As noted in an earlier post, the Korean government has decided to open up the market for mobile games, by eliminating required government ratings. Bloomberg's Business Week has an interesting follow-up article on this development. It included the following description of a game developed in Korea that was not available to iPhone users in Korea until now.
Air Penguin, a game in which players guide an animated penguin across an icy landscape, jumped to near the top of the iPhone gaming charts last spring. Yet until now the game hasn’t been available to iPhone owners in the home country of its creator, Seoul-based Gamevil. That’s because South Korea has long required game makers to submit their products to the government for review of their suitability for various age groups based on factors such as violence and sexual content.
I particularly liked the illustration that accompanied the Business Week article (click to see a full size version).
Tampilkan postingan dengan label mobile games. Tampilkan semua postingan
Tampilkan postingan dengan label mobile games. Tampilkan semua postingan
Senin, 18 Juli 2011
Rabu, 06 Juli 2011
Korea Eliminates Required Government Ratings of Mobile Games
As reported by Bloomberg, customers in South Korea will soon be able to download Rovio Mobile Ltd.'s best-selling "Angry Birds" on their iPhones. Korea scrapped rules yesterday requiring developers to have mobile games rated by government, said Yi Ki Jeong, a manager at the Ministry of Culture, Sports and Tourism in Seoul. The rule clashed with internal policies at Apple and Google Inc. (GOOG) enough for the companies to shut their mobile-game stores in the country, keeping Rovio and other developers from offering their products in Korea, Yi said.
“A new chapter is opening in the Korean smartphone-game market,” said Jang Woo Jin, an analyst at NH Investment & Securities Co. “With the rule out of the way, we can now expect Apple and Google to throw open games in Korea.”
“A new chapter is opening in the Korean smartphone-game market,” said Jang Woo Jin, an analyst at NH Investment & Securities Co. “With the rule out of the way, we can now expect Apple and Google to throw open games in Korea.”
Selasa, 07 Juni 2011
Massive Multiplayer Online Games in Korea
South Korea was the first nation in the world where massive multiplayer online games (MMOG) became wildly popular, and the reason is fairly simple and straightforward. South Korea built fast nationwide fiber-based broadband networks years before most other countries. The point has been made over and over in this blog and in my new book with Dr. Oh Myung, Digital Development in Korea: Building an Information Society (Routledge, 2011). In the U.S., a 1994 by Vice-President Al Gore in which he argued for the need to build information superhighways, was heeded by South Korea, which implemented an ambitious Korea Information Infrastructure (KII) plan the following year.
The building of South Korea's broadband infrastructure and the spread of PC Bangs (Rooms) were necessary but not sufficient conditions for online games to thrive. Today I ran across a very interesting post on the Massively blog about the origins of Lineage, a MMOG with which NCSoft struck gold years ago in Korea. It is well worth reading. It says in part:
So let's back up the memory truck to September 1998, when a then-fledgling NCsoft rolled out a Diablo-esque isometric MMO and struck virtual gold in South Korea. At the time, gaming rooms were becoming a huge thing in the country; a recession had hit (giving people a lot of time with nothing to do), and the government was rapidly expanding the broadband network. In the face of this perfect storm, titles like StarCraft and Lineage became overnight household fixtures -- and the country hasn't looked back.
What makes this post even more interesting to me is that the offices of our new Asia Center to Advance Educational Exchange are located just down Teheran-ro from the corporate headquarters of NCSoft. Also, I've just read the excellent book by Byron Reeves and J. Leighton Read, Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. I will definitely need to pay them a visit!
The building of South Korea's broadband infrastructure and the spread of PC Bangs (Rooms) were necessary but not sufficient conditions for online games to thrive. Today I ran across a very interesting post on the Massively blog about the origins of Lineage, a MMOG with which NCSoft struck gold years ago in Korea. It is well worth reading. It says in part:
So let's back up the memory truck to September 1998, when a then-fledgling NCsoft rolled out a Diablo-esque isometric MMO and struck virtual gold in South Korea. At the time, gaming rooms were becoming a huge thing in the country; a recession had hit (giving people a lot of time with nothing to do), and the government was rapidly expanding the broadband network. In the face of this perfect storm, titles like StarCraft and Lineage became overnight household fixtures -- and the country hasn't looked back.
What makes this post even more interesting to me is that the offices of our new Asia Center to Advance Educational Exchange are located just down Teheran-ro from the corporate headquarters of NCSoft. Also, I've just read the excellent book by Byron Reeves and J. Leighton Read, Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. I will definitely need to pay them a visit!
Senin, 16 Mei 2011
The Forthcoming "Big Bang" in Korean Mobile Game Market

The situation may be about to change, as the "Open Market" law passed by the National Assembly in March is going to take effect in July. Industry experts expect Apple and Google to reopen the "Game" category once the new law goes into effect and leading industry players in South Korea are reportedly ready for this event. The attached graphic (click to see full size version) shows the expected growth of Korea's mobile game market, without factoring in a return to the market by Apple and Google.
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