G-STAR 2006 to be held at KINTEX in November
G-STAR 2006 to be held at KINTEX in November
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  • 승인 2006.05.01 12:01
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G-STAR 2006 A rising superstar in the global game market Under the slogan, "Coming up, a superstar in the global game market," the Game Show and Trade, All-Round (G-STAR 2006) will be held at Korea International Exhibition Center (KINTEX) in Goyang City, Gyeonggi Province on Nov. 9-12. The international game show, organized by the G-Star organizing committee, is supported by the Ministry of Culture and Tourism (MCT) and the Ministry of Information and Communication (MIC). More than 180 domestic and foreign game companies will introduce their new products and technologies at 2,000 booths at KINTEX. About 160,000 people, including government officials, executives and staffs, and experts in the game industry are expected to visit the exhibition to be held on a lot of 53,541 square meters. Nexon, NC Soft, SK Telecom, Gravity, MHN, Hanvit Soft and Windysoft will be among the list of domestic participants in the event, whereas Sony, Sega, and France Telecom will be among foreign participants. The game show 2006 is an international market place for games, where A to Z games are on display. It is a global game show featuring the hottest and the latest in online and mobile games, which are expected to become the leading growth sectors in the game market, a spokesman at the G-STAR organizing committee said. The international show is also a place where cutting edge products and services related to the game industry debut to the world's most enthusiastic population of gamers. The show will cover all game platforms from arcade and console to PC games. It will also place special highlights on online and mobile games, which are expected to dominate the future game market. "In the online and mobile sectors, Korea is playing an especially important role as the pioneer and the market leader," Hong Ki-wha, chairman of the G-STAR organizing committee, said. With more than 180 exhibitors from 10 countries, the G-STAR 2006 will be the largest game event in Asia. A premium event, designed first and foremost as an international market place where business transactions can actually occur, it will be divided into two sections, B2B ad B2C, Hong said. Aside from the promotional benefits of exposure to the most active and enthusiastic group of end-users in the world, exhibitors will be able to enjoy the benefits of its numerous exhibitor programs such as business matchmaking service, 1 on 1 trade meetings and IR seminars. In addition to its role as a medium for business to business transactions, the international event will be the stage where the latest and hottest trends in the game industry can be showcased, said the chairman of the organizing committee. Hong said that industry leaders could share their views on the important issues of the industry at the Korea game conference and monitor the rapidly changing consumer trend such as game music concert, game art exhibit and game contest. Noting that there are seven reasons for participating in the G-STAR 2006, Hong said, "Firstly, visitors can get everything they need to know about online and mobile games." Korea is an undisputed front-runner in the area of online and mobile games. The world's leading companies on the cutting edge of mobile and online game sectors will convene at the G - Star 2006 to share their knowledge on the latest technologies and market trends, he said. Secondly, participants can extend their marketing power on a mature market. Korea itself is an attractive and vibrant market, which is growing very rapidly. Aggressive publishers and active consumer base are generating millions of game downloads each year. Eager and early adapter gamers are waiting to snatch up the next big game, he said. Thirdly, success in Korea means success in Asia. Since the mid 1990s, the "Hallyu (Korean wave)" has been sweeping the Asia-Pacific region, from Taiwan, Japan and China to Vietnam and Malaysia. The trend, which originated from Korean TV dramas and movies that gained popularity throughout Asia, is labeling Korea's everything as "cool," "hip" and desirable. Today consumers all over Asia look to Korea for what's cool in movies, TV dramas, music, fashion, consumer electronics and games. "A success in the Korean market will carry entrepreneurs in making inroads in the vast Asian market," said Hong. Fourth, participants can conduct valuable market research and beta tests in the most advanced market in the world. Advanced IT infrastructure and a large number of consumers support the Korean market. As a result, the G-STAR 2006 will be one of the biggest gatherings of these consumers, making it an ideal platform in which game publishers can test their products before releasing them worldwide, he said. Fifth, the Korean government has pinpointed the game industry as one of the key industries that will drive the nation's economic growth, and had drafted numerous policies to support the industry. To empower the business, the Seoul government is promoting international co-development and cooperation by offering special incentives and benefits. Sixth, the G-STAR 2006 will provide business support services to assist exhibitors in obtaining tangible results from their participation. It will get participants in contact with the buyers and other industry professionals to help them achieve their goals for coming to the game expo. Seventh, it will be one of the largest gatherings of the world's game companies, he said. He also said that the G-STAR 2005 held at the KINTEX on Nov. 10-13 was successfully hosted with joint efforts of the MCT, MIC and the civil sector. It achieved a remarkable success in its size and quality with the participation of renowned global firms and interest from the public. For instance, the G-STAR 2005 attracted about 150,000 visitors, making Korea the hub of the Northeast Asian game market. About 2,000 buyers from 80 companies in 33 countries attended the game show and attained $200 million worth of export contracts through over 750 export consultations. World-famous game companies, including EA, SOE, THQ, UBI Soft, Acclaim, Disney, Eidos, France Telecom, Asiasoft, Tencent, and Orange, participated in the 2005 game show and held meetings with domestic major online and mobile game companies, such as Nexon, NCsoft, and SKT. In particular, Hanvit Soft had a meeting with Asiasoft and concluded a copyright contract between the two companies in Malaysia and Singapore. NC Soft concluded a strategic alliance with SNKP, a representative multimedia company in Japan, and both sides discussed about the joint development project for console game and online game. Chairman Hong said, "The G-STAR 2006 is a global exposition that encompasses the entire game industry, ranging from online, arcade to mobile and video. Game beyond the value of itself has its status upgraded to the culture industry that takes high percentage of overseas exports in addition to the creation of new culture. "In the pop culture, the Korean wave is popular as it is in the game industry. Accordingly, the G-STAR 2006 will prepare a place that will introduce competitive Korean and foreign games to the global marketplaces," Hong said. Meanwhile, the G-STAR organizing committee has organized a variety of cultural events such as game leagues, conferences, and seminars and support the game industry. In cooperation with the organizations at home and abroad, it will continue enhancing the global relations in the game industry, he added.

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