市場調査レポート

韓国のオンラインゲーム市場

Online Games Market in Korea

発行 Pearl Research 商品コード 208511
出版日 ページ情報 英文 86 Pages
納期: 即日から翌営業日
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韓国のオンラインゲーム市場 Online Games Market in Korea
出版日: 2011年08月01日 ページ情報: 英文 86 Pages
概要

当レポートでは、韓国のオンラインゲーム市場について調査分析し、オンラインゲームプラットフォームの7ヶ年予測、市場の成長促進要因・阻害要因、詳細な市場分析、主要企業の分析、オンラインゲーム/モバイルおよびソーシャルゲームの動向、戦略的結論などを提供して、概略以下の構成でお届けいたします。

エグゼクティブサマリー

インターネット、ワイヤレス、スマートフォンの利用

主要ハイライト

市場予測

成長促進要因

成長阻害要因

オンラインゲーム固有の特徴

主要オンラインゲーム

ゲームポータル

韓国の主要ゲームオペレーター

  • CJ E&M
  • Neowiz
  • Nexon
  • Nexon America
  • NCSoft
  • NHN
  • Gravity

図表

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目次

Abstract

The "Online Games Market in Korea" report provides an in-depth analysis of the Korean online games market and contains an executive summary; seven years of forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, trends in online games, mobile and social games, and strategic conclusions.

The study contains:

Korean game operators are deploying their cash and expertise to expand into international markets. Their areas of expertise such as free-to-play, micro-transactions and casual games can be deployed to the United States, Europe, Japan and rest of Asia.

Nexon derives more than 50% of its revenues from overseas. Nexon' s Maple Story has more than 130,000 maximum concurrent users in the United States. Japan, known for being a console market, is a top priority for Korean game operators. NHN, Korea' s largest search engine provider and one of the top four game operators in Korea, has more than 36 million registered users in Japan.

China still remains elusive, with two major Korean game operators restructuring their business there. However, Neowiz, saw international sales jump more than 30%, in part due to the success of its online titles in China.

The report contains a section on smartphone penetration and games publishing. Approximately 61% of Korean smartphone users play games on their phone. Game developers are rushing into the mobile games market which is discussed in the study along with mobile game market projections. In a market dominated by Samsung, LG and other local handset manufacturers, Apple has been able to carve market share with 2 million and counting units of the iPhone being sold in Korea.

Profiles on YNK, Com2us, Gamevil, SK Telecom, Joymax, Ncsoft, Nexon, CJ E&M, Neowiz, NHN.

The study includes an analysis of CJ Internet' s merger, Ncsoft' s launching a baseball team, NHN' s launch of Tera, the effect of the "Cinderella" law limiting gaming hours for users 16 years and younger, and other trends.

Table of Contents

  • Methodology
  • Executive Summary
  • Internet, Wireless And Smartphone Usage
  • Key Highlights
  • 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
  • Joymax
  • YNK
  • Gamevil
  • COM2uS
  • SK Telecom
  • Software Piracy
  • Billing and Payment
  • Internet Cafes

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 by Gender and Age, in Percentages
  • Figure 8: SNS Usage Rate by Gender and Age (Rounded by %)
  • Figure 9: Daily Average SNS Usage Time by Type (minutes)-SNS user by type
  • Figure 10: Trends in wireless Internet usage rate
  • Figure 11: Mobile phone Internet usage rate by gender and age
  • Figure 12: Mobile phone Internet usage hours per week- Rounded (%)
  • Figure 13: Purposes of using mobile phone Internet
  • Figure 14: Smartphone usage rate by gender and age
  • Figure 15: Smartphone purchasing (replacing) intention by gender and age
  • Figure 16: Smartphone Service Pattern (% of Smartphone Users)
  • Figure 17: Households with Information Devices (multiple responses)
  • Figure 18: Online Games Market Forecast 2008-2014 Graph, KRW (billions)
  • Figure 19: Online Games Market Forecast 2008-2014 Data Table, KRW
  • Figure 20: Top Online Games at Internet Cafes
  • Figure 21: Top Internet Sites in Korea (Unique Visitors, Reach)
  • Figure 22: Top Game Sites by Visitors in JUNE 2011
  • Figure 23: Top Game Application by Unique Users
  • Figure 24: Comparison of Korea' s Top Four Game Operators (KRW, billions)
  • Figure 25: Revenues and Net Income of Top Korean Game Operators
  • Figure 26: CJ E&M' s Annual Earnings
  • Figure 27: CJ E&M' s Quarterly Earnings
  • Figure 28: CJ E&M' s New Titles
  • Figure 29: Slugger Website
  • Figure 30: Neowiz' s Revenues and Net Income 2001 to 2010 ($US)
  • Figure 31: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
  • Figure 32: Neowiz Quarterly and Yearly Revenues
  • Figure 33: Neowiz Overseas Sales Trend
  • Figure 34: Neowiz Revenue Mix Trend by Business
  • Figure 35: Neowiz Games in the Pipeline for 2011
  • Figure 36: NCSoft Quarterly Revenues
  • Figure 37: Screenshots from Lineage 3
  • Figure 38: NCsoft Q1 2011 Revenue Mix by Title
  • Figure 39: NCsoft Q1 2011 Revenue Mix by Geography
  • Figure 40: NCsoft Quarterly and Yearly Financials
  • Figure 41: NCsoft 2010 Revenue Mix by Geography
  • Figure 42: NCsoft 2010 Revenue Mix by Title
  • Figure 43: Titles from NHN
  • Figure 44: Screenshot of Hangame
  • Figure 45: Tera Game
  • Figure 46: Ijji games
  • Figure 47: NHN Online Games Sales Trend
  • Figure 48: Gravity' s Game Updates
  • Figure 49: Gravity Financials
  • Figure 50: Joymax Quarterly Financials
  • Figure 51: Gamevil Quarterly Financials
  • Figure 52: Gamevil' s Sales by Category
  • Figure 53: Com2uS Quarterly Financials
  • Figure 54: Com2uS Quarterly Revenue Composition
  • Figure 55: Com2uS Yearly Financials
  • Figure 56: Com2uS Yearly Revenue Composition
  • Figure 57: Piracy Software Rates in South Korea
  • Figure 58: Payment Methods for Internet Content, market share (%)
  • Figure 59: Internet Cafe Interior
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