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INTERNATIONAL FACTFILE Wholesaler and distributor of video games, consoles and accessories South Korea


MCV looks at the games market in South Korea where online gaming and eSports remain popular amongst consumers


THE FACTS Population: 50,219,669 Currency: Won GDP (Per Capita): $25,051 Capital City: Seoul Language: Korean


DISTRIBUTORS AND RETAILERS Home Plus, Sonokong


TOP DEVELOPERS


Aeonsoft, Axis Entertanment, Blueside, DeNA Seoul, Gamevil, Gameloft, Hyundai Digital, ImcGames, JellyOasis, NeoWiz, Nurien, Riot Games, Softnyx, Taito Korea, Ubiport, Webzen, Wemade Entertainment, Windysoft, Zepetto


ABOUT THE MARKET


SOUTH KOREA is a country widely associated with video games as more than half of its 50 million residents play them.


According to the Ministry of


Culture, the country’s games market is estimated to generate over $4bn (£2.5bn) annually and makes up a large share of South Korea’s GDP. Consumer spend on games stands at around $100 (£62) per resident – a figure three times that of western nations. And the market is continuing to grow at a rapid rate. A report by DFC Intelligence valued the market at $2.7m (£1.7m) in 2011 and suggests it will surpass the $5bn (£3.1m) figure by 2016. DFC believes the main reason for this is the growth of eSports within the country. eSports is recognised as a national sport and events are often televised, while the country even has two of its own dedicated games channels: Ongamenet and MBC Game.


52 Around the World


Figures from the Federal Game Institute estimate ten million South Koreans follows eSports on a regular basis and its events such as the World Cyber Games often attract higher viewing audiences than rival sports such as football.


Consumer spend on games stands at £62 per resident –three times that of western nations.





The popularity of online gaming in the country has seen titles such as StarCraft thrive. Sales of the original game were last recorded at 11m worldwide and 4.5 of these were in South Korea alone. Meanwhile, other online-based games such as World of Warcraft


and CounterStrikehave all become some of the highest selling franchises in the country. Another key component of the South Koren games market is the popularity of LAN cafes, which are known locally as PC bangs. The lack of major games retailers has fuelled the popularity of these venues as players continue to favour online and digital titles. There is estimated to be over


20,000 PC bangs in South Korea. Players are able to pay an hourly fee to play multiplayer games. But the nature of online gaming has caused addiction issues amongst consumers. The death of a South Korean man who played StarCraftfor over 50 hours has been highly publicised but the issue still remains.


As a result, the South Korean government banned those under the age of 18 from playing online games between midnight and 8am.


www.mcvuk.com


PUBLISHERS WITH A LOCAL OFFICE Bandai, Electronic Arts, Hangame, Gravity, Konami, NCsoft, Nexon, Sega, Sony Computer Entertainment Korea, Square Enix, Ubisoft


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