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Home > Consumer Products > Consumer Products & Retail > Entertainment
The Games Market in Korea
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| Published Date:
July 2006
Published By:
Pearl Research
Page Count:
80
Order Code:
R740-3
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- I. EXECUTIVE SUMMARY
- II. SOCIO-ECONOMIC OVERVIEW
- UNIQUE CHARACTERISTICS OF KOREAN SOCIETY
- POPULATION
- TAXES AND TARIFFS
- SELLING PERIODS AND HOLIDAYS
- FIVE DAY WORKWEEK
- III. PC HARDWARE, INTERNET AND BROADBAND
- PC HARDWARE
- INTERNET
- ONLINE COMMUNITIES
- INSTANT MESSENGER GAMES
- BROADBAND
- IV. GAMES MARKET OVERVIEW
- EXECUTIVE SUMMARY
- GAMER PREFERENCES
- V. PC AND CONSOLE BANGS
- PC BANGS
- CONSOLE BANGS
- VI. EXPORT OF KOREAN GAMES
- VII. ONLINE GAMES
- DEFINING ONLINE GAMES
- HISTORY OF ONLINE GAMES MARKET
- Starcraft and the growth of the games market
- Growth of casual games
- MARKET FORECASTS
- DRIVERS TO GROWTH
- INHIBITORS TO GROWTH
- UNIQUE CHARACTERISTICS OF ONLINE GAMES
- TOP ONLINE GAMES
- Neowiz’s Special Force
- NCsoft’s Lineage and Lineage 2
- JC Entertainment’s Freestyle
- Nexon’s Kart Rider
- ONLINE GAME PUBLISHER MARKET SHARE
- MMORPGS OVERVIEW
- COST STRUCTURE OF MMORPGS
- Licensing fees
- Development
- New episodes and expansion packs
- Maintenance
- Marketing costs
- CASUAL GAMES MARKET
- GAME PORTALS
- NHN’s Hangame
- Neowiz’s Pmang
- CJ Internet’s Netmarble
- ONLINE GAMES REVENUE MODELS
- Subscription pricing strategies
- Sale of in-game virtual items
- Alternative and ancillary revenue streams
- Internet cafe licensing fees
- SECONDARY MARKET FOR VIRTUAL ITEMS
- BILLING AND PAYMENT METHODS
- PLAYER DEMOGRAPHICS AND SEGMENTATION
- VIII. CONSOLE AND HANDHELD MARKET
- CONSOLE AND HANDHELD GAMES OVERVIEW
- DRIVERS TO GROWTH
- INHIBITORS TO GROWTH
- MARKET FORECASTS
- SCEK
- PSP
- PlayStation 2
- XBOX/XBOX 360
- NINTENDO
- RETAIL CHANNELS AND DISTRIBUTION STRUCTURE
- Sony
- Xbox
- Nintendo/Daiwon
- LOCAL DEVELOPMENT
- Sony
- Microsoft
- Nintendo
- IX. PACKAGED PC GAMES
- PC GAMES OVERVIEW AND FORECASTS
- RETAIL PRICES
- PUBLISHERS
- TOP TITLES
- X. LOCALIZATION
- KOREAN LANGUAGE
- XI. MOBILE GAMES
- DRIVERS TO GROWTH
- INHIBITORS TO GROWTH
- MARKET TRENDS
- XII. RETAIL MARKET
- RETAIL OVERVIEW
- YONGSAN AND ELECTRONIC MARTS
- DISCOUNT CHAIN STORES
- ONLINE SHOPPING
- HOME TV SHOPPING
- XIII. REGULATORY ENVIRONMENT
- GAME RATINGS
- PIRACY
- INTELLECTUAL PROPERTY RIGHTS ENFORCEMENT
- GRAY IMPORTS
- TRADE GROUPS
- ROLE OF GOVERNMENT
- TRADE SHOWS
- XIV. COMPANY PROFILES
- ACTOZSOFT
- BLIZZARD KOREA
- CJ INTERNET
- HANBITSOFT
- GRAVITY
- MGAME
- NEOWIZ
- NEXON
- NCSOFT
- NHN
- WEBZEN
- WEMADE
- XV. CONCLUSIONS AND STRATEGIC RECOMMENDATIONS
- Games Market in Korea iv
- Table of Figures
- Figure 1: Korean Games Market Forecasts 2005 to 2010 Data Table, $m
- Figure 2: Key Country Metrics
- Figure 3: Major Cities in South Korea (population, m)
- Figure 4: Reasons for Using PCs at Home
- Figure 5: Reasons to Use the Internet
- Figure 6: KT Telecom Broadband Pricing May 2006
- Figure 7: Korean Games Market Forecasts 2005 to 2010 Graph, $m
- Figure 8: Korean Games Market Forecasts 2005 to 2010 Data Table, $m
- Figure 9: Korean Games Market by Segment 2006, $m
- Figure 10: Preferred Games Platform, by gender
- Figure 11: Reasons for Playing Games
- Figure 12: Favorite Genres by Age Group Segmentation
- Figure 13: Preferred Genres, all ages
- Figure 14: Sources of Game Information
- Figure 15: Internet Cafe Growth (2000 to 2005)
- Figure 16: Cyberpark Internet Cafe Interior
- Figure 17: Online Games Market Size by Segment 2005, in $m
- Figure 18: Examples of Web, Casual and MMORPG Games
- Figure 19: Online Games Market Forecast 2005-2010 Graph, $m
- Figure 20: Online Games Market Forecast 2005-2010 Data Table, $m
- Figure 21: Top Online Games at Internet Cafes, May 2006
- Figure 22: Popular Game Genres, by Monthly Usage
- Figure 23: Screenshot from Special Force
- Figure 24: Screenshots from Lineage
- Figure 25: Screenshots from Freestyle
- Figure 26: Screenshots from Nexon’s Kart Rider
- Figure 27: Top Online Publishers 2005
- Figure 28: Screenshots from Maple Story
- Figure 29: Top MMORPG Publishers 2005
- Figure 30: Matrix Comparing Casual and MMORPG Games
- Figure 31: Top Online Game Portals
- Figure 32: Netmarble Unique Visitors by Age Group
- Figure 33: NHN’s Quarterly Game Revenues, $m
- Figure 34: Screenshot of Hangame home page
- Figure 35: Screenshot of Pmang home page
- Figure 36: Pmang Metrics by Month: Visitors, ARPU, Peak Concurrent Users
- Figure 37: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU
- Figure 38: Netmarble Top Genres 2005
- Figure 39: Fee Structure for Top Online Games
- Figure 40: Payment Methods for Internet Content, market share (%)
- Figure 41: Console Ownership by Gender
- Figure 42: Console Hardware Sales Graph 2006-2010
- Figure 43: Console Hardware Projections 2006 to 2010
- Figure 44: Console Software Projections 2006 to 2010
- Figure 45: Personal Utility Disc interface
- Figure 46: Screenshot of Daiwon’s Touch Dictionary
- Figure 47: Packaged PC Games Forecasts 2005 to 2010
- Figure 48: Sample Retail Prices for Packaged PC Games
- Figure 49: Mobile Games Market Forecasts 2005 to 2010, $m
- Figure 50: Popular Retail Channels for Games
- Figure 51: Top Online Shopping Malls and Auction Sites 2005
- Figure 52: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU
- Figure 53: Netmarble Top Genres 2005
- Figure 54: Screenshots from Pangya
- Figure 55: Screenshots from Ragnarok Online
- Figure 56: Neowiz’s revenues 2002 to 2006
- Figure 57: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
- Figure 58: Screenshots from XL1
- Figure 59: Screenshots of Nexon Titles
- Figure 60: NCsoft Revenues by Region FY 2005, in $m
- Figure 61: NCsoft Revenues, by Online Game Sales, in $m
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