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admin | Category: Phone Lookup Free | 19.08.2015
The Latis Global Communications team is very pleased to announce a partnership with the folks at Steel Media’s, Pocket Gamer Biz.
With over 700 games on display and thousands in attendance, the booth girls weren’t the only ones shining the eyes of eager Korean developers at ChinaJoy 2014.
Hopes were high for small and mid-size Korean studios that the conference would open doors to more opportunities than the domestic market. With over 2,000 studios operating in Korea competing for the top spots in just a few stores, stiff competition has forced smaller developers to start seeking opportunities abroad.
But there is a growing sense of concern in Korea that China is becoming more foe than friend in the tech industry. After the display by Chinese developers at this year’s ChinaJoy, some Korean developers are concerned mobile gaming will see a similar trend, and the Chinese market will change from one of open opportunity to one rife with the same competition they are facing at home. Don’t forget to follow us on Twitter and Facebook for more great coverage on the Asian game industry!
In this modern age of globalization, reaching beyond your own market and expanding into a different one makes sense from many different perspectives. While there are many large and successful markets within Asia, its impossible to deny the explosive growth and success of the Korean gaming market. With a heavy saturation of mobile devices, and a population that embraces and plays titles faster than any other country in Asia, now has never been a better time for foreign developers to make the leap into the Korean market. If you’re wondering why this matters for games, the answer comes from Kakao’s own distribution service. While western developers are used to prioritizing the iOS market place over Google Play, it’s important to realize that in Korea, the opposite is true.
For a developer unfamiliar with the Korean market, it may seem like a daunting task to try and enter the fast paced and demanding market.
Mid-core games have more advanced game mechanics and require more commitment than casual titles. Hardcore games offer the most complicated and time consuming gameplay, requiring the user to invest the most amount of time and effort in the game.
With a high saturation rate of users, a market that makes millions of dollars daily and a niche that is still waiting to properly explode with popularity; the opportunity for western developers to publish their titles in Korea has never been more advantageous.
In game events and promotions are a way for publishers and developers to accomplish two things with their game: to keep their current user base interested and to gain new players to expand the game’s numbers.
Along with selling the initial game itself, the right kinds of advertising for in game events requires not only a keen understanding of the game’s audience, but the game itself. Koreans are crazy for celebrities, and love to see them interacting and using the same things that they do, including playing the same games as them. While a majority of western gamers may find the use of pop ups in games cumbersome and annoying, Korean games tend to be more accepting and receptive towards in game pop ups and pre game screens, reminding of them of the latest event. Message apps like Kakao also have the ability to add Plus Friends related to games that integrate with your friend’s list and send messages about each game event.
While savvy marketing and smart integration are important to running successful events, the most fundamental factor in separating successful events from failures comes down to one question: Is it worth the time? Events that show up around specific days such as holiday or nation-wide events have shown to be successful. For more in depth titles such as MMORPGs, having events is important to convincing players to keep playing.
It’s important to note that while in game events may differ across different genres and different publishers, the successful games all share the same thing when it comes to events. In game events if created with the user in mind, can provide a way to boost interest in a game and allow a game to continue to be successful by offering players new reasons and most importantly, new interest in a game, potentially allowing a game to thrive in an always competitive and always changing mobile market. The team at Latis Global is glad to send Kakao Games a big congratulations on their 2nd anniversary.


As always remember to follow us on Twitter, LinkedIn, and Facebook, for more great articles about games in Korea. Starting this month, Latis Global will be contributing a bi-monthly article featuring opinion and news on Korea’s mobile game industry. While some have set their sights on western audiences, others have looked a little closer to home. Expanding to larger group of users who are interested in playing your titles is an excellent way to increase revenue and brand awareness across a global market. With a total worth of over 9 billion dollars that continues to steadily grow, the gaming market, and specifically the mobile gaming market is one success story after the other, with some of the most popular mobile titles making up to $300,000 daily in revenue.
Within that 100% nearly 95% of all users use a messaging platform to communicate with their friends and family. Along with communication, Kakao also offers users a gateway to download books, coupons and even games through its service. With Android devices making up the majority of hardware sales, Android enjoys over a 90% share of the market. While there are some barriers to crossing over to this market, understanding the market and having a plan that allows developers to utilize various platforms and market places is the key to success. Examples of this are the hack and slash titles and action RPGs, such as the mobile blockbuster Blade, produced by 4:33 studios. RPG’s and Turn Based RPG’s are most common in the hardcore genre, including titles such as Soul of Legend, a mobile MOBA. Not only is it a less saturated  market, but they also tend to monetize better, with users willing to pay more and invest more of their time in their games.
Researching your demographic, knowing what the audience wants (or what is popular) and most obviously, having a great game are the keys to succeeding in Korea. While it may seem like a straightforward way to gain new players and keep your old ones, there is much more that needs to be done in order to keep your existing audience happy and convince newcomers to download your game. It goes without saying that if you’re going to promote for an event for Blade, you’re not going to have cutesy animals dancing all over the screen.  Along with having a promotion that matches the tone of your game, there are also some general things to keep in mind. Unlike western audiences, Koreans rarely want a bullet point explanation about each event or item give away.
Flashy banners with lots of colors and big letter fonts will usually catch the people’s attention.
Using various forms of social media are also effective ways of promoting events and also gaining a look at the amount of interest people are showing as well. Through the seamless merging of games with social platforms, publishers have the power to promote and advertise for their game’s events in a way that a majority of Korean gamers find both useful and un-intrusive in their daily lives. They care about their time and effort spent playing games and are always looking to feel like their hard work and playtime are rewarded. Popular games such as FIFA Online 3 ran a variety of World Cup themed events that proved to be very popular among users. One example is Sunkuk: Rule the World, an MMO that has in game events as a main feature, featuring new events with new items and prizes available everyday rewarding players simply for logging in and participating.
Events must quickly catch the attention of the player, offer strong incentives to participate and feature events and timing that coincide with the real world.
For the past two years, the mobile gaming platform has gone from a small up-and-comer with just a few games, to one of North East Asia’s most important distribution platforms boasting hundreds of AAA and indie titles.
The feature will be called The News Gangnam Style, and will appear in the Pocket Gamer Biz Asia section.
While messaging platforms are beginning to pick up steam in North America and Europe, in Korea popular platforms like Kakao have dominated the scene for over several years, and show no signs of slowing down. The introduction of games has proven to be a massive success, with a majority of the most popular and highest grossing mobile titles in Korea coming from Kakao.


Messaging platforms are starting to catch on with game distribution, with other similar services to Kakao such as Band, Line, and MyPeople starting to offer games through their services.
These include games like puzzle games  and endless runners, such as the famous Cookie Run, developed by Devsisters.
While some mid to hard core games have begun to find success, it is no where near the same level of saturation as the casual tiers, this means that the market is ripe for new ideas and new titles. Like nearly every other aspect of selling a successful mobile game in Korea, planning, knowing and respecting your audience are key factors to having in game events and promotions that maintain interest or fall flat on their face.
Short, funny promotions using characters from the game or real life celebrities (more on that later) can help grab the attention of Korean gamers. For example, the game Chagu Chagu often features ads with large font, action scenes from the game and an excited announcer. Often you’ll see games with famous K pop stars and actors playing popular mobile games in an attempt to promote new content. Using the example of Chagu Chagu again, the game sends messages and updates to a user’s phone to remind them of events and the amount of time they have to participate.
All mobile games, eventually fall to the point of being too repetitive and simplistic to gamers, who then begin to look elsewhere for a new, exciting experience. Golf game Golf Star has events that happen during the different seasons and offer different items, avatars and discounts for the summer period. Gamers are much more likely to remember to participate in events related to real life things rather than try and remember specific time periods. The first article, titled China: An opportunity or threat for indie Korean mobile game developers?, was published last week. With over 70 million users in other countries using Kakao and over 90% penetration rate for Korea, Kakao is a platform to connect with all demographics. Learning how to publish through Kakao offers a huge advantage when it comes to promotion and distribution with a large network of users who can advertise and share a game with the swipe of a finger. As such,  Apple has barely made a foothold in the marketplace and domestic game developers tend to take and Android first approach. While Kakao definitely has a strong grip on the messaging and gaming market, success outside of Kakao is not impossible.
While these are by far the most popular titles in Korea, they also come from a market that is the most crowded and most competitive and they don’t monetize as well as mid-core and hard-core titles. Don’t forget to connect with us on Twitter, Facebook, and LinkedIn for more pro-tips on making hit games for Korea.
People who play the game are already familiar with how the game works, so focusing on getting to the point quickly makes for more effective advertising than a tepid run down of each promotion or event. A player beginning to become bored with a title may now have a renewed interest if one of their favorite stars is promoting the game, and showing off new content.
The most successful mobile games know this and are always trying to offer new events with different kinds of prizes ranging from in game items that are either rare or exclusive, to real life prizes such as cash and Macbooks to keep people interested. For example, Clash of Clans, is the number two highest grossing title in Korea as of this writing,  and it is not distributed through Kakao. The genre also suffers from a lot of copy-catting as smaller studios try to get a slice of the pie.
Success without Kakao is entirely possible, as a well made and popular game will sell regardless of platform. Knowing what Korea likes to play is another big step in confidently breaking into the market.



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