The Asian games market and G-STAR
summary
Asia supplies 47% of a $108B global games market, China ~25%, and Korea ranks fourth with ~17–18M mobile players and ARPU ≈ $87. Android/Samsung dominate (~80% Android), KakaoTalk drives messenger/payment integration, and viable entry routes are operate from HQ, partner with a local publisher, or establish a costly local branch—for small studios the recommendation is to work with major Korean publishers. G-STAR in Busan (Nov 15–18) runs ~2,800 booths, 670+ exhibitors and ~225,000 visitors.
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chapters (9)
- 0:00Introduction to G-STAR
- 1:05Asian gaming market overview
- 3:38Korean mobile game dominance
- 6:35Korean user preferences
- 9:46Payment systems in Korea
- 10:30Game distribution in Korea
- 13:02G-STAR event overview
- 15:01Why attend G-STAR
- 18:41Q&A session
related talks
30mThe big three – China, Korea, and Japan Markets Uncovered
21mSpeed Panel: Eastern Eye: New Opportunities in Asian Territories
25mThe games industry scenario in China – And the value a local publisher can provide
25mHow to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)
37mPublishing in Asian markets – The ‘how to’ discussion
18mMeet the Dragon's neighbours – South Korea and Japan
22mThe games industry scenario in China and the value a local publisher can provide
21mSuperstar Session: Gaming: Key Market Insights for 2020
