MGAME Sweeps Prizes in China with "Yeolhyeolgangho"(A powerful, hot-blooded man)
MGAME Sweeps Prizes in China with "Yeolhyeolgangho"(A powerful, hot-blooded man)
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  • 승인 2006.02.01 12:01
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MGAME Corp. swept prizes in China with its popular game, "Yeolhyeolgangho" (A powerful, hot-blood man). "Yeolhyeolgangho," developed by the game company, won awards in the four categories of the 2005 Chinese Online Game Industrial Conference, a company spokesman said. The four categories are the popular game ward for teenagers, the online game operation award, the online business supporting award and the game industry new face award.
It reflects that South Korea is a global online game powerhouse, he said. Reflecting its high competitiveness, MGAME received the president's award and the popular award at Korea Games Conference in 2005. It also won the "Gold Finger Prize" and other awards in the three fields in China, a country where the "hallyu (Korean wave)" fever caught fire last year. Encouraged by favorable results, MGAME plans to actively push ahead with its advancement into foreign markets this year with its three chivalry games - A powerful, hot-blooded man, a hero and the spirit of ghost. The scope of our company's advancement will expand from the present Asian regions, including China, Taiwan and Japan, to the United States, North America and Europe, he said. Besides the title exports, MGAME is also making a strong push for establishment of its branches in foreign countries this year as a means of actively tackling foreign markets. MGAME, the first generation of game portal, is a true game portal company, whose ability has been officially proved with a variety of titles. For the first time in the history of the Korean game industry, MGAME offered the "Dark Saver" game on the Chinese market. It is a leading game company in exploring overseas markets. MGAME exports its own game products to about 20 countries in the world, including China, Taiwan, Japan, the United States and Europe. Its profits stemming from exports account for 30 percent of the total sales of the domestic game industry.

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