Pearl Research is pleased to announce the release of our new "Games Market in
Korea" study.
Key highlights:
Top online games include Activision Blizzard's Diablo 3, Riot Games'
League of Legends, Ncsoft's Aion and Lineage series, and EA's FIFA Online 2.
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 Research
Pearl Research, a business intelligence and consulting firm, specializes in
the Internet and technology markets with a special focus on emerging markets
and platforms.
Table of Contents
Methodology
Internet, Wireless And Social Commerce Usage
Usage Patterns
Reasons for using Internet
Internet Shopping
SNS Usage
Households with Smart Devices
PC and Console Penetration
Social Commerce
Mobile Market Flourishes In Korea
Companies Expanding into Mobile
Mobile Regulations
Mobile Apps and Smartphone Usage
Market Forecasts
Drivers To Growth
Inhibitors To Growth
Unique Characteristics Of Online Games
Top Online Games
Game Portals
Korean Game Operators
CJ E&M
Neowiz
Nexon
Nexon America
NCSoft
NHN
Gravity
WeMade
Joymax
Gamevil
COM2uS
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: SNS Usage Rate by Gender and Age (Rounded by %)
Figure 8: Daily Average SNS Usage Time by Type (minutes) - SNS user by type
Figure 9: Smart Device Ownership by Householder's Age(%)
Figure 10: Smart Device Ownership by Household Income (%)
Figure 11: Households with Information Devices (multiple responses)
Figure 12: Social Commerce Usage Rate (%) - Internet users aged 12 and over
Figure 13: Purchased Items through Social Commerce (multiple responses, %)
Figure 14: Social Commerce Usage Frequency(%) - Social Commerce users
aged 12 and over, per month
Figure 15: Satisfaction with Social Commerce (%) - Social Commerce users
aged 12 and over
Figure 16: Complaints about Social Commerce (multiple responses, %)
Figure 17: Social Commerce Usage Behavior and Perception (%) - Internet
users aged and over
Figure 18: Companies' Mobile Strategy
Figure 19: Smartphone Service Pattern (% of Smartphone Users)
Figure 20: Smartphone purchasing (replacing) intention by gender and age
within the next year