Korean Online Games to Exceed $1.7 Billion by 2011

* Reuters is not responsible for the content in this press release.

Tue Sep 2, 2008 8:30pm EDT

DUBLIN, Ireland--(Business Wire)--
Research and Markets
(http://www.researchandmarkets.com/research/0e1b1c/online_games_marke)
has announced the addition of the "Online Games Market in Korea"
report to their offering.

   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.

-0-
*T
Key Topics Covered:
METHODOLOGY
INTERNET USAGE
- Usage by Occupation
- Usage Patterns
- Reasons for using Internet
- Internet Shopping
- Instant Messenger
- Blogging
HARDWARE PENETRATION
- Households with Information Devices
- Mobile Phone Usage Rate
INTERNET ECONOMIC ACTIVITIES
- Paid Content Usage
EXECUTIVE SUMMARY
MARKET FORECASTS
DRIVERS TO GROWTH
INHIBITORS TO GROWTH
UNIQUE CHARACTERISTICS OF ONLINE GAMES
TOP ONLINE GAMES
GAME PORTALS
KOREAN GAME OPERATORS
SOUTH KOREA: INTERNET PIRACY
COPYRIGHT ACT OF KOREA
ONLINE PIRACY
ENTERTAINMENT SOFTWARE
*T

   Companies Mentioned:

   --  CJ Internet

   --  Hanbitsoft

   --  Neowiz

   --  Nexon

   --  Nexon America

   --  NCsoft

   --  NHN

   --  Webzen

   --  Gravity

   For more information visit
http://www.researchandmarkets.com/research/0e1b1c/online_games_marke

Research and Markets
Laura Wood, Senior Manager
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
press@researchandmarkets.com

Copyright Business Wire 2008
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