NEW YORK, June 27, 2012 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
Games Market in Koreahttp://www.reportlinker.com/p0920113/-Games-Market-in-Korea.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game
Pearl Research is pleased to announce the release of our new "Games Market in Korea" study.
Key highlights:-The report analyzes the growing smartphone and mobile games market with 27 million smartphones in Korea. Approximately 61% of Korean smartphone users play games on their phone and smartphone users download an average of 26 apps. Prominent companies such as Nexon, NHN, DeNA, Gree and WeMade are expanding into the Korean mobile games market, which is discussed in the study along with mobile game market projections.
- The study provides profiles on Com2us, Gamevil, SK Telecom, WeMade, NCsoft, Nexon, CJ E&M, Neowiz, and NHN. The "Games Market in Korea" study also includes an analysis of Nexon's investment in NCsoft, NHN consolidating its Japan operations and other trends
About Pearl ResearchPearl Research, a business intelligence and consulting firm, specializes in the Internet andtechnology markets with a special focus on emerging markets and platforms.
Table of ContentsInternet, 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 Games29 Top Online Games.....32 Game Portals ......33 Korean Game Operators ..35 CJ E&M ..39 Neowiz....42 Nexon .....49 Nexon America .....59 NCSoft....60NHN.65 Gravity ....78 WeMade .80 Joymax ...81 Gamevil ..83 COM2uS.86
Table of Figures
Figure 1: Key Country Metrics . 1Figure 2: Internet Usage Rate by Age (Rounded %) ... 1Figure 3: Internet Users by Age (in millions) 2Figure 4: Purposes of Using Internet (multiple responses, %) . 3Figure 5: Internet Shopping Usage (ages 12 and over) ..... 4Figure 6: Purchase Items by Internet Shopping (multiple responses) ... 5Figure 7: SNS Usage Rate by Gender and Age (Rounded by %) 6Figure 8: Daily Average SNS Usage Time by Type (minutes)?SNS user by type.... 7Figure 9: Smart Device Ownership by Householder's Age(%) .. 8Figure 10: Smart Device Ownership by Household Income (%). ..... 9Figure 11: Households with Information Devices (multiple responses)...... 10Figure 12: . Social Commerce Usage Rate (%)?Internet users aged 12 and over ...... 11Figure 13: Purchased Items through Social Commerce (multiple responses, %) ..... 12Figure 14: Social Commerce Usage Frequency(%)?Social Commerce users aged 12 and over, per month 12Figure 15: Satisfaction with Social Commerce (%)?Social Commerce users aged 12 and over ..... 13Figure 16: Complaints about Social Commerce (multiple responses, %) ... 13Figure 17: Social Commerce Usage Behavior and Perception (%)?Internet users aged 12 and over ..... 14Figure 18: Companies' Mobile Strategy...... 19Figure 19: Smartphone Service Pattern (% of Smartphone Users) ...... 21Figure 20: Smartphone purchasing (replacing) intention by gender and age within the next year .... 23Figure 21: Online Games Market Forecast 2010?2016 Graph, KRW (billions) ... 24Figure 22: Online Games Market Forecast 2010?2016 Data Table, KRW (billions) and USD...... 25Figure 23: Top Online Games at Internet Cafes. 32Figure 24: Top Internet Sites in Korea (Unique Visitors, Reach) ... 32Figure 25: Top Game Sites by Visitors . 33Figure 26: Top Game Application by Unique Users .. 33Figure 27: Top Entertainment Websites (non?Games).... 33Figure 28: Comparison of Korea's Game Operators (KRW, billions) .... 35Figure 29: CJ E&M's Annual Earnings .. 39Figure 30: CJ E&M's Games for 2012... 40Figure 31: CJ E&M's Titles ...... 42Figure 32: Neowiz's Annual Revenues (millions KRW) .... 44Figure 33: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users .... 45Figure 34: Slugger Website .... 47Figure 35: Neowiz Overseas Sales Trend .... 49Figure 36: Yearly Revenues.... 56 Figure 37: NCsoft Quarterly Financials 61Figure 38: NCsoft Revenue Mix by Region.. 63Figure 39: NCsoft Revenue Mix by Title...... 64Figure 40: Korean Baseball Organization photos..... 65Figure 41: Mobile Market Share, Search Engine ...... 67Figure 42: W11 Game ..... 68Figure 43: Titles from NHN .... 69Figure 44: Ijji games 72Figure 45: NHN Quarterly Financials.... 73Figure 46: NHN's LINE app ..... 74Figure 47: Screenshot of Hangame...... 75Figure 48: Gravity's Game Updates ..... 79Figure 49: Gamevil Quarterly Financials ..... 84Figure 50: Com2uS Revenue Composition . 86Figure 51: Com2uS Yearly Financials ... 87Figure 52: Release Schedule for Com2uS ... 88Figure 53: Piracy Software Rates in South Korea ..... 91Figure 54: Payment Methods for Internet Content, market share (%) 94To order this report:Toy and Game Industry: Games Market in KoreaMore Market Research ReportCheck our Industry Analysis and Insights
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