WEBVTT 1 00:00:23.928 --> 00:00:25.777 Hello, I am Jaegon Jang 2 00:00:26.519 --> 00:00:29.180 Today, we will look at the latest trends in the gaming market 3 00:00:29.650 --> 00:00:33.711 And the various opportunities that can be found in it 4 00:00:33.939 --> 00:00:37.500 In this lecture, we will learn about 5 00:00:37.728 --> 00:00:41.512 The size of the gaming industry, its major markets, and how this market is changing 6 00:00:41.937 --> 00:00:46.332 You can check the annual statistical data on the gaming industry 7 00:00:46.678 --> 00:00:50.682 Through KOCCA's research report, the White Paper on Korean Games 8 00:00:51.088 --> 00:00:55.540 Through the recent White Paper on Korean Games, we will take a detailed look at 9 00:00:55.540 --> 00:00:58.492 The benefits of the gaming industry, including its size and major markets 10 00:00:59.299 --> 00:01:03.053 Size and Growth Rate of The Domestic Game Market 11 00:01:03.479 --> 00:01:08.082 First, let's look at the domestic gaming market's overall size and growth rate 12 00:01:08.359 --> 00:01:13.494 In 2022, the domestic game market recorded KRW 22.2149 trillion 13 00:01:13.970 --> 00:01:18.412 Showing a growth rate of about 5.8% compared to 2021 14 00:01:18.789 --> 00:01:24.254 This growth rate has decreased significantly compared to 2020 15 00:01:24.680 --> 00:01:28.744 The reason is that 16 00:01:28.892 --> 00:01:31.244 The increase in home-based activities due to COVID-19 has driven the growth of the gaming market 17 00:01:31.650 --> 00:01:34.874 But the growth rate is gradually slowing 18 00:01:35.290 --> 00:01:38.311 Through this, we can see that the gaming industry is entering 19 00:01:38.311 --> 00:01:41.073 A stabilization phase after initial rapid growth 20 00:01:41.489 --> 00:01:46.691 The domestic game market has been showing a growth rate of about 5~10% or more every year 21 00:01:46.840 --> 00:01:51.012 But recently, the growth rate has been gradually slowing down 22 00:01:51.309 --> 00:01:55.643 So, it can be said that the industry has gradually stabilized 23 00:01:55.871 --> 00:01:57.262 Although the growth rate is slowing 24 00:01:57.421 --> 00:02:00.742 The market size can be seen to be growing every year 25 00:02:01.010 --> 00:02:04.811 You can also see how it's growing by platform 26 00:02:05.198 --> 00:02:08.502 As the trend toward increased use of smartphones continues globally 27 00:02:08.898 --> 00:02:12.703 The growth trend in the mobile game market is expected to continue 28 00:02:13.228 --> 00:02:15.954 The size of the domestic mobile game in 2022 is 29 00:02:16.231 --> 00:02:19.464 Approximately KRW 13.072 trillion 30 00:02:19.949 --> 00:02:23.225 Showing a growth rate of 7.6% compared to the previous year 31 00:02:23.878 --> 00:02:27.083 The share of mobile games in the domestic game market is 32 00:02:27.469 --> 00:02:31.768 49.7% in 2019, 57.4% in 2020 33 00:02:32.124 --> 00:02:37.650 57.69% in 2021 and 58.8% in 2022 34 00:02:37.739 --> 00:02:40.610 It was growing yearly 35 00:02:40.779 --> 00:02:45.135 While continuing to grow even during COVID-19 36 00:02:45.798 --> 00:02:51.052 It can be seen that the game trend in the domestic game industry is oriented toward multi-platform 37 00:02:51.329 --> 00:02:54.162 Rather than development for the PC platform 38 00:02:54.538 --> 00:02:58.673 In that respect, we can predict the continued growth of mobile games 39 00:02:59.148 --> 00:03:02.191 Also, PC games, one of the two major axes of domestic games 40 00:03:02.478 --> 00:03:05.983 Have a market size of KRW 5.0805 trillion 41 00:03:06.558 --> 00:03:10.134 And show a 3.0% growth rate compared to the previous year 42 00:03:10.590 --> 00:03:15.432 The size of PC games, which decreased by 4.3% in 2019 before the outbreak of COVID-19 43 00:03:15.749 --> 00:03:18.792 Showed positive growth from 2020 to 2022 44 00:03:19.406 --> 00:03:23.272 Benefiting from the preferred non-face-to-face period due to COVID-19 45 00:03:23.549 --> 00:03:27.203 However, its market share in the game market remains at around 26% 46 00:03:27.440 --> 00:03:29.595 Exposing the limits of its growth potential 47 00:03:30.179 --> 00:03:35.461 The reasons for this include the advancement of smartphones, cloud gaming, and the strength of VR and AR 48 00:03:35.609 --> 00:03:39.139 Which can be said to have taken the market share that PC games 49 00:03:39.139 --> 00:03:42.861 Had from other platforms 50 00:03:43.099 --> 00:03:46.751 Unlike in the past, people prefer to play games 51 00:03:46.751 --> 00:03:50.702 Using smartphones rather than at home 52 00:03:50.979 --> 00:03:54.532 So, it seems that the limitations of this growth potential are being exposed 53 00:03:54.740 --> 00:04:00.743 Although console games grew by 6.4% compared to the previous year 54 00:04:01.208 --> 00:04:03.943 With a market size of KRW 1.1196 trillion in 2022 55 00:04:04.389 --> 00:04:06.342 The market share of the overall game market 56 00:04:06.550 --> 00:04:09.893 Remains at 5.1%, similar to the previous year 57 00:04:10.418 --> 00:04:14.883 In 2021, there was a decline rate of 3.7% during the game console crisis 58 00:04:15.299 --> 00:04:20.339 When console game devices such as PlayStation could not be purchased 59 00:04:20.339 --> 00:04:22.921 Compared to such a decline rate, in 2022 60 00:04:23.119 --> 00:04:27.960 It can be said that this growth is showing because there were no issues 61 00:04:27.960 --> 00:04:30.523 Related to the market for special console game devices or game software 62 00:04:30.980 --> 00:04:33.211 PC rooms, arcade game halls 63 00:04:33.439 --> 00:04:35.512 These game distribution businesses 64 00:04:35.759 --> 00:04:38.082 Entered a recovery period in 2022 65 00:04:38.309 --> 00:04:40.813 Due to the base effect of the severe market contraction 66 00:04:41.140 --> 00:04:43.075 Due to the COVID-19 outbreak in 2020 67 00:04:43.481 --> 00:04:45.631 However, the growth rate of PC rooms was 1.9% 68 00:04:45.631 --> 00:04:49.572 Which was not much better than 2.4% in 2021 69 00:04:49.800 --> 00:04:54.582 Although the market size of arcade game centers is very small at KRW 43.8 billion 70 00:04:54.869 --> 00:04:57.993 The growth rate in 2020 was around 10.4% 71 00:04:58.260 --> 00:05:02.113 It can be said that it has entered a period of recovery from the blow caused by COVID-19 72 00:05:02.400 --> 00:05:05.690 However, it is difficult to expect independent growth in the future 73 00:05:05.829 --> 00:05:09.852 It is highly likely that the console market 74 00:05:10.427 --> 00:05:14.272 Such as store chains or displays of arcade devices in certain stores 75 00:05:14.490 --> 00:05:17.775 Will become active and grow together 76 00:05:18.151 --> 00:05:22.445 Next, we will look at the global market's import and export status and position 77 00:05:23.059 --> 00:05:25.441 The size of the domestic game market in 2023 is 78 00:05:25.570 --> 00:05:28.022 Expected to reach KRW 19.79 trillion 79 00:05:28.022 --> 00:05:32.582 A 10.9% decrease from 2020 80 00:05:32.840 --> 00:05:37.340 The decline in the size of the gaming industry can be seen as a result of 81 00:05:37.509 --> 00:05:41.071 The shrinking position of the gaming market due to the decrease in time 82 00:05:41.269 --> 00:05:45.690 At home in the post-Corona era and the increase in other entertainment that can be enjoyed as an alternative 83 00:05:45.729 --> 00:05:51.012 It is predicted that such a game market will be formed as the economic slump caused by 84 00:05:51.319 --> 00:05:54.467 The decline in consumer sentiment and interest rate hikes become a reality 85 00:05:55.140 --> 00:05:59.350 Viewed as a whole, the size of the gaming market 86 00:05:59.459 --> 00:06:02.851 Has rapidly increased to 21.3% in 2020 due to the outbreak of COVID-19 87 00:06:03.099 --> 00:06:06.210 But can be seen as continuing to gradually decline 88 00:06:06.280 --> 00:06:10.452 It can be seen that the size of the market is stabilizing at this stage 89 00:06:10.749 --> 00:06:17.154 Based on this, the size of the domestic game market will decrease by around 10% in 2023 90 00:06:17.441 --> 00:06:21.231 Which can be seen as the rise in game market sales 91 00:06:21.459 --> 00:06:24.596 Due to alternative entertainment, such as Netflix, OTT 92 00:06:24.685 --> 00:06:26.803 Which has recently emerged 93 00:06:27.160 --> 00:06:29.732 Due to the combination of these various factors 94 00:06:29.890 --> 00:06:34.713 We believe that the growth rate outlook for the gaming market is somewhat difficult 95 00:06:34.980 --> 00:06:38.792 However, depending on the development and sophistication of gaming platform technology 96 00:06:39.000 --> 00:06:42.584 The growth rate may vary depending on the platform 97 00:06:43.049 --> 00:06:46.642 As a result of a survey of the major export countries for domestic games 98 00:06:46.899 --> 00:06:51.541 China showed the highest rate at 30.1% 99 00:06:51.799 --> 00:06:57.110 Followed by Japan at 14.4%, Southeast Asia at 14.2%, Taiwan at 12.0% 100 00:06:57.110 --> 00:07:02.114 North America at 10.5%, and Europe at 9.8% 101 00:07:02.609 --> 00:07:06.260 The importance of comparing these export countries is that 102 00:07:06.260 --> 00:07:12.242 It can be seen as an indicator that can be used to judge and gauge in advance which countries to prioritize and develop 103 00:07:12.579 --> 00:07:16.238 When producing games in the future 104 00:07:16.238 --> 00:07:20.341 And what tendencies the users of those countries will have 105 00:07:20.569 --> 00:07:23.646 It can also be used as an indicator to produce games 106 00:07:23.884 --> 00:07:25.634 Tailored to major export countries 107 00:07:26.278 --> 00:07:31.931 So, if we compare the proportion of exports by country with the past 108 00:07:32.179 --> 00:07:36.712 We can find that the proportion of exports to Taiwan, a Southeast Asian country, has increased significantly to the 5.6% range 109 00:07:37.128 --> 00:07:41.633 While the proportion to China has decreased significantly to the -4% range 110 00:07:42.059 --> 00:07:46.185 The reason is that the demand for games has increased in the Southeast Asian market 111 00:07:46.700 --> 00:07:49.068 And unlike in the past, the advancement of smartphones 112 00:07:49.246 --> 00:07:53.009 Has turned non-gamer users into gamers 113 00:07:53.099 --> 00:07:58.422 As a result, it can be said that game consumption has increased significantly compared to the past 114 00:07:58.561 --> 00:08:00.685 It can be seen that the proportion has decreased significantly 115 00:08:00.893 --> 00:08:05.334 Compared to the past, due to the domestic demand strategy and legal sanctions 116 00:08:05.809 --> 00:08:10.612 So you can predict these industry trends and the future 117 00:08:10.949 --> 00:08:14.213 Since COVID-19, changes in game user patterns 118 00:08:14.629 --> 00:08:19.520 The spread of high-end smartphones and the increase in multi-platform development 119 00:08:19.698 --> 00:08:22.163 Can be seen as major trends in the game industry 120 00:08:22.520 --> 00:08:25.781 Accordingly, the growth of mobile games is particularly notable 121 00:08:26.059 --> 00:08:28.237 While PC and arcade games are 122 00:08:28.326 --> 00:08:31.793 Showing relatively limited growth 123 00:08:32.248 --> 00:08:36.191 Therefore, it is expected that games created in the future will mainly be mobile games 124 00:08:36.429 --> 00:08:40.125 Because the growth of mobile games is prominent 125 00:08:40.620 --> 00:08:46.283 On the other hand, PC and arcade games are expected to decrease somewhat 126 00:08:46.728 --> 00:08:50.671 As the market is growing rapidly and many games are being developed 127 00:08:50.860 --> 00:08:53.430 There is a high possibility that it will become a red ocean 128 00:08:53.430 --> 00:08:58.179 Therefore, it is time to consider the platform on which to make the game 129 00:08:58.179 --> 00:09:01.051 Based on the strategic judgment 130 00:09:01.597 --> 00:09:05.121 Macro Trends in the Gaming Industry 131 00:09:05.608 --> 00:09:09.782 Next, let's look at macro trends in the gaming industry 132 00:09:10.149 --> 00:09:13.401 Let's analyze the macro trends in the gaming industry 133 00:09:13.639 --> 00:09:17.113 Focusing on the global gaming market trends in 2022 134 00:09:17.539 --> 00:09:20.361 This analysis focuses on a deep understanding of the overall slowdown 135 00:09:20.579 --> 00:09:24.444 In the growth rate of the market and its key causes 136 00:09:24.751 --> 00:09:30.224 In 2022, the global gaming market grew by only 0.9% 137 00:09:30.659 --> 00:09:33.353 Compared to the previous year, reaching $208.249 billion 138 00:09:33.789 --> 00:09:38.970 This represents a significant decrease compared to the growth rate of 5.9% in 2021 139 00:09:39.148 --> 00:09:43.021 And can be seen as a clear indicator of the impact 140 00:09:43.209 --> 00:09:45.532 On the gaming market after the COVID-19 pandemic 141 00:09:45.730 --> 00:09:48.201 Also, this slowdown can be seen as a sensitive response to 142 00:09:48.349 --> 00:09:50.322 Various external adverse factors, such as 143 00:09:50.520 --> 00:09:52.481 Changes in game users' behavioral patterns 144 00:09:52.738 --> 00:09:55.342 Increased uncertainty in the global economy 145 00:09:55.718 --> 00:09:59.302 And strengthened regulation in major markets after COVID-19 146 00:09:59.748 --> 00:10:03.312 So, if we further analyze the cause of this trend 147 00:10:03.669 --> 00:10:05.532 The Chinese government's strengthening of gaming regulations has 148 00:10:05.750 --> 00:10:08.405 Significantly impacted the global gaming market 149 00:10:08.969 --> 00:10:12.642 The youth gaming restriction policy, which has been in effect since 2022 150 00:10:13.078 --> 00:10:16.161 Strictly limits daily and weekly gaming hours 151 00:10:16.329 --> 00:10:19.311 And prohibits gaming access 152 00:10:19.668 --> 00:10:22.193 From 10 pm to 8 am 153 00:10:22.619 --> 00:10:25.252 These regulations have had a significant impact on 154 00:10:25.539 --> 00:10:28.959 The gaming market in China and how global game developers 155 00:10:28.959 --> 00:10:32.201 Access the Chinese market and do business 156 00:10:32.508 --> 00:10:35.249 For example, we could see that China's share of the domestic game market 157 00:10:35.408 --> 00:10:38.560 Has decreased compared to the past 158 00:10:38.778 --> 00:10:42.144 The reason may be seen as a regulation 159 00:10:42.768 --> 00:10:46.154 Next, we will look at trends by platform 160 00:10:46.580 --> 00:10:50.447 The arcade game market gradually recovered 161 00:10:51.199 --> 00:10:53.091 After a major decline in 2020 162 00:10:53.388 --> 00:10:55.615 But growth is still limited 163 00:10:56.268 --> 00:11:00.402 The growth rate in 2020 was 4.1%, which is a decrease compared to previous years 164 00:11:00.848 --> 00:11:03.831 As arcade games have a business model 165 00:11:04.029 --> 00:11:05.631 Requiring large initial investments 166 00:11:05.631 --> 00:11:11.351 Therefore, we can see a decrease compared to the growth rate 167 00:11:11.688 --> 00:11:14.762 Due to the conservative approach of investors and operators 168 00:11:15.138 --> 00:11:19.014 Amid global economic and consumer psychological uncertainty 169 00:11:19.559 --> 00:11:23.923 On the other hand, console games recorded relatively stable growth 170 00:11:24.329 --> 00:11:29.305 Compared to 2021, a growth rate of 2.6% was recorded in 2022 171 00:11:29.889 --> 00:11:33.090 And sales slightly increased 172 00:11:33.239 --> 00:11:35.426 To $59.141 billion 173 00:11:36.099 --> 00:11:39.262 This slight increase can be attributed to 174 00:11:39.460 --> 00:11:42.020 Successfully introducing a new lineup of console gaming machines 175 00:11:42.020 --> 00:11:44.595 And gaming software to the market 176 00:11:45.110 --> 00:11:48.784 The popularity of console games, especially in North America, is increasing 177 00:11:49.140 --> 00:11:54.385 Which is interpreted to reflect changes in overall entertainment consumption patterns 178 00:11:54.900 --> 00:11:58.500 For this reason, the technological advancement of console devices 179 00:11:58.500 --> 00:12:01.512 And technological advancements in graphics cards and CPUs 180 00:12:01.819 --> 00:12:05.163 Have resulted in further enhancement of the technology of console devices 181 00:12:05.440 --> 00:12:12.059 It can be said that the popularity of these console games has increased 182 00:12:12.059 --> 00:12:14.023 Because games that take full advantage of the technology of 183 00:12:14.340 --> 00:12:19.133 These console devices have been released and received favorable reviews from users 184 00:12:19.539 --> 00:12:21.809 As a result, PC and mobile games recorded 185 00:12:21.809 --> 00:12:27.153 A slight growth of 0.1% and negative growth of 0.5%, respectively 186 00:12:27.430 --> 00:12:31.346 Clearly showing the slowing growth of the overall game market 187 00:12:31.900 --> 00:12:36.422 In the case of mobile games, unlike the market that previously recorded high growth rates 188 00:12:36.729 --> 00:12:40.072 The transition to negative growth can result from a combination of market saturation 189 00:12:40.379 --> 00:12:45.616 Intensifying competition and economic factors 190 00:12:46.260 --> 00:12:49.872 Likewise, in the case of PC games, users have become less consuming 191 00:12:50.149 --> 00:12:55.212 Due to the small number of game releases related to market saturation and intensifying competition 192 00:12:55.450 --> 00:12:59.803 And similar to what was mentioned earlier 193 00:13:00.179 --> 00:13:03.315 It seems that economic factors, such as the decline in consumer sentiment, are 194 00:13:03.750 --> 00:13:07.213 Working together similarly resulting in very weak growth 195 00:13:07.609 --> 00:13:11.472 Based on the data and statistics introduced through this lecture 196 00:13:11.670 --> 00:13:16.169 I hope you can predict each platform's strategies and the global gaming industry's future outlook 197 00:13:16.169 --> 00:13:19.033 Gain insights that enable learners to understand the current market situation accurately 198 00:13:19.330 --> 00:13:22.935 And prepare for future changes 199 00:13:23.460 --> 00:13:24.133 Thank you 200 00:13:25.345 --> 00:13:27.963 Domestic game market size and growth rate Overall size and growth trends of the domestic gaming market Entering a stabilization phase after initial rapid growth 201 00:13:27.963 --> 00:13:30.248 Growth analysis by platform Mobile games: Growth is expected to continue as smartphones continue to trend toward higher specifications 202 00:13:30.248 --> 00:13:32.256 PC games: Growing after COVID-19 due to occasional preference, but market share is maintained and growth is limited Console games: A growing trend, but the overall gaming market share is similar to the previous year 203 00:13:32.256 --> 00:13:34.335 Macro trend of the gaming industry Size and growth of the global gaming market The global gaming market has shown slowed growth following COVID-19 due to changes in game users' behavioral patterns increased uncertainty in the global economy 204 00:13:34.335 --> 00:13:36.275 and strengthened regulations in major markets The Chinese government's strengthening of gaming regulations has a significant impact not only on the gaming market but also on the way game developers operate their business 205 00:13:36.275 --> 00:13:38.354 Trends by platform Arcade Games Market: Showing gradual recovery after a major decline in 2020 but limited growth 206 00:13:38.354 --> 00:13:40.118 Console games: recorded relatively stable growth PC games and mobile games: recorded slight and negative growth, clearly showing the slowing growth of the overall gaming market