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.

<<Back to GIG Spotlight home

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal