s Most Avid Electronic Games Players

Published: November 2002
By: Vectis

$2500 - Print copy
$3250 - Paper copy + PDF


    Overview:


    Vectis International's latest study – "THE KOREAN ELECTRONIC GAMES MARKET: Selling Game Content and Applications to the World’s Most Avid Electronic Games Players" identifies opportunities for foreign electronic games developers in South Korea. Fueled by an enthusiasm for a wide range games, the market is expected to growth by 19% in 2002 and reach KRW 2.2 trillion (approx. U$1.76 billion).

    "The Korean electronic games market is rapidly emerging as one of the most dynamic in the world. Yet it is only beginning to receive serious attention from most foreign game companies" says Simon Bureau senior analyst and co-author of the study. "The Korean game market remains new and largely misunderstood by most outsiders. Foreign game developers tend to associate Korea with the Japanese game market, which is significantly different. Korean gamers have distinct preferences and playing patterns, which dictate a radically new approach and tailored entry strategy.

    While the wide popularity MMORPG is what sets the Korean game market apart the most from other countries, sales figures for PC games are unparalleled around the world as well. Korea accounted for 40% of worldwide sales for StarCraft and 30% for Diablo II. Warcraft III sold 330,000 copies with the first 20 days following its release in July 2002. With over 50% of the 32 million mobile subscribers using high-speed wireless Internet services, Korea’s three mobile operators consistently record well over 85,000 games downloads per day.

    These findings and others are part of Vectis' latest study entitled "THE KOREAN ELECTRONIC GAMES MARKET: Selling Game Content and Applications to the World’s Most Avid Electronic Games Players". The study is the most complete published on the topic and is a must-have business development tool for foreign game developers and publishers wishing to enter this increasingly competitive market. The 172 pages study provides comprehensive analysis of key market drivers, inhibitors and trends for all game platforms, i.e. online, console, PC, mobile and arcade games. It also includes profiles of 50 top local game companies.

    It contains up-to-date, actionable facts and analysis including the latest game titles rankings and revenues statistics for major developers and publishers and also provides an insight into the future of the industry. It is the result of several months of in-country research and interviews with game developers, publishers, industry analysts, government agencies and others. This study allows to:

    ß Understand why console games have experienced limited success so far and learn valuable lessons from the case study provided by Sony’s PS2 market entry strategy;

    -Discover what factors lie behind the phenomenal popularity of MMORPG in Korea, from players idiosyncrasies to local developers’ game episodes release strategy and unique expertise in distributed server processing technology, network traffic management and user support.

    - Identify what are the preferred games genres of Korean players and what types of games local publishers are actively seeking from overseas developers;

    - Learn what wireless Internet platforms and other technical standards Korean mobile operators use and what are the implications of the upcoming mobile networks opening policy of the government for mobile game developers;

    - Understand business and revenue-sharing models of game publishers with other parties and the restructuring of distribution channels;

    - Understand the government’s recent changes to its game rating system and the implications for game developers.


    Game developers are likely to find opportunities in key areas. As Korea’s game players’ base broadens, local publishers are increasingly interested in titles intended for children as well as adult-themed games. Opportunities lie also for console games developers. While only the PS2 has been officially released, the combined marketing thrust generated by the release of the Xbox and GameCube in December might help win over Koreans, who have shown a strong preference for subscription-based online games.


    Table of Contents:


    Chapter 1 Electronics Games Market Overview, Regulatory Issues and

    Support Policy
    Korean Electronics Games Market Overview
    Players Preference and Marketing Issues
    Korean Players Demographics and Korean Players Preferences
    Marketing and Seasonal Sales
    Anatomy of a Korean Game Player
    Electronic Games Market Drivers and Inhibitors
    Electronic Games Market Drivers
    Electronic Games Market Inhibitors
    Key Electronic Games Market Trends
    Major Legal and Regulatory Issues Relating to the Game Market 12
    Game Rating System
    On-going Issues Related to the Game Rating System
    Implications of the Game Rating System on Game Developers
    Cyber Items Cash Trading
    Player Killing ("PK")
    Game Payment and Settlement Systems
    Parental Consent for Enrolling Minors
    Game Addiction
    Intellectual Property Protection
    Significant Intellectual Property Protection Cases and their Outcome
    Support Policy and Programs by Government Agencies
    Game Related Laws
    Game Support Policy


    Chapter 2 Online Games

    Online Games Market Overview and Structure
    Online Games Market Drivers and Inhibitors
    Online Games Market Drivers
    Online Games Market Inhibitors
    Online Games Major Market Trends
    Players Segmentation and Usage Patterns
    Commercial Issues and Revenue Models
    Usage Rates, Billing, Payments Methods and Revenue Sharing Models for PC Rooms accounts
    Usage Rates, Billing, Payments Methods and Revenue Sharing Models for Personal Accounts
    Usage Rates, Billing, Payments Methods and Revenue Sharing Models for Game Portals
    Usage Rates, Billing, Payments Methods and Revenue Sharing Models for ISP Portals
    Marketing Online Games to Korean Players
    Channels for Promotion
    Main Domestic and Foreign Titles

    Chapter 3 Console and Handheld Games

    Console Games Market Overview and Structure
    Console Games Market Drivers and Inhibitors
    Console Games Market Drivers
    Console Games Market Inhibitors
    Console Games Players Segmentation and Usage Patterns
    Player Segmentation
    Player Usage Patterns
    Sony Computer Entertainment Korea (SCEK) PS2 Market Entry Strategy
    Analysis of PS2’s Sales Performance in Korea
    PS2 Revised Strategy
    PS2 Games Titles Strategy
    PS2 Online Game Strategy
    "PS2 Rooms" Strategy
    Microsoft Xbox Market Entry Strategy
    Xbox Distribution Strategy
    Xbox Games Titles Strategy
    Xbox Live Strategy
    "Xbox Rooms" Strategy
    Nintendo GameCube Market Entry Strategy
    Main Domestic and Foreign Console Game Titles
    Local Handheld Games Devices
    GP 32
    Crazy Mini


    Chapter 4 PC Games

    PC Games Market Overview and Structure
    PC Games Market Drivers and Inhibitors
    PC Games Market Drivers
    PC Games Market Inhibitors
    Major Market Trends for PC Games
    Players Segmentation and Usage Patterns
    Commercial Issues
    Change in Sales and Distribution Methods
    Parallel Imports
    Main Domestic and Foreign Titles

    Chapter 5 Mobile Games

    Mobile Games Market Overview and Structure
    Background on the Korean Mobile Telecommunications Market 88
    High-speed Mobile Telephony Services and 3G Licenses
    Wireless Internet Services
    Mobile Games Market Drivers and Inhibitors
    Mobile Games Market Drivers
    Mobile Games Market Inhibitors
    Major Market Trends for Mobile Games
    Players Segmentation and Usage Patterns
    Commercial Issues and Revenue Models
    Revenue Sharing Models for VM-based Mobile Games
    Revenue Sharing Models for Network Mobile Games\
    Marketing and Promotional Issues
    Main Domestic and Foreign Titles



    Chapter 6 Arcade Games

    Arcade Games Market Overview and Structure
    Arcade Games Market Drivers and Inhibitors\
    Arcade Games Market Drivers
    Arcade Games Market Inhibitors
    Major Market Trends for Arcade Games
    Main Domestic Developers and Titles