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  Games Market in Korea 2012




                                                               www.pearlresearch.com
                                                               Email: research@pearlresearch.com
                                                               PH: 415‐738‐7660
Pearl Research’s Exclusive Studies
Please contact us at research@pearlresearch.com, visit www.pearlresearch.com,
or call 415-738-7660 for a no-obligation complimentary briefing or for further
samples of the work.

                            Games Market in India and Vietnam: With increasing
                            Internet penetration and large youth populations, these
                            two emerging markets present both opportunities and
                            challenges to companies seeking to capitalize on
                            emerging markets. These exclusive reports covers
                            market sizing, business models, industry dynamics and
                            top products and companies.


                            China Research: Comprehensive Coverage of
                            Technology, Digital Media and Consumers
                            Pearl Research's China studies include:

                            + Online Advertising
+ Chinese user opinions on the iPhone including purchase intent
+ Games Market in China (online, console, packaged PC)
+ Social Media (blogging, social networking, video sharing, digital music)
+ Google and Baidu analysis including consumer feedback
+ Games Development and Outsourcing
+ Chinese consumers: online surveys and focus groups
+ Trendspotting for Chinese youth and young adults
+ Individual Games analysis (Changyou’s TLBB, EA's FIFA Online, Giant's Zhengtu,
among others)
+ Best Buy in China

Analysis of Specific Online Games
As part of a competitive analysis, Pearl Research examines key success factors of
all three titles, player critiques, the marketing of these titles along with in-depth
comparisons of features including the combat system, user interface, community
management, the games' stickiness, replay value, learning curve and other relevant
features. Sample games analyses available include:

   •   Tencent's QQ Dance
   •   Perfect World's Chi Bi
   •   Changyou’s TianLong Babu (TLBB)
   •   EA’s FIFA Online series
   •   Giant Interactive's Zhengtu
   •   Giant Interactive's Giant Online
   •   NCSoft’s Aion
   •   Netease’s Fantasy Westward Journey series
   •   Netease’s Westward Journey 3
   •   Tencent’s Dungeon and Fighter
   •   12 Skies
TABLE OF CONTENTS

Methodology ..............................................................................................vii

Internet, Wireless And Social Commerce Usage ................................... 1
Usage Patterns .......................................................................................... 2
Reasons for using Internet ........................................................................ 3
Internet Shopping ...................................................................................... 4
SNS Usage ................................................................................................ 6
Households with Smart Devices ............................................................... 8
PC and Console Penetration .................................................................. 10
Social Commerce .................................................................................... 11

Mobile Market Flourishes In Korea .....................................................                      15
Companies Expanding into Mobile .........................................................                    17
Mobile Regulations ..................................................................................        20
Mobile Apps and Smartphone Usage ......................................................                      21


Market Forecasts .................................................................................... 24
Drivers To Growth .................................................................................... 25
Inhibitors To Growth ................................................................................. 29
Unique Characteristics Of Online Games................................................. 29

Top Online Games.................................................................................. 32

Game Portals .......................................................................................... 33

Korean Game Operators ........................................................................ 35
CJ E&M .................................................................................................... 39
Neowiz...................................................................................................... 42
Nexon ....................................................................................................... 49
Nexon America ......................................................................................... 59

NCSoft ...................................................................................................... 60
NHN.......................................................................................................... 65
Gravity ...................................................................................................... 78

WeMade ................................................................................................... 80
Joymax ..................................................................................................... 81
Gamevil .................................................................................................... 83
COM2uS................................................................................................... 86
SK Telecom .............................................................................................. 89

Software Piracy....................................................................................... 91

Billing and Payment ............................................................................... 94
TABLE OF FIGURES
Figure 1: Key Country Metrics ............................................................................................ 1
Figure 2: Internet Usage Rate by Age (Rounded %) ........................................................... 1
Figure 3: Internet Users by Age (in millions) ...................................................................... 2
Figure 4: Purposes of Using Internet (multiple responses, %) ........................................... 3
Figure 5: Internet Shopping Usage (ages 12 and over) ...................................................... 4
Figure 6: Purchase Items by Internet Shopping (multiple responses) ............................... 5
Figure 7: SNS Usage Rate by Gender and Age (Rounded by %).......................................... 6
Figure 8: Daily Average SNS Usage Time by Type (minutes)‐SNS user by type.................. 7
Figure 9: Smart Device Ownership by Householder’s Age(%) ............................................ 8
Figure 10: Smart Device Ownership by Household Income (%). ........................................ 9
Figure 11: Households with Information Devices (multiple responses)........................... 10
Figure 12: . Social Commerce Usage Rate (%)‐Internet users aged 12 and over ............. 11
Figure 13: Purchased Items through Social Commerce (multiple responses, %) ............ 12
Figure 14: Social Commerce Usage Frequency(%)‐Social Commerce users aged 12 and
over, per month ................................................................................................................ 12
Figure 15: Satisfaction with Social Commerce (%)‐Social Commerce users aged 12 and
over ................................................................................................................................... 13
Figure 16: Complaints about Social Commerce (multiple responses, %) ........................ 13
Figure 17: Social Commerce Usage Behavior and Perception (%)‐Internet users aged 12
and over ............................................................................................................................ 14
Figure 18: Companies’ Mobile Strategy............................................................................ 19
Figure 19: Smartphone Service Pattern (% of Smartphone Users) .................................. 21
Figure 20: Smartphone purchasing (replacing) intention by gender and age within the
next year ........................................................................................................................... 23

Figure 21: Online Games Market Forecast 2010‐2016 Graph, KRW (billions) ................. 24
Figure 22: Online Games Market Forecast 2010‐2016 Data Table, KRW (billions) and USD
........................................................................................................................................... 25
Figure 23: Top Online Games at Internet Cafes................................................................ 32
Figure 24: Top Internet Sites in Korea (Unique Visitors, Reach) ...................................... 32
Figure 25: Top Game Sites by Visitors .............................................................................. 33
Figure 26: Top Game Application by Unique Users .......................................................... 33
Figure 27: Top Entertainment Websites (non‐Games)..................................................... 33
Figure 28: Comparison of Korea’s Game Operators (KRW, billions) ................................ 35
Figure 29: CJ E&M’s Annual Earnings ............................................................................... 39
Figure 30: CJ E&M’s Games for 2012................................................................................ 40
Figure 31: CJ E&M’s Titles................................................................................................. 42
Figure 32: Neowiz’s Annual Revenues (millions KRW) ..................................................... 44
Figure 33: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users .................. 45
Figure 34: Slugger Website ............................................................................................... 47
Figure 35: Neowiz Overseas Sales Trend .......................................................................... 49
Figure 36: Yearly Revenues............................................................................................... 56
Figure 37: NCsoft Quarterly Financials ............................................................................. 61
Figure 38: NCsoft Revenue Mix by Region........................................................................ 63
Figure 39: NCsoft Revenue Mix by Title............................................................................ 64
Figure 40: Korean Baseball Organization photos............................................................. 65

Figure 41: Mobile Market Share, Search Engine .............................................................. 67
Figure 42: W11 Game ....................................................................................................... 68
Figure 43: Titles from NHN ............................................................................................... 69
Figure 44: Ijji games ......................................................................................................... 72
Figure 45: NHN Quarterly Financials................................................................................. 73
Figure 46: NHN’s LINE app ................................................................................................ 74
Figure 47: Screenshot of Hangame................................................................................... 75
Figure 48: Gravity’s Game Updates .................................................................................. 79
Figure 49: Gamevil Quarterly Financials ........................................................................... 84
Figure 50: Com2uS Revenue Composition ....................................................................... 86
Figure 51: Com2uS Yearly Financials ................................................................................ 87
Figure 52: Release Schedule for Com2uS ......................................................................... 88
Figure 53: Piracy Software Rates in South Korea ............................................................. 91
Figure 54: Payment Methods for Internet Content, market share (%) ............................ 94

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Pearl Research Korea Online and Mobile Games Market

  • 1. Sample. Please contact us at 415-738-7660 or email research@pearlresearch.com to purchase. Games Market in Korea 2012 www.pearlresearch.com Email: research@pearlresearch.com PH: 415‐738‐7660
  • 2. Pearl Research’s Exclusive Studies Please contact us at research@pearlresearch.com, visit www.pearlresearch.com, or call 415-738-7660 for a no-obligation complimentary briefing or for further samples of the work. Games Market in India and Vietnam: With increasing Internet penetration and large youth populations, these two emerging markets present both opportunities and challenges to companies seeking to capitalize on emerging markets. These exclusive reports covers market sizing, business models, industry dynamics and top products and companies. China Research: Comprehensive Coverage of Technology, Digital Media and Consumers Pearl Research's China studies include: + Online Advertising + Chinese user opinions on the iPhone including purchase intent + Games Market in China (online, console, packaged PC) + Social Media (blogging, social networking, video sharing, digital music) + Google and Baidu analysis including consumer feedback + Games Development and Outsourcing + Chinese consumers: online surveys and focus groups + Trendspotting for Chinese youth and young adults + Individual Games analysis (Changyou’s TLBB, EA's FIFA Online, Giant's Zhengtu, among others) + Best Buy in China Analysis of Specific Online Games As part of a competitive analysis, Pearl Research examines key success factors of all three titles, player critiques, the marketing of these titles along with in-depth comparisons of features including the combat system, user interface, community management, the games' stickiness, replay value, learning curve and other relevant features. Sample games analyses available include: • Tencent's QQ Dance • Perfect World's Chi Bi • Changyou’s TianLong Babu (TLBB) • EA’s FIFA Online series • Giant Interactive's Zhengtu • Giant Interactive's Giant Online • NCSoft’s Aion • Netease’s Fantasy Westward Journey series • Netease’s Westward Journey 3 • Tencent’s Dungeon and Fighter • 12 Skies
  • 3. TABLE OF CONTENTS Methodology ..............................................................................................vii Internet, Wireless And Social Commerce Usage ................................... 1 Usage Patterns .......................................................................................... 2 Reasons for using Internet ........................................................................ 3 Internet Shopping ...................................................................................... 4 SNS Usage ................................................................................................ 6 Households with Smart Devices ............................................................... 8 PC and Console Penetration .................................................................. 10 Social Commerce .................................................................................... 11 Mobile Market Flourishes In Korea ..................................................... 15 Companies Expanding into Mobile ......................................................... 17 Mobile Regulations .................................................................................. 20 Mobile Apps and Smartphone Usage ...................................................... 21 Market Forecasts .................................................................................... 24 Drivers To Growth .................................................................................... 25 Inhibitors To Growth ................................................................................. 29 Unique Characteristics Of Online Games................................................. 29 Top Online Games.................................................................................. 32 Game Portals .......................................................................................... 33 Korean Game Operators ........................................................................ 35 CJ E&M .................................................................................................... 39 Neowiz...................................................................................................... 42 Nexon ....................................................................................................... 49 Nexon America ......................................................................................... 59 NCSoft ...................................................................................................... 60 NHN.......................................................................................................... 65 Gravity ...................................................................................................... 78 WeMade ................................................................................................... 80 Joymax ..................................................................................................... 81 Gamevil .................................................................................................... 83 COM2uS................................................................................................... 86
  • 4. SK Telecom .............................................................................................. 89 Software Piracy....................................................................................... 91 Billing and Payment ............................................................................... 94
  • 5. TABLE OF FIGURES Figure 1: Key Country Metrics ............................................................................................ 1 Figure 2: Internet Usage Rate by Age (Rounded %) ........................................................... 1 Figure 3: Internet Users by Age (in millions) ...................................................................... 2 Figure 4: Purposes of Using Internet (multiple responses, %) ........................................... 3 Figure 5: Internet Shopping Usage (ages 12 and over) ...................................................... 4 Figure 6: Purchase Items by Internet Shopping (multiple responses) ............................... 5 Figure 7: SNS Usage Rate by Gender and Age (Rounded by %).......................................... 6 Figure 8: Daily Average SNS Usage Time by Type (minutes)‐SNS user by type.................. 7 Figure 9: Smart Device Ownership by Householder’s Age(%) ............................................ 8 Figure 10: Smart Device Ownership by Household Income (%). ........................................ 9 Figure 11: Households with Information Devices (multiple responses)........................... 10 Figure 12: . Social Commerce Usage Rate (%)‐Internet users aged 12 and over ............. 11 Figure 13: Purchased Items through Social Commerce (multiple responses, %) ............ 12 Figure 14: Social Commerce Usage Frequency(%)‐Social Commerce users aged 12 and over, per month ................................................................................................................ 12 Figure 15: Satisfaction with Social Commerce (%)‐Social Commerce users aged 12 and over ................................................................................................................................... 13 Figure 16: Complaints about Social Commerce (multiple responses, %) ........................ 13 Figure 17: Social Commerce Usage Behavior and Perception (%)‐Internet users aged 12 and over ............................................................................................................................ 14 Figure 18: Companies’ Mobile Strategy............................................................................ 19 Figure 19: Smartphone Service Pattern (% of Smartphone Users) .................................. 21 Figure 20: Smartphone purchasing (replacing) intention by gender and age within the next year ........................................................................................................................... 23 Figure 21: Online Games Market Forecast 2010‐2016 Graph, KRW (billions) ................. 24 Figure 22: Online Games Market Forecast 2010‐2016 Data Table, KRW (billions) and USD ........................................................................................................................................... 25 Figure 23: Top Online Games at Internet Cafes................................................................ 32 Figure 24: Top Internet Sites in Korea (Unique Visitors, Reach) ...................................... 32 Figure 25: Top Game Sites by Visitors .............................................................................. 33 Figure 26: Top Game Application by Unique Users .......................................................... 33 Figure 27: Top Entertainment Websites (non‐Games)..................................................... 33 Figure 28: Comparison of Korea’s Game Operators (KRW, billions) ................................ 35 Figure 29: CJ E&M’s Annual Earnings ............................................................................... 39 Figure 30: CJ E&M’s Games for 2012................................................................................ 40 Figure 31: CJ E&M’s Titles................................................................................................. 42 Figure 32: Neowiz’s Annual Revenues (millions KRW) ..................................................... 44 Figure 33: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users .................. 45 Figure 34: Slugger Website ............................................................................................... 47 Figure 35: Neowiz Overseas Sales Trend .......................................................................... 49 Figure 36: Yearly Revenues............................................................................................... 56
  • 6. Figure 37: NCsoft Quarterly Financials ............................................................................. 61 Figure 38: NCsoft Revenue Mix by Region........................................................................ 63 Figure 39: NCsoft Revenue Mix by Title............................................................................ 64 Figure 40: Korean Baseball Organization photos............................................................. 65 Figure 41: Mobile Market Share, Search Engine .............................................................. 67 Figure 42: W11 Game ....................................................................................................... 68 Figure 43: Titles from NHN ............................................................................................... 69 Figure 44: Ijji games ......................................................................................................... 72 Figure 45: NHN Quarterly Financials................................................................................. 73 Figure 46: NHN’s LINE app ................................................................................................ 74 Figure 47: Screenshot of Hangame................................................................................... 75 Figure 48: Gravity’s Game Updates .................................................................................. 79 Figure 49: Gamevil Quarterly Financials ........................................................................... 84 Figure 50: Com2uS Revenue Composition ....................................................................... 86 Figure 51: Com2uS Yearly Financials ................................................................................ 87 Figure 52: Release Schedule for Com2uS ......................................................................... 88 Figure 53: Piracy Software Rates in South Korea ............................................................. 91 Figure 54: Payment Methods for Internet Content, market share (%) ............................ 94