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Introduction to Doing Business in Korea DENNIS YI

Dennis Yi 'Introduction to doing business in Korea' Gameevil

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Page 1: Dennis Yi 'Introduction to doing business in Korea' Gameevil

Introduction to Doing Business in KoreaDENNIS YI

Page 2: Dennis Yi 'Introduction to doing business in Korea' Gameevil

2The Korean Market

$2.8 billion online PC gaming market

$1 billion mobile gaming market

Source: http://www.gamesindustry.com/south-koreas-online-games-market-worth-2-8-billion/

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Top heavy Revenue is concentrated

at the top

If you’re late, you’ve already missed out.

Korea is Trendy

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85% of mobile devices are manufactured in South Korea 6 out of 10 mobile devices are Samsung

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SK Telecom

LG U+

KT

3 carriers dominate South Korea

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145 million users

$203 million in revenue (2013)

400+ games

200+ developers and partners

Kakao

Dennis Yi
Page 7: Dennis Yi 'Introduction to doing business in Korea' Gameevil

7Do I need a publisher?

Yes Benefit from key learnings,

especially operating games as a service and experience how local partners operate games.

Benefits:

Distribution and retention know-how

Discoverability and monetization

Built-in user base

QA and CS

Expect headaches.

No If there is a global version that

already exists, it may be worth it to simply localize into Korean, get featured on Google Play in Korea, and self-publish.

Benefits:

Lower development costs

Get to market faster

Higher share of revenue

Examples:

Candy Crush

Clash of Clans

There are generally two schools of thought.

Page 8: Dennis Yi 'Introduction to doing business in Korea' Gameevil

8What are publishers looking for?

Servers!

Android focus

Be prepared to develop a separate build for Korea. Straight distribution rarely works.

Page 9: Dennis Yi 'Introduction to doing business in Korea' Gameevil

9Games as a Service

Everything in Korea is online.

An online game doesn’t have a beginning and an end.

Cultivate immersive, virtual experiences.

This is when your ramp UP your team!

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10Monetization Pitfalls

Misunderstanding the “highly exploitable” Korean gamer. Korean gamers have different spending patterns because they value

virtual assets and online experiences differently than Western gamers. There is a vibrant and legal trading hub for virtual goods.

Everything is digital, online and multiplayer.

E-sports is a viable career option.

Focusing on monetization instead of gameplay and retention. Free-to-play was introduced to monetize MMOs, not to simply sell a

game for free. Don’t abuse gates and grinds.

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Thank YouDennis Yi

[email protected]