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The Korean playground is virtual

Monday, November 26th, 2007

A Korean gaming news website published results of a survey among young internet users. The survey has been conducted by two websites www.Puppyred.com and www.ontooniverse.com among 86.000 surfers aged 8-13. Puppyred.com is something like Second Life for children, whereas Ontooniverse.com is a website of a cable TV program comparable to Cartoon Network. Despite a likely bias in the survey population some of the results are fascinating and frightening at the same time.

Approximately 62% of the participants use the internet 1-2 hours a day. This may not sound a lot to you but in Korea even young school children return from school around 6 p.m. or even later. Subtracting time for having dinner and eventual homework these two hours represent probably 80%-90% of their free time during one day. This is underlined by the fact that 92% surf from home. What do the kids do online on their virtual playground? Well the same thing we used to do on real playgrounds, i.e. playing (39% play online games) and meeting friends (27% work on their “Minihompi” or visit their friends’ “Minihompis”). In connection to that it is not surprising that CyWorld is the second most popular website (29%) just after naver (57%).

This trend underlines the appearance of a truly digital youth. However in Korea it gets an almost dangerous dimension which ultimately will further increase problems like internet addiction. On the other hand this early embrace of the internet and its virtual worlds is a good explanation why Koreans usually are regarded as tech savvy, which enhances the development of new services and businesses in the TMT sector.

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Political edutainment for the “thumb generation”

Tuesday, November 20th, 2007

As you might know approximately one month ago we had presidential primaries of one party in which voting via SMS was allowed. Moreover the upcoming presidential election (held mid December) will be the first one with a reduced voting age (19 instead of 20 years of age). These two factors have increased the importance of young voters for policy makers, although the “thumb generation” is claimed to be relatively apolitical.

A way how this could be changed is a newly published mobile game called “President Tycoon” in which you have to lead your virtual character to victory. It can be downloaded on a Korean mobile for approximately 1 USD. Considering a mobile penetration of above 90% in the segment of 18-24 year olds in my point of view this could be a good way to sensitize this segment for political issues. In my point of view one logical extension of this model would be to utilize it for a certain candidate or party, provide it as a free download and utilize real contents from the political program – this would be real edutainment for the “thumb generation”. And also for the upcoming “thumb generations” in other countries.

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Impressions of GStar games exhibition

Monday, November 12th, 2007

Lately gaming has received significant attention as an emerging multi billion dollar business. PricewaterhouseCoopers expects the video game industry in Asia/Pacific which is the largest market to grow by 10% annually from 11.7 billion USD in 2006 to 18.8 billion USD by 2011 excluding spending on hardware and possible revenues from in-game advertising. So although being a fun sector it offers promising business opportunities. From the 8th until 11th of November the third edition of GStar games exhibition took place in Ilsan a satellite city of Seoul. Since I live in Ilsan and the fair ground is just a five minutes walk away I from my place, I seized the opportunity and had a look at it last Friday.

Unfortunately still exhibitors as well as audience had a strong Korean bias, with no major Western game company being present on GStar. Because of cultural factors and differences in the way people play there is no global gaming community yet (besides a few examples like World of Warcraft). But according to key note speaker Gordon Walton from Bioware, especially the Western younger generation is attracted by Asian style games and content. Moreover he stated that factors like the high number of developers, massive competition among those and strong demand will make Asia the leading region for game development in the future.

Besides that I had a close look on mobile games. Although lagging behind 8-9 years in terms of graphics, Koreans do use their mobile for gaming. Especially when using public transportation it is a good way to spend the time. One feature which could make mobile gaming attractive for business is that also girls are using their mobile for playing. With 3G phones it will open new business opportunities in the fields of advertisement related and multiplayer mobile gaming. And Korean users are once again likely to be the leading early adopters in the world.

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