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The Games Market in Korea


Published Date: July 2006
Published By: Pearl Research
Page Count: 80
Order Code: R740-3
 
DescriptionTable of ContentsSimilar
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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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