Research and Markets, the largest resource for market research information in world providing essential market research reports, industry research, industry analysis, forecasts, market studies, company profiles and country reports.
Welcome - Home - Register - Login - Help/FAQ - 0 items View Basket
Worlds Largest Market Research Resource - 717447 Live Reports
Search Research and Markets
  Search
Enter keywords, a title or
a report id number below.





Advanced   
Company search
Register for free email updates of market research
Currency
  Select a currency for use throughout the site



Viewing report

Order by Fax
Printer Friendly
Send to Friend
Enquire before Buying
Hard Copy  Add to Basket



Online Games Market in Korea
Pearl Research, Sep 2008, Pages: 60


  Description  
  Table of Contents  
  Companies Mentioned  
    
    
   
 Enquire before Buying  
 Send to a Friend  

Korean Online Games to Exceed $1.7 billion by 2011.

Approximately 67% of Korean users in their 20s purchase paid digital content San Francisco, CA, September 2, 2008, - We forecast the online games market in South Korea will exceed $1.7 billion by 2011, driven by new releases and an ingrained gaming culture. These findings are contained in a new “Games Market in Korea” study. One of the fastest growing segments is casual games, that are free-to-play, easy-to-learn and can be played in “micro-slices” of time of ten minutes or less.
Key findings:

-South Korea has a sophisticated information technology (IT) infrastructure with 80% of households connected to the Internet.

- Korea has one of the highest adoption rates of purchasing virtual items and micro-transactions. Approximately 67% of those in the 20-30 age cohort purchased online paid content. Of those who have purchased digital content, 91% purchased music while 39% purchased community and avatar items.

- A common strategy in Korea is the operation of large game portals that provide a wide selection of games, including massively-multiplayer online role-playing games (MMORPGs), casual, and web board games all within one convenient site. Top game portals such as CJ Internet’s Netmarble, NHN’s Hangame, and Neowiz’s Pmang can attract 500,000 to 1 million unique visitors a day. More than 11 million Korean adults visit game portals every month, according to this reports estimates.

-While South Korea has a robust games market, critical challenges include intense domestic competition; prevalence of “me-too” or derivative titles; challenges in expanding overseas to the US and China; and rising development costs. The “Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; 2007 to 2011 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.



Customers who bought this item also bought

Games Market in Korea

An In-depth Look at the China Online Game Market: The Industry, the Games, the Country

Amateur/Independent Game Development Tools Market 2004-2008

Games Market in Asia: Online Games Publishers

WiBro Services and Strategies in South Korea

Video Game Industry

UK Video Games and Consoles Retailing 2006

PhoCusWrights Canadian Online Travel Overview



Top of page


   All rights reserved. ? Copyright 2009 Research and Markets
   Terms and conditions Privacy Policy Publishers Employment Opportunities Site Map Link to us Webmaster


Research and Markets RSS Feeds