PC bang Inc.: The Culture and Business of PC bangs in Korea

March 20th, 2007 Jun Sok Huhh

If you would refer this paper seriously e.g. for academic purpose, contact me via anarinskATgmailDOTcom. The abstract is following:

In this paper, I seek to explore culture and business of PC bang (PC room) in
South Korea (hence forth Korea). As an integral component in the culture of Ko-
rean online gaming, the PC bang has only recently gained academic interest. A
PC bang is distinctive from Internet cafe in that it puts much more emphasis on
online gaming. Evolved from a convenient spot for high-speed connection, the PC
bang has become a space for facilitating and nurturing online gaming cultures.
This paper addresses two cultural specificities of PC bang. Firstly, as a space that
nurtures the negotiation of offline and online relationships around online gaming
cultures in Korea and, secondly, as a site for the emergence of MMORPG play-
ers. In respect of business, the collaboration and coordination between PC bangs
and game publishers has been a key part for Korean online gaming. A specialized
pricing policy for PC bang different from an ordinary flat subscription had made a
better business environment both for game publishers and PC bangs. Recently, the
conflict caused by the micro-payment business model of free-to-play online games
made the former cooperative relationship disturbed.

For downloading full-text, go to http://ssrn.com/abstract=975171.

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The Kid is teacher for the grown-up?

March 8th, 2007 Jun Sok Huhh

Keyword `caual' in Korean online gaming is now fast changing itself into 'kid.' Most of games that are to be released from big fish developers consider younger generation as their main target.

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Dark Side of Casualness

March 2nd, 2007 Jun Sok Huhh

As you already know, the casual game in Korea is not Poker/Puzzle-like but easy to learn action-based game. many experts here has asserted that subscription model be replaced by micro-payment model with free-to-enter. It is not hard to guess that micro-payment model matches casual games very well. The larger use base is, the higher revenue the company get. It's simple economics of online gaming.

But, most of comments on this misses one point. It is two hidden engines that make users and their sponsors to pay money. The one is age differential, and the other is sex differential.

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