That’s OK. We have another life in the game!

July 10th, 2007 Jun Sok Huhh

Since 1997 when financial crisis had hit South Korea, the life of middle-aged office workers has been rarely peaceful. Many middle-aged men were laid off from their jobs. It deserves noting that the condition for employment had been fairly similar to that of Japan before the crisis. Most people considered their jobs as life-time ones til their retirement. The economic crisis had destroyed job stability of normal Koreans.
Another big change in Korea around 1997, as is well known, was the fast spread of broadband Internet, and consequently online gaming.

The cartoon by a Korean artist compounded these two social changes in imaginative way. It is both humorous and sarcastic. In a sense, it revealed a part of understanding on online gaming in Korea. I proudly introduce this cartoon with my translation. Enjoy it!

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SK Communications Unveiled

June 26th, 2007 Jun Sok Huhh

Hi! Longtime no see. I was a little bit busy, but most of inactiveness was from my laziness. Now, I'm back.

On July 25th, SK Communications(SK Comms.), the company behind the Cyworld, was merged to the Empas, the 3rd place search engine in Korea. Actually, this action was intended to do backdoor listing of SK Comms because Empas was already listed in Korean stock market, KOSDAQ. The meaning and the prospect of this merger is not the issue here. With this merger, more detail information about SK Comms. was finally uncovered. The interesting part for you may be the revenue proportion from selling virtual assets at Cyworld. See following table.

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Selling virtual assets, as expected, is the largest part of the business of SK Comms. The Cyworld is a living proof for the potential that the micro-payment model has in many kinds of SNS services, not only in online games.

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Are They Also Doing Well in the Overseas Markets?

April 9th, 2007 Jun Sok Huhh

Internet and online gaming is one of industrial area that Korea has a strong competitive edge. It is natural that the companies could also do well outside their motherland, because they had much secret know-how in many respects. But the truth seems to be somewhat different.

Following table shows financial performances of Korean Internet/online gaming companies. As you can see, in spite of big investment for overseas markets, most of companies didn’t get satisfactory results yet.

  • Overseas Performances of some major Korean Internet/online-game companies in FY2006
  • (unit: 1,000 KRW, () means net loss)

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    Some caveats
    1. Original source in Korean is from here.
    2. Data were taken from financial reports and business reports of individual companies.
    3. Data of Nexon was not obtainable, because Nexon Korea has no obligation to submit the actual results of the parent company, Nexon Japan to the Financial Supervisory Service of Korea.

    What made the results? One easy answer might be cultural differences among regions where services/games are being provided. This, however, cannot be fully explanatory in that the performances in regions with similar cultural background were not so good, either.

    Another is the faster catch-up of foreign competitors than expected. What was once thought to be a big secret is a common sense of the business at now. A worldwide success of Blizzard is only the beginning of a huge following-up wave. Competitive edge that Korean companies have enjoyed is definitely waning out.

    Anyway, is there any strategic failure in globalizing business at Korean side? For last few years, companies have been high for their spectacular successes. The obvious thing is that domestic market is not enough to support stable growth for all. So to speak, There is a symptom of saturation in Korean markets. The lag of Webzen, once one of champions at Korean online gaming, is just a part of the story. It might be time to wake up not to be left behind.

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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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    Interesting Move by Tax Service

    February 27th, 2007 Jun Sok Huhh

    National Tax Service(NTS), equivalent to IRS in US, announced that it had put a surcharge on a business person who had run an RMT company.

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