Ideal Game Partners
Ideal Game Partners
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  • 승인 2006.01.01 12:01
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Korea-China Game Industry Development Association Korea-China Game Industry Development Association constructs a win-win business bridge Merging Technology and Market Size Korea's game technology and China's huge market are seen as complementing each other perfectly. Yet, since there is not up till now a vast bridge of business, which can boost mutual confidence and collaboration, the two countries still remain relatively far apart in effective communication and corresponding results.
Flowing from this, in the interests of mutual benefit and business development, there is an urgent need to construct a new type of business bridge, according to the chairman of the Korea China Industry Development Association (KCGA), Lim Dong-keun, in an exclusive interview with The Korea IT Times. Concerning a point which deserves Korean enterprises' attention when attempting game business with Chinese counterparts, the chairman advises that they can put trust in Korea only when it is absolute in terms of technology, Korean counterparts can provide them with advanced technology. In that respect, he further advises domestic game publishers not to do business from a short-term perspective. Established in late 2002, KCGA has in various ways been supporting Korean online games' inroads into China and in particular, has under way projects to construct business models by stages. Both countries can thus be in a win-win relationship, moving away from historical disputes. Lim stressed that a relevant game body like KCGA has to pave the way by establishing a bridgehead between the two countries, pointing out that structurally, smaller game publishers cannot go into China, adding that the Association is scheduled to begin profit business by realizing a private sector collaboration model in 2006. In regard to Korea's cutting-edge technology and the special features of Korean game compared with competing countries which made inroads into China, Lim elaborated: "Thanks to our advantage of a homogeneous culture, Korean-made game was meanwhile able to succeed in China, but to achieve even greater success, their tastes and culture must be coated with Korea's core technology. Owing to South Korea's close geographical location, and sentimental amity etc., I believe that Korean game can secure a more favorable position in China than any other competing regions." Especially, the chairman noted that Korean online game models which commenced to make inroads into China from the early 21st century caused conflict between Korea and China in many cases and allowed to accumulate trouble and complications with several problems such as technology transfer and profit's sharing. Breaking from the convention, the two countries' counterparts have to build a new business bridge with a strategy in which both parties together can win-win by accumulating confidence based on past experience, Lim underlines, ordering that domestic game publishers should not sit on too closed about technology and have to attempt technology transfer boldly. About China inroads as well as game supply method's fairness, he commented that it is necessary for both parties to bear risk burdens and also their successes according to online game's supply. Lim has committed himself to do his best for the Association to provide its member game publishers with an environment in which they can purse business with their Chinese counterparts based on confidence and mutual respect. In the past, there was no choice for a number of Korean game publishers but to get frustrated since an organization's system to reconcile mutual and confidence had not been constructed. KCGA, on the other hand, has an attempt to apply 3D vertical technology to online game under way with KDC (www.kdccorp.co.kr).

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