Posts Tagged ‘Neowiz’

Outspark adds former Nexon CEO San Won Chung to executive board

Wednesday, October 28th, 2009

San Francisco based Outspark is quickly on the path to becoming the darling of the North American free-to-play industry. A quick look at their recent staff and/or advisory board additions clearly points to the making of the perfect storm. Today’s announcement adds just another perfect element to this storm, as Outspark has just added San Won Chung to their advisory board. Chung, the former CEO of Nexon, the gold standard in free-to-play gaming in the Korean/Asian free-to-play market, as well as his most recent position of EVP with Neowiz, will now sit on Outspark’s advisory board.

With an industry career spanning over a decade, Chung recently filled the shoes of Executive Vice President with Neowiz, one of Korea’s largest online gaming publishers, where he successfully brought the FIFA Online title to the Korean market. This project was in collaboration with Electronic Arts. If you’re starting to notice the heavy EA influence in Outspark, you’re on the right track.

“We are delighted to add another outstanding business leader with broad and relevant experience to our Advisory Board,” said Owen Mahoney, CEO of Outspark. “Sang Won Chung is a veteran executive in the online gaming industry with considerable experience that will help foster our long-term growth and success as we expand our ever increasing base of loyal game players.”

Having served as CEO of Nexon from 2001-2004, Mr. Chung was in the drivers’ seat when some of Nexon’s top products were launched including (the one that started it all) Maple Story, Kart Rider, and Shattered Galaxy. Arguably, these titles singlehandedly ignited the free-to-play/microtransactions supported online gaming business model.

“This is an exciting and transformative time in the online gaming industry and Outspark is clearly one of the most innovative game companies in the world today,” said Mr. Chung. “With North America and Europe poised to be the next great markets for free-to-play games, I feel privileged to join a dynamic team of renowned industry leaders. I look forward to participating in the growth of Outspark as it helps guide the future of the freemium game industry.”

 

South Korean gaming market grew 20 percent in 2008

Thursday, July 16th, 2009

kimjongilKorea: An isolated nation suffering from an oppressive government and dictator, virtually cut off from the rest of the world (and the 21st century). Oh no no no. Sorry. That’s NORTH Korea. Although this picture may be shockingly correct, perhaps in not as many words, North Korean’s cousins to the South couldn’t get any closer to the opposite side of the spectrum.

South Korea is one of the most wired countries in the world, with 80 percent of the South Korean population owning a PC. Based on rough population estimates, that puts a computer in the hands of 38 million South Koreans. Given the relatively small land mass that South Korea covers, including extremely densely populated areas such as Seoul, as well as being (more or less) the birthplace of the free-to-play business model, it’s easy to see why and how gaming has integrated itself so rapidly in the everyday culture. Don’t forget, this is the country that has professional Starcraft leagues that often receive national television coverage.

According to Pearl Research, the South Korean appetite for video game consumption is showing no signs of slowing, as they estimate the online games market in South Korea grew an impressive 20 percent in 2008. The data comes via Pearl’s new study, “Online Games Market in Korea.”

The top five game operators in South Korea in 2008 were:

  • NHN – a 51 percent revenue increase YOY
  • Nexon
  • NCSoft – a 5 percent YOY revenues gain
  • Neowiz – up 29 percent with revenue gains YOY
  • CJ Internet – a 21 percent YOY gain in revenues

The Top online games in the South Korean market include:

  • Activision/Blizzard – World of Warcraft
  • NCSoft – Aion and Lineage series
  • CJ Internet – Sudden Attack (free-to-play)
  • EA – FIFA Online 2 (free-to-play)
  • Nexon – Dungeon Fighter (free-to-play)

Naturally, the vast majority of games available to South Koreans come in the free-to-play format, and according to the Pearl Research study, the global economic downturn has had little to no effect on microtransactions purchases. Pearl points to the low cost of these individual items as a potential reason.

The report also goes on to conclude that while these numbers are exciting, and a good indicator of the current state of affairs, not all is rosy in the South Korean gaming market. They point to intense domestic competition, a government crackdown on web board games, and increasing development costs is important challenges to be met.  However, the study also cites lack of capital for smaller publishers even though the South Korean government is pumping money into the industry.  I guess these small(er) publishers are flying below the government investment radar?

 

Approximately 67% of Korean users in their 20s purchase paid digital content

Wednesday, September 3rd, 2008

According to a new study compiled by Pearl Research and recently published by Research and Markets, approximately 67% of Korean users in their 20s purchase paid digital content.  They forecast that the Korean market will exceed $1.7 billion by 2011.

While not surprising, the study found that casual games that are free-to-play, easy to learn, and can be played in “micro-slices”, i.e. games that can be played in ten minute or less segments at a time.

Some highlighted key findings from the study include:

  • South Korea has a sophisticated information technology (IT) infrastructure with 80% of households connected to the Internet.
  • Korea has one of the highest adoption rates of purchasing virtual items and micro-transactions. Approximately 67% of those in the 20-30 age cohort purchased online paid content. Of those who have purchased digital content, 91% purchased music while 39% purchased community and avatar items
  • A common strategy in Korea is the operation of large game portals that provide a wide selection of games, including massively-multiplayer online role-playing games (MMORPGs), casual, and web board games all within one convenient site. Top game portals such as CJ Internet’s Netmarble, NHN’s Hangame, and Neowiz’s Pmang can attract 500,000 to 1 million unique visitors a day. More than 11 million Korean adults visit game portals every month, according to this reports estimates.
  • While South Korea has a robust games market, critical challenges include intense domestic competition; prevalence of “me-too” or derivative titles; challenges in expanding overseas to the US and China; and rising development costs. The “Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; 2007 to 2011 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.

With all the flurry surrounding Korea’s neighbor to the west, it’s often easy to lose site of the ‘other’ gigantic market in Asia.  With a 67% purchase rate, Pearl’s prediction of $1.7 billion by 2011 could be spot on.  The question is…who’s handling all these microtransactions, and how do you and your title reach the market before it’s too late?  The answer is already staring you in the face.  fatfoogoo can bring your title to the Korean marketplace in days rather than months.  With out vast experience in multi currency transactions, fraud detection and prevention, and plug and play integration, we can help YOU today!