dennis yi 'introduction to doing business in korea' gameevil
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Dennis Yi 'Introduction to doing business in Korea' GameevilTRANSCRIPT
Introduction to Doing Business in KoreaDENNIS YI
2The Korean Market
$2.8 billion online PC gaming market
$1 billion mobile gaming market
Source: http://www.gamesindustry.com/south-koreas-online-games-market-worth-2-8-billion/
3
Top heavy Revenue is concentrated
at the top
If you’re late, you’ve already missed out.
Korea is Trendy
4
85% of mobile devices are manufactured in South Korea 6 out of 10 mobile devices are Samsung
5
SK Telecom
LG U+
KT
3 carriers dominate South Korea
6
145 million users
$203 million in revenue (2013)
400+ games
200+ developers and partners
Kakao
7Do I need a publisher?
Yes Benefit from key learnings,
especially operating games as a service and experience how local partners operate games.
Benefits:
Distribution and retention know-how
Discoverability and monetization
Built-in user base
QA and CS
Expect headaches.
No If there is a global version that
already exists, it may be worth it to simply localize into Korean, get featured on Google Play in Korea, and self-publish.
Benefits:
Lower development costs
Get to market faster
Higher share of revenue
Examples:
Candy Crush
Clash of Clans
There are generally two schools of thought.
8What are publishers looking for?
Servers!
Android focus
Be prepared to develop a separate build for Korea. Straight distribution rarely works.
9Games as a Service
Everything in Korea is online.
An online game doesn’t have a beginning and an end.
Cultivate immersive, virtual experiences.
This is when your ramp UP your team!
10Monetization Pitfalls
Misunderstanding the “highly exploitable” Korean gamer. Korean gamers have different spending patterns because they value
virtual assets and online experiences differently than Western gamers. There is a vibrant and legal trading hub for virtual goods.
Everything is digital, online and multiplayer.
E-sports is a viable career option.
Focusing on monetization instead of gameplay and retention. Free-to-play was introduced to monetize MMOs, not to simply sell a
game for free. Don’t abuse gates and grinds.