In the first quarter of this year, game once again led Korean contents industry in terms of revenue and export income while some drives the game as one of addictive substance comparable to narcotic, alcohol, and gambling.
According to MCST(Ministry of Culture, Sports, and Tourism) and KOCCA(Korean Creative Contents Agency)’s ‘2014 Q1 Contents Industry Trend Report’, the game industry of Korea achieved revenue of $2.866B and export income of $840M, respectively increased by 23% and 10.6% on year-on-year basis. Especially its export income took more than 60% of whole contents industry’s export income.
The game industry recorded the best growth(23.0%) in terms of the revenue, followed by broadcasting image producer(19.0%), movie(15.1%), contents solution(11.1%), etc. while it took third place(10.6%) in terms of export income following contents solution(18.8%) and music(14.7%).
In terms of total revenue and total export income of Korean contents industry, each recorded $2.29B and $1.38B increased by 6.4% and 8.0% on year-on-year basis.
The report researched on 86 listed companies and 600 unlisted companies and referred to a macro-statistical data provided by National Statistical Office and the Bank of Korea. For more information about the report, you can find it at www.mcst.go.kr or www.kocca.kr. (if you can read Korean, tho. ;))
Games seem to be the biggest revenue generator amongst Korean content exports in 2012, topping popular K-pops and movies industries dominantly.
KOFC(Korea Finance Corporation)’s report on ‘trend and future of the gaming market’ quoted KOCCA’s research done in 2012 that the game exports totalled $2.6B while the K-pop exports reached only $0.2B.
Besides the games, knowledge information($445M), character($416M), publishing($245M), music($235M), TV program($234M), animation($113M), advertisement($97M), movie($20), and comic($17M) followed.
Amongst the game exports, online games took 91% out of the whole, amounting to $2.41B. The mobile game exports had grown 402.1% from 2011, amouting to $169M. However the game imports had recorded only $79M in 2012.
The largest portion is the game, followed by knowledge information, character, publishing, music, entertainment, content solution, animation, advertisement, movie, and comic.
KOCCA(Korea Creative Contents Agency) released Korean Game White book 2012 on the 4th of October, which contains various statistics information about Korean game market for 2011.
According to the book, the market size was increased 18.5% with $7.9 billion year on year. The market is expected to grow continuously and predicted to reach $9 billion at 2012, $13.5 billion at 2014.
Online game genre is leading the market with 70.8% occupation rate. Exports increased by 48.1% with $2,379,070,000 while Imports continued to decrease 15.5% with $24,980,000. China and Japan are the top importer of Korean online game, 38.2% and 27.4%, followed by SEA 18.0%, NA 7.6%, EU 6.4% and others 2.4%.
Based on sales record, Korean games occupation rate is 5.9% of the entire gaming market of the world.
This is from the 2009 Annual Report published by Korea Creative Content Agency (KOCCA).
According to the report, the Korean gaming market expanded to US$4.6 billion in 2008, 9% growth from 2007. The market is expected to reach US$ 5.5 billion in 2009 with 17% growth rate. The main reasons behind such growth include increasing game licensing revenue from oversea and mobile games.
In the Korean gaming industry, there are 29,294 game companies and ?42,730 employees making US$ 4.7 billion sales in 2008.