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英文調查報告書

韓國線上遊戲市場

Online Games Market in Korea

出版商 Pearl Research 聯絡我們
出版日期 2009/07 內容資訊 60 Pages
商品編碼 94608
價格 US $ 3,500 ~ Price List
US $ 3,500 Hard Copy
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Abstract

Market research and consulting firm Pearl Research forecasts the online games market in South Korea grew 20% in 2008.

These key findings are contained Pearl Research' s new “Online Games Market in Korea” study.

Highlights from the study:

  • South Korea has one of the highest personal computer (PC) ownership rates worldwide with an 80% adoption rate.
  • The top five game operators in Korea in 2008 are NHN (revenues up 51% year-over-year); Nexon; NCsoft (revenues up 5% year-over-year); Neowiz (revenues up 29% year-over-year), and CJ Internet (revenues up 21% year-over-year). The robust revenue growth for these game operators, despite an economic downturn, demonstrates the resilience of online games in Korea.
  • Top online games include NCsoft' s Aion and Lineage series, CJ Internet' s Sudden Attack, EA' s FIFA Online 2, Nexon' s Dungeon and Fighter and Activision Blizzard' s World of Warcraft.
  • The majority of Korea' s titles operate on a free-to-play basis, with users purchasing virtual items. Ironically, the worldwide economic downturn has not affected this business model as much, as these virtual items are small-ticket items.

While South Korea has a robust online games market, critical challenges include intense domestic competition; a government crackdown on web board games; lack of capital for smaller publishers; 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; 2008 to 2014 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.

Table of Contents

  • METHODOLOGY
  • INTERNET AND PC USAGE
    • Internet Usage
    • Usage Patterns
    • Reasons for using Internet
    • Internet Shopping
    • Instant Messenger
    • Blogging
    • Households with PC / Information Devices
    • Broadband Usage Rate
  • EXECUTIVE SUMMARY
  • OVERSEAS EXPANSION PLANS
  • CRACKDOWN ON WEB BOARD GAMES
  • NEW TITLES IN THE PIPELINE
  • RECESSION AND THE GAMES MARKET
  • MARKET FORECASTS
  • DRIVERS TO GROWTH
  • INHIBITORS TO GROWTH
  • UNIQUE CHARACTERISTICS OF ONLINE GAMES
  • TOP ONLINE GAMES
  • GAME PORTALS
  • KOREAN GAME OPERATORS
  • CJ INTERNET
  • NEOWIZ
  • NEXON
  • NCSOFT
  • NHN
  • GRAVITY
  • SOFTWARE PIRACY
  • PC BANGS/INTERNET CAFES
  • BILLING AND PAYMENT SYSTEMS

TABLE OF FIGURES

  • Figure 1: Key Country Metrics
  • Figure 2: Internet Usage Rate by Age (Rounded %)
  • Figure 3: Internet Users by Age (in millions)
  • Figure 4: Purposes of Using Internet (multiple responses, %)
  • Figure 5: Internet Shopping Usage (ages 12 and over)
  • Figure 6: Purchase Items by Internet Shopping (multiple responses)
  • Figure 7: Instant Messaging usage Rate by Gender and Age
  • Figure 8: Purposes of Using Instant Messaging (multiple responses)
  • Figure 9: Blog Usage and Ownership Rate by Gender and Age
  • Figure 10: Households with Information Devices (multiple responses)
  • Figure 11: The Rate of Households with (Wired) Internet Access
  • Figure 12: (Wired) Internet Access Type of Households (multiple responses)
  • Figure 13: Online Games Market Forecast 2007-2011 Graph, $m
  • Figure 14: Online Games Market Forecast 2007-2011 Data Table, $m
  • Figure 15: Top Online Games at Internet Cafes, June 2009
  • Figure 16: Top Internet Sites in Korea (Unique Visitors, Reach)
  • Figure 17: Top Game Sites by Visitors
  • Figure 18: Top Game Application by Unique Users
  • Figure 19: Comparison of Korea' s Top Four Game Operators (KRW, billions)
  • Figure 20: Revenues and Net Income of Top Korean Game Operators
  • Figure 21: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU
  • Figure 22: Upcoming titles from CJ Internet
  • Figure 23: Screenshot of Prius Online
  • Figure 24: Ads for NBA Online
  • Figure 25: Neowiz' s Revenues & Net Income 2001 to 2008 ($US)
  • Figure 26: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
  • Figure 27: Revenues by Title
  • Figure 28: NCsoft Q4 2008 Revenue Mix by Geography
  • Figure 29: Screenshots from Lineage 3
  • Figure 30: Search Engine Market Share Korea
  • Figure 31: Screenshot of Hangames
  • Figure 32: Screenshots from Ragnarok II Online
  • Figure 33: Piracy Software Rates in South Korea
  • Figure 34: Internet Cafe Interior
  • Figure 35: Payment Methods for Internet Content, market share (%)
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