Fireside Chat: You Need to be in South Korea! Everything You Need to Know About G-STAR (and Beyond)
summary
South Korea is the fourth-largest games market with huge mobile strength (legacy MMOs moving to mobile) and roughly a mid-teens share of global revenue; expect licenses and premium IP to still drive outsized income alongside booming free-to-play and hyper‑casual hits. G-STAR runs a B2B virtual matchmaking platform open now plus a smaller Busan B2C showcase, tickets bundled via Pocket Gamer (discounted B2B pass ~USD 200). Key channels and tools are Kakao 95% reach, Naver and Line; start with Android, use local publishers for scale, and minimal localization often suffices for visual hyper‑casual games.
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chapters (11)
- 0:00South Korea’s gaming market
- 3:04Why Korean market matters
- 7:00Succeed in Korean market
- 11:39Korea’s game legislation
- 14:31Indie games in Korea
- 17:04iOS vs Android in Korea
- 18:31Monetization in Korea
- 21:20Premium games potential
- 23:08G-STAR 2020 B2B
- 26:57Korean business culture
- 28:20Attend G-STAR next steps
