저작권자 © Korea IT Times 무단전재 및 재배포 금지
By overcoming challenges in 2006, such as China market, 'pay-to-play and social jealousy, there is hope for Korea's game industry
The main challenges confronting Korea's game business circles this year were named as the China market, pay-toplay, and overcoming rivalries.
To begin with, regarding the attractive, but threatening, China market, Korean online game's power is rapidly declining in China. On-the-spot games in China are holding from first position to third position in the market at the moment. As we recall those days when Korean-made games swept the top 10 positions formerly, it seems as if we are separated by an age.
Fortunately, Korean-made casual games are enjoying rapid growth in the domestic market despite the declining popularity of MMORPG (Massively Multiplayer Online Role-Playing Game).
Second, what will be an alternative to resist Pay-to-play MMORPG, which began service with a fixed amount system model last year, failed hopelessly. User resistance about 'Pay-to-play in the New Year too is expected to become more intensified.
Part of the 'Pay-to-play model which was generalized in casual game, is likely to be popularized up to MMORPG more.
Third, industrial positiveness has to be improved. As game industry's export amount exceeds $ 500 million and e- Sports repeats its explosive growth, society's perceptions to see game are changing swiftly. Yet, there are still people attributing fundamental causes of anti-social pathology phenomena to game. Accordingly, game business circle's efforts are needed even more to convert such views regarding a negative side of the industry.