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February 2002
Korean
Online Gaming
With Richard Garriott’s return to the world of games via
Seoul-based NCSoft and Lineage: The Blood Pledge, and reports
of one in thirty Koreans have played Lineage at
least once - and that’s just one game, folks – the
phenomenon that is Korean online gaming has drawn
increasingly close attention. Recently, Pyramid
Research, an Internet and telecoms consulting firm,
released a report on broadband and online games and how
"Korean operators turn virtual games into real revenue."
Geared toward the telecoms industry, the report finds
that both ISP and content providers searching for the
right revenue model and partnerships, can find the
answers they’re looking for in Korea’s online gaming
industry.
The report analyzes the Korean
market and provides strategies and business models
designed to help content providers and operators focuses
on pay-to-play subscription games.
Generally speaking, in the U.S.,
the software packages for MMOGs are purchased from
retailers for $30 to $70 USD. The player then also pays
a monthly subscription fee of $10 to $20 USD to play
online. In Korea, however, the game software is free as
a download or on CD-Rom. Then, players must either have
a personal subscription for approximately $20 to $30 USD
a month, or pay to play at one of the nearly 20,000
Internet cafes found in Korea.
While the U.S. market counts on
the retail sales of the game software to cover the
initial cost of development and the monthly fees to cover
operational expenses, the Korean online gaming revenue,
according to the report, encourages mainstream adoption
by lowering initial barriers and costs. Online games are
available to a wide audience at a low price then, once
hooked, players spend heavily on the games and broadband
accounts. Lineage, the most popular game in Korea
has around 3 million subscribers out of a population
of 47 million.
Evidence from NCSoft, says the
report, suggests that players become hooked on broadband
and gaming at the Internet cafes, which are found on
virtually every street corner, and then graduate to
personal accounts and home broadband subscriptions. In
1999, almost 80% of NCSoft’s gaming revenue came from
the Internet cafes, while personal accounts accounted
for 20%. Two years later, however, personal accounts had
almost doubled, accounting for 45% of revenue.
The remarkable success of the
Korean online gaming market apparently has Sony Online
Entertainment, maker of EverQuest, ready to join
the party. In January, Sony announced a deal with NCSoft
to have NCsoft run EverQuest servers and handle
customer support for Korean gamers. Similarly, last August, EA.com
announced the launching of Ultima Online
"into the explosive Korean Internet Gaming Room (IGR)
market in autumn 2001".
But can the Korean online gaming
phenomenon translate to the U.S. and other countries?
According to the Pyramid Research report, Korea has the
highest broadband penetration of not only Asia, but the
entire world. The U.S., on the other hand, has a current
broadband penetration rate of below 8%. Nevertheless,
companies like NCSoft apparently think so. In April
2001, NCSoft formed a U.S.
subsidiary, NCSoft-Austin.
Based on their research, the
authors of the Pyramid report also believe the same sort
of success is possible in the U.S. if the service
providers and content producers work together in
marketing and distribution and follow the Korean model.
In short, the more popular online games become, the greater the
broadband penetration.
For more information on the
Pyramid Research report, visit
www.pyramidresearch.com.
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