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Games Market in Korea

Pearl Research, June 2012, Pages: 94

Pearl Research is pleased to announce the release of our new "Games Market in Korea" study.

Key highlights:

- Top online games include Activision Blizzard’s Diablo 3, Riot Games’ League of Legends, NCsoft’s Aion and Lineage series, and EA’s FIFA Online 2.

-The report analyzes the growing smartphone and mobile games market with 27 million smartphones in Korea. Approximately 61% of Korean smartphone users play games on their phone and smartphone users download an average of 26 apps. Prominent companies such as Nexon, NHN, DeNA, Gree and WeMade are expanding into the Korean mobile games market, which is discussed in the study along with mobile game market projections.

- The study provides profiles on Com2us, Gamevil, SK Telecom, WeMade, NCsoft, Nexon, CJ E&M, Neowiz, and NHN. The ""Games Market in Korea"" study also includes an analysis of Nexon's investment in NCsoft, NHN consolidating its Japan operations and other trends

Methodology vii
Internet, Wireless And Social Commerce Usage
Usage Patterns
Reasons for using Internet
Internet Shopping
SNS Usage
Households with Smart Devices
PC and Console Penetration
Social Commerce
Mobile Market Flourishes In Korea
Companies Expanding into Mobile
Mobile Regulations
Mobile Apps and Smartphone Usage
Market Forecasts
Drivers To Growth
Inhibitors To Growth
Unique Characteristics Of Online Games
Top Online Games
Game Portals
Korean Game Operators
CJ E&M
Neowiz
Nexon
Nexon America
NCSoft
NHN
Gravity
WeMade
Joymax
Gamevil
COM2uS

TABLE OF FIGURES

Figure 1: Key Country Metrics
Figure 2: Internet Usage Rate by Age (Rounded %)
Figure 3: Internet Users by Age (in millions)
Figure 4: Purposes of Using Internet (multiple responses, %)
Figure 5: Internet Shopping Usage (ages 12 and over)
Figure 6: Purchase Items by Internet Shopping (multiple responses)
Figure 7: SNS Usage Rate by Gender and Age (Rounded by %)
Figure 8: Daily Average SNS Usage Time by Type (minutes)-SNS user by type
Figure 9: Smart Device Ownership by Householder’s Age(%)
Figure 10: Smart Device Ownership by Household Income (%)
Figure 11: Households with Information Devices (multiple responses)
Figure 12: Social Commerce Usage Rate (%)-Internet users aged 12 and over
Figure 13: Purchased Items through Social Commerce (multiple responses, %)
Figure 14: Social Commerce Usage Frequency(%)-Social Commerce users aged 12 and
over, per month
Figure 15: Satisfaction with Social Commerce (%)-Social Commerce users aged 12 and
over
Figure 16: Complaints about Social Commerce (multiple responses, %)
Figure 17: Social Commerce Usage Behavior and Perception (%)-Internet users aged
and over
Figure 18: Companies’ Mobile Strategy
Figure 19: Smartphone Service Pattern (% of Smartphone Users)
Figure 20: Smartphone purchasing (replacing) intention by gender and age within the
next year
Figure 21: Online Games Market Forecast 2010-2016 Graph, KRW (billions)
Figure 22: Online Games Market Forecast 2010-2016 Data Table, KRW (billions) and USD

Figure 23: Top Online Games at Internet Cafes
Figure 24: Top Internet Sites in Korea (Unique Visitors, Reach)
Figure 25: Top Game Sites by Visitors
Figure 26: Top Game Application by Unique Users
Figure 27: Top Entertainment Websites (non-Games)
Figure 28: Comparison of Korea’s Game Operators (KRW, billions)
Figure 29: CJ E&M’s Annual Earnings
Figure 30: CJ E&M’s Games for
Figure 31: CJ E&M’s Titles
Figure 32: Neowiz’s Annual Revenues (millions KRW)
Figure 33: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
Figure 34: Slugger Website
Figure 35: Neowiz Overseas Sales Trend
Figure 36: Yearly Revenues
Figure 37: NCsoft Quarterly Financials
Figure 38: NCsoft Revenue Mix by Region
Figure 39: NCsoft Revenue Mix by Title
Figure 40: Korean Baseball Organization photos
Figure 41: Mobile Market Share, Search Engine
Figure 42: W11 Game
Figure 43: Titles from NHN
Figure 44: Ijji games
Figure 45: NHN Quarterly Financials
Figure 46: NHN’s LINE app
Figure 47: Screenshot of Hangame
Figure 48: Gravity’s Game Updates
Figure 49: Gamevil Quarterly Financials
Figure 50: Com2uS Revenue Composition
Figure 51: Com2uS Yearly Financials
Figure 52: Release Schedule for Com2uS
Figure 53: Piracy Software Rates in South Korea
Figure 54: Payment Methods for Internet Content, market share (%)

- CJ E&M
- Neowiz
- Nexon
- Nexon America
- NCSoft
- NHN
- Gravity
- WeMade
- Joymax
- Gamevil
- COM2uS

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