business game online in asia
Was named as the country's cultural exports. Be it movies or music. To earn a huge amount into the country. The charm of Dan Kimchi also covers "the game" cultural products and categories that are up mold. To add value to the local economy.
In 2008 the online gaming market in Korea is expected to be the highest in Asia, to 2560 million U.S. dollars. Ahead of Japan and China, 2006, revenue from this game sold worldwide total $ 671 million increase from the previous year's 19% share of the game, nearly 600 million U.S. market for Korean exports the game the most. Japan 32.4% China 23.6% U.S. 19.9%, while in the region, with only 7.3%.
The countries with the most players from Korea, Taiwan, 70% is followed by the ASEAN and China by 60% to 45%.
Meanwhile, Korea has to import games from abroad as well in 2006, with imports worth 207 million dollars, mainly from America and Japan. And sometimes in the form of incoming foreign investment. Or merger in the gaming industry.
Cause young Korea played the game. Because the game world like the one in which players can create their own Internet video communications needs in my community. And be entertained.
It is important to attract players, both old and new is that the player can "make money" from the game. Because Korea has held a number of different types ใro game allows players to develop. To adopt a cash prize was enormous. The players in Korea is estimated that about 20 million people are under the age of 19 years, most about 30%, followed by the 20-30 years age group by 20%.
The game is currently in Korea has been a very high development costs. The name of the game may have cost 10-20 million dollars to develop. The domestic market has a variety of game, players choose a game from the major manufacturers, both domestic and foreign investment continues. Yet. Korean game's lack of new content. As a result, it is vulnerable to a game from Japan, which have Cat Cartoon Character sector is also more than capable of coming to the market.
"In Jane Kim," Director of Development and Training from the Korea Culture & Content Agency, Korea says the strengths of online gaming in Korea is not a game that is technology alone. But that is a combination of technology and culture. There is entertainment, fun, emotion and culture into the game.
In addition, the new game platforms such as the development of online games. A game console. Or mobile, etc.
"The online gaming market in Korea is in the red ocean of competition is very high. But if the game is successful, it will have tremendous benefits as well. However, the risk is very high. "
The risk that is 100 games released in 2006 with just three games can be rated one of the 20 most popular games in Korea, so new games entering the market, it is difficult to achieve. And there will be more than 50% of new games to struggle on the field of competition this
"But if the game is successful, even just a game, the income received will cover the cost of other games. All the losers, "Mr. Kim said in Chennai.
Key factor in successful online games in Korea, such as a server technology that has been steadily improving my community's strong play. Communications infrastructure such as high-speed internet - nationwide coverage and looks like a PC-room Internet cafe. Scattered throughout the country.
"South Korea did not. The problem of piracy. This allows for online games in Korea achieved a certain level. To focus on selling products that can be exported to the world market. And that's important to continue the game if any game is a success. May create an animated film to To achieve a variety of products and create added value to the game. "
For the manufacturer of the game in Korea. Similar to many countries, the revenue from airtime. The special items charge licensing fees to upgrade the PC-room property includes income from the games to run on a range of products and sectors to make character toys. Souvenir and switching platform provides a wide range of games to increase revenues.
"The thing that makes a lot of game companies in Korea is to receive profits. The other industries. The return on investment averaging around 3% while the industry back to profit as high as 55%. "
But the key factor. And the game became popular in Korea is supported by the government, which has a clear policy. The game is made up of four parts: the game is to promote the culture of the society. Can be exported to the world market. There is a systematic process. And must be beneficial to other systems. Associated with the gaming industry.
The main mission of government is to help find markets for its exports to increase. Dissemination of knowledge. The training of personnel in the game. Control is not going to have to play is illegal. And promote a good image for the game and so on.
However, one important issue that the game makers in Korea are small companies that want to develop new games. May be difficult to market. Because the market there are many large companies and the market is already covered.
The solution that manufacturers need to consider is the creation of new content to entice new players. This game is a game where success is often a well-known before the Dragon Ball Online, Inc. The Lord of the Rings. Which are likely to be taking over.
And the need to focus on the market. Access to the real needs of customers in a variety of young women or middle-aged, because each segment has different techniques to generate interest. Must take into account a number of existing competitors.
With my new channels such as IPTV, or through the various payment systems in order to reach more consumers
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