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South Korea gaming groups struggle to fend off China

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https://www.ft.com/content/c1696490-69f7-11e6-a0b1-d87a9fea034f


South Korea gaming groups struggle to fend off China
Once dominant producer fails to produce any big hits for mobile platform


AUGUST 28, 2016
by: Song Jung-a in Seoul

South Korea’s computer games industry is facing a crisis as online software makers struggle to compete with fast-growing Chinese rivals in the rapid transition to mobile gaming.



The country’s online game makers have long dominated the global market for massively multiplayer online role-playing games (MMORPG) but have lost their edge as gamers have increasingly embraced playing on their smartphones.

So far, Korean game makers have failed to produce any big hits for mobile platforms, which is a problem for an industry that has long been a source of local pride as well as a favourite national pastime.

South Korea is the world’s second-largest online games market after China. Its PC-based online games account for a fifth of revenue in the global market — but that is down from 28.6 per cent in 2012, according to the Korea Creative Content Agency (Kocca).

Kocca estimates that sales of Korean games abroad grew about 7 per cent to $3.2bn last year, slowing sharply from the double-digit pace between 2007-12 when South Korean companies including NCSoft and Tokyo-listed Nexon developed the global online game market.

Much of their success came from pioneering the “freemium” business model — which is now being successfully utilised in mobile gaming — featuring games that are free to play but charge for virtual items that give players advantages.

Local game companies have been outsmarted by western and Chinese rivals in the shift to fast-growing mobile games, which are quicker and cheaper to develop.

As Korean developers have slashed investment in online games to try to focus on mobile, their online dominance has been eroded by overseas-made games such as Riot Games’ League of Legends and Blizzard Entertainment’s Overwatch. Those two US-developed games now command more than half of the South Korean market.

“Korean developers . . . have diverted too much resources to mobile games to spare investment in the development of [new trendy online games],” says Chenyu Cui, games analyst at IHS Markit.

Analysts say South Korean companies have focused too much on graphics-heavy role-playing online battle games that are now losing their appeal among gamers, overshadowed by simpler, more speedily paced offerings: Overwatch is a shooter title, and League of Legends is a strategy game.

Park Young-ho, president of mobile game maker Four Thirty Three, says: “We are no longer the leaders as we enter the mobile era. Our strength in hardcore MMORPGs based on advanced networks has actually become a barrier against our globalisation.”

NCSoft, the country’s biggest online game maker, has not produced a big new online title since Blade & Soul in June 2012, while new games such as MapleStory 2 and Sudden Attack 2 from Nexon, Korea’s biggest game company, have failed to gain popularity.

Piers Harding-Rolls, head of games research at IHS Markit: “The heyday of South Korean games exports due to development and monetisation expertise is now over — China has a mature domestic industry and western games companies now produce very popular freemium PC games.”

While Korean mobile game makers have yet to crack the Chinese market, many of their Chinese rivals are doing well in Korea. Mu Origin, a Chinese-developed version of a Korean online game, is one of the top five mobile games in Korea.

Eric Cha, analyst at Credit Suisse, says: “Just five years ago, things like this were unimaginable. The Chinese market used to be dominated by Korean online games, but many of their mobile games are nowadays actually better than Korean games. Speed is important with trendy mobile games. China is better than Korea in terms of time to market.”

The decline of the local gaming industry has led to sharp downsizing. The number of local game developers fell 30 per cent to 14,000 between 2009 and 2014, according to Korea Economic Research Institute, while midsized lossmaking companies have slashed their workforces.

Profits are shrinking at many of the larger groups while some, including NHN Entertainment and Neowiz Games, fell into a loss last year. In the first half of this year, Nexon’s net profit dropped 37.5 per cent.

Share prices have also come under pressure, spooking some companies that had been considering public listings. Netmarble Games, the country’s biggest mobile game company, gave up the idea of a Nasdaq float and now aims to raise about Won2tn ($1.7bn) later this year or early next via an initial public offering in Korea, where it is better known.

To broaden their customer base abroad, South Korean game makers need to diversify, says Namgoong Hoon, head of Kakao Games. “They should develop games that anyone can play on any platform if they are serious about overseas expansion.”

Yet differentiation is also vital, says Mr Cha at Credit Suisse, referring to the huge popularity of Pokémon Go and noting that South Korean game makers have yet to roll out any major games using augmented or virtual reality.

“It is not that difficult technology-wise. The thing is how to integrate such technology with globally well-known content,” he says. “They need something fresh and different that sets their games apart from their competitors’ in order to crack the global market.”
 
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It's going to be the same story with every South Korean economic sector in the next decade.

China will eventually be the first in almost every sector.
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It's easy to make these types of statements.

It would be better if you can back it up with some links or facts.

Otherwise, I will consider this as hot air and boasting. So will the other forumers.
 
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It's called an opinion mate :lol:
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@Economic superpower

No problem with voicing your opinion(s).

I am all for freedom of speech provided the opinion is on-topic and not insulting or vulgar.

After all, this is a forum.

If your opinion can upset other people, then I expect you to back it up with some facts or links.

Otherwise, it just hot air and boasting.

Overdoing it will result in warning or a ban.
 
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@Economic superpower

No problem with voicing your opinion(s).

I am all for freedom of speech provided the opinion is on-topic and not insulting or vulgar.

After all, this is a forum.

If your opinion can upset other people, then I expect you to back it up with some facts or links.

Otherwise, it just hot air and boasting.

Overdoing it will result in warning or a ban.
His statement is a bit exaggerated but holds some water. SK used to be largest shipbuilder output but it's China now. Smartphone, do I need to remind you, rechargeable battery. LG and Samsung used to dominate white consumer good. Now haier, midea and TGL are slowly filling up South Korea spot. And in drone, aviation, precision tools , space and computer. China are far ahead of SK.
 
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https://www.ft.com/content/c1696490-69f7-11e6-a0b1-d87a9fea034f


South Korea gaming groups struggle to fend off China
Once dominant producer fails to produce any big hits for mobile platform


AUGUST 28, 2016
by: Song Jung-a in Seoul

South Korea’s computer games industry is facing a crisis as online software makers struggle to compete with fast-growing Chinese rivals in the rapid transition to mobile gaming.



The country’s online game makers have long dominated the global market for massively multiplayer online role-playing games (MMORPG) but have lost their edge as gamers have increasingly embraced playing on their smartphones.

So far, Korean game makers have failed to produce any big hits for mobile platforms, which is a problem for an industry that has long been a source of local pride as well as a favourite national pastime.

South Korea is the world’s second-largest online games market after China. Its PC-based online games account for a fifth of revenue in the global market — but that is down from 28.6 per cent in 2012, according to the Korea Creative Content Agency (Kocca).

Kocca estimates that sales of Korean games abroad grew about 7 per cent to $3.2bn last year, slowing sharply from the double-digit pace between 2007-12 when South Korean companies including NCSoft and Tokyo-listed Nexon developed the global online game market.

Much of their success came from pioneering the “freemium” business model — which is now being successfully utilised in mobile gaming — featuring games that are free to play but charge for virtual items that give players advantages.

Local game companies have been outsmarted by western and Chinese rivals in the shift to fast-growing mobile games, which are quicker and cheaper to develop.

As Korean developers have slashed investment in online games to try to focus on mobile, their online dominance has been eroded by overseas-made games such as Riot Games’ League of Legends and Blizzard Entertainment’s Overwatch. Those two US-developed games now command more than half of the South Korean market.

“Korean developers . . . have diverted too much resources to mobile games to spare investment in the development of [new trendy online games],” says Chenyu Cui, games analyst at IHS Markit.

Analysts say South Korean companies have focused too much on graphics-heavy role-playing online battle games that are now losing their appeal among gamers, overshadowed by simpler, more speedily paced offerings: Overwatch is a shooter title, and League of Legends is a strategy game.

Park Young-ho, president of mobile game maker Four Thirty Three, says: “We are no longer the leaders as we enter the mobile era. Our strength in hardcore MMORPGs based on advanced networks has actually become a barrier against our globalisation.”

NCSoft, the country’s biggest online game maker, has not produced a big new online title since Blade & Soul in June 2012, while new games such as MapleStory 2 and Sudden Attack 2 from Nexon, Korea’s biggest game company, have failed to gain popularity.

Piers Harding-Rolls, head of games research at IHS Markit: “The heyday of South Korean games exports due to development and monetisation expertise is now over — China has a mature domestic industry and western games companies now produce very popular freemium PC games.”

While Korean mobile game makers have yet to crack the Chinese market, many of their Chinese rivals are doing well in Korea. Mu Origin, a Chinese-developed version of a Korean online game, is one of the top five mobile games in Korea.

Eric Cha, analyst at Credit Suisse, says: “Just five years ago, things like this were unimaginable. The Chinese market used to be dominated by Korean online games, but many of their mobile games are nowadays actually better than Korean games. Speed is important with trendy mobile games. China is better than Korea in terms of time to market.”

The decline of the local gaming industry has led to sharp downsizing. The number of local game developers fell 30 per cent to 14,000 between 2009 and 2014, according to Korea Economic Research Institute, while midsized lossmaking companies have slashed their workforces.

Profits are shrinking at many of the larger groups while some, including NHN Entertainment and Neowiz Games, fell into a loss last year. In the first half of this year, Nexon’s net profit dropped 37.5 per cent.

Share prices have also come under pressure, spooking some companies that had been considering public listings. Netmarble Games, the country’s biggest mobile game company, gave up the idea of a Nasdaq float and now aims to raise about Won2tn ($1.7bn) later this year or early next via an initial public offering in Korea, where it is better known.

To broaden their customer base abroad, South Korean game makers need to diversify, says Namgoong Hoon, head of Kakao Games. “They should develop games that anyone can play on any platform if they are serious about overseas expansion.”

Yet differentiation is also vital, says Mr Cha at Credit Suisse, referring to the huge popularity of Pokémon Go and noting that South Korean game makers have yet to roll out any major games using augmented or virtual reality.

“It is not that difficult technology-wise. The thing is how to integrate such technology with globally well-known content,” he says. “They need something fresh and different that sets their games apart from their competitors’ in order to crack the global market.”

You people need to teach some respect to your Gamers & the concept of "Cooperation"
 
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His statement is a bit exaggerated but holds some water. SK used to be largest shipbuilder output but it's China now. Smartphone, do I need to remind you, rechargeable battery. LG and Samsung used to dominate white consumer good. Now haier, midea and TGL are slowly filling up South Korea spot. And in drone, aviation, precision tools , space and computer. China are far ahead of SK.
True.
Can u imagine a Chinese brand could become the number one most-selling white goods brand in Japan one decade ago?
We are now working on semiconductor and other key components.
Once, we have done it, SK will......
 
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@Economic superpower

No problem with voicing your opinion(s).

I am all for freedom of speech provided the opinion is on-topic and not insulting or vulgar.

After all, this is a forum.

If your opinion can upset other people, then I expect you to back it up with some facts or links.

Otherwise, it just hot air and boasting.

Overdoing it will result in warning or a ban.

So voicing an opinion, will get a warning or ban?
99.9% of this forum is opinion-based.

Where on the PDF rules does it say that opinions have to be supported by 'facts or links'?
 
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So voicing an opinion, will get a warning or ban?
99.9% of this forum is opinion-based.

Where on the PDF rules does it say that opinions have to be supported by 'facts or links'?
.
Did you actually read every line in my post?
 
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.
It's easy to make these types of statements.

It would be better if you can back it up with some links or facts.

Otherwise, I will consider this as hot air and boasting. So will the other forumers.
As China moves away from labor intensive and low skill industries, the only way is moving up. In that process, it's bound to displace its neighbors such as Japan and South Korea in sectors such as software development, semiconductors, automotive and machinery. In fact, China has already pushed South Korea out of its #1 in shipbuilding several years ago, which had replaced Japan earlier.

http://www.cnbc.com/2016/03/09/south-korea-tech-at-risk-as-china-steps-up-ambitions.html
http://english.hani.co.kr/arti/english_edition/e_business/750516.html

You can consider it anyway you want, but the facts remain. In this case, your comments are less than professional. Associating comments you don't like as "boasting" deserving of warning or ban is quite frankly "hot air". Perhaps they need to reconsider your suitability as a mod.
 
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This article is some very biased and very missinformative trash. Not sure if they are trying to politicise this topic. It makes very missleading and opinionated claims that hardly corelate with the facts and missleading and silly comparisons about numbers and facts in favour of China/against Korean producer.

Losing marketshare because Chinese domestic market is growing is not a "loss" by Koreans to China. Its a win win for both of the countries, its a much bigger market, the Koreans just didn't get the big piece out of the new juicy cake.

Major online game makers dont need to crank out games every month or year, it doesn't really matter if their last domestic game was released in 2012. Thats not how the business works its not that simple. Tencent owned Riot Games produced only one real game since 2009 and most would gladly take their place.

There is only one country on earth that actually built one major game with augmented or virtual reality. The Japanese Pokemon GO is the first big thing that spread like a wildfire but actually made not all that much money despite global release and high initial demand and it does not seem to have much of a lifetime if they don't quickly changes and extend things. They made "only" 200 Million wordwide in its first month and the hype dropped just as quick as it came.

Those two U.S. games have been dominating nearly every market, that isn't a Korean problem only, and there are seriously not that many Chinese produced popular online or mobile games in Korea at all. Yes its not 0 but not really "many".

Profits in this industry swing up and down every time, just saying last quarter dropped by 30, 40 or 50% out of context tells nothing about the big picture where the profits are rather stable. Some companies do worse some better that happens on the Chinese market too.

These game are better than those other games? Measured by what? They are calling themself Financial Times or Gamer Reviewer now?
 
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There is only one country on earth that actually built one major game with augmented or virtual reality. The Japanese Pokemon GO is the first big thing that spread like a wildfire but actually made not all that much money despite global release and high initial demand and it does not seem to have much of a lifetime if they don't quickly changes and extend things. They made "only" 200 Million wordwide in its first month and the hype dropped just as quick as it came.

The Pokemon GO was developed by the US, it only uses the Japanese brand.
 
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