NEW YORK, May 28, 2013 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
Online and Mobile Games Market in Korea
http://www.reportlinker.com/p01201662/Online-and-Mobile-Games-Market-in-Korea.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game
Pearl Research is pleased to announce the release of our new "Online and Mobile Games Market in Korea" study.
Key highlights:
-The report analyzes the growing smartphone and mobile games market with 33 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 are expanding into the Korean mobile games market, which is discussed in the study along with mobile game market projections. The study also analystes the rise of KakaoTalk and LINE messenger services.
- 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 consumer smartphone habits, the growth of LTE in Korea and deep company profiles
- For the online games market, leading game operators are profiled along with their stratgies, titles and financial analysis.
Table of Contents
Methodology v
Internet Usage 1
PC and Console Penetration 2
Game User Trends 3
User Mobile Habits and Survey 7
Mobile Market Flourishes In Korea 13
LTE 14
KakaoTalk 15
Companies Expanding into Mobile 18
Market Forecasts 22
Drivers To Growth 23
Inhibitors To Growth 26
Unique Characteristics Of Online Games 28
Top Mobile and Online Games 29
Game Portals 31
Korean Game Operators 33
CJ E&M 37
Neowiz 41
Nexon 44
NCSoft 53
NHN 59
Gravity 67
WeMade 70
Joymax 73
Gamevil 75
COM2uS 79
SK Telecom 82
Number of Game Developers 85
Software Piracy 86
Billing and Payment 88
Table of Figures
Figure 1: Key Country Metrics .1
Figure 2: Internet Usage Rate by Age (Rounded %) 1
Figure 3: Households with Information Devices (multiple responses) 2
Figure 4: Average Gaming Hours per Day .3
Figure 5: Game Platform Mainly Used 4
Figure 6: Preferred Game Genres .5
Figure 7: Game Platforms that will Lead the Korean Market in the Future 6
Figure 8: Companies' Mobile Strategy .21
Figure 9: Online Games Market Forecast 2011-2018 Graph, KRW (billions) .22
Figure 10: Online Games Market Forecast 2011-2016 Data Table, KRW and USD .23
Figure 11: Top Online Games at Internet Cafes 29
Figure 12: Top Internet Sites in Korea (Unique Visitors, Reach) .29
Figure 13: Top 20 Grossing Google Play Apps 30
Figure 14: Top Game Sites by Visitors 31
Figure 15: Top Game Application by Unique Users .31
Figure 16: Top Entertainment Websites (non-Games) 31
Figure 17: Comparison of Korea's Game Operators (KRW, billions) 33
Figure 18: New Game Releases 38
Figure 19: CJ E&M's Quarterly Revenue 39
Figure 20: CJ E&M's Annual Earnings .39
Figure 21: Artwork for Bless, new Neowiz title 41
Figure 22: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users 42
Figure 23: Quarterly Revenue by Region 48
Figure 24: Yearly Revenues 51
Figure 25: Nexon Game Pipeline .52
Figure 26: NCsoft Revenue Mix by Title 57
Figure 27: NCsoft Revenue Mix by Region .57
Figure 28: Screenshot of Hangame .60
Figure 29: LINE Users by Country .63
Figure 30: Gravity's Games 67
Figure 31: WeMade Revenues 71
Figure 32: Mir2 Revenue Trend in China 71
Figure 33: Joymax Revenues 74
Figure 34: Gamevil Quarterly Financials 76
Figure 35: Release Schedule for Com2uS .79
Figure 36: Com2uS Revenue Composition 80
Figure 37: Piracy Software Rates in South Korea 86
Figure 38: Payment Methods for Internet Content, market share (%) .88
To order this report:
Toy_and_Game Industry: Online and Mobile Games Market in Korea
Contact Clare: [email protected]
US:(339) 368 6001
Intl:+1 339 368 6001
SOURCE Reportlinker
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