Seo said: "By our own estimation, we think GStar 2008 was a good opportunity for domestic game businesses to combine with foreign businesses. We tried to improve the quality with a drastic redesign of the B2B shell." Previous B2B shells were mainly composed of rigid meeting rooms. To make a more active and engaging B2B space, transformed the shell into a showcase. KOGIA created the B2B shell to be a real marketplace where business people can also buy and sell technologies as well as content.
It is time now to prepare for GStar 2009. It is urgent and important to accurately recognize the weakness of the Korean game industry and to lay out a scheme to improve it. Seo pointed out three important things that the Korean game industry should pay attention to.
First, the industry should breed skillful game developers. There is always a lack of game developers in the Korean game industry because every game company wants to hire people with a lot of experience in the field. It is frequent to poach an expert game developer who is working in another game company. KOGIA is managing a game academy to raise more skillful developers. Seo claimed that the most important part of their educational process is to teach students to make creative games. Seo emphasized that the only way to compete with foreign games is to develop unique and creative games. It is more desperate for small-scale game companies because a portfolio with creative games will appeal more to other companies when they try to merge.Second, it is important to support the weak mobile game industry. Currently, the Korean mobile game market is only a 220 billion won industry. While the online game market is growing at the rate of 26% every year, the mobile game market is almost at a standstill. Furthermore, except for three major companies - Com2uS, Nexon Mobile, and Gamevil - all companies are small. KOGIA also supports these small mobile game companies by providing concrete education support and game contests.
Third, the Korean game industry should focus on console games and arcade games which Korea has missed out on until now. But it doesn't mean that Korea has to change its main field from online games to consoles and arcades. Seo laid his finger on the recent trend of multi-platform game development. With this kind of technological improvement in the near future, we will be able to enjoy many online games on a console or arcade and vice versa.
Therefore, this is the right time for Korea to pay attention to the console and arcade game market.