Sunday, July 23, 2006
Nexon mobile Releasing Three Games Aiming at Summer
Nexonmobile is to concurrently roll out three games in genre of casual game, sports game, and role playing game aiming to dominate the market in summer. The company targets diverse age groups with 'Crazy Arcade B&B 2007', 'Crazy Baseball' a mobile games based on the popular online game'Crazy Arcade' and 'Epic Chronicle II' a large-scaled RPG game.
'Crazy Arcade B&B 2007', the leader of three games, is an action puzzle game based on the online game 'Crazy Arcade B&B' and, in which monsters, objects, item, and map themes with diverse characters not less than the online version appear. And it doubles excitement recreating 'Bula' an online version mission map as a quest for friends.
KARTRIDER into the Mobile Phone
'Crazy Baseball' a mobile baseball game is made to enjoy a game with a team that user forms with friendly characters like Baezzi, Marid, Digini. User can use items used in the online version of Crazy Arcade like Buster, Water-fly, and spaceship to a baseball game.
'Epic Chronicle II' representing a dramatic RPG game is said that the outstanding graphic and unique system of the game exceeded the limit of a mobile RPG.
Friday, July 21, 2006
LG Mobile Targets New Generation
LG Mobile has been relatively low in market share but recently due to their stylish and breakthrough design, 'Chocolate Phone', they have blockbuster in the making. LG Mobile finally hit the sweet spot in the faddish mobile phone market. The Chocolate garnered industry accolades such as the prestigious European 2006 Reddot Design and IF awards for its exellence in design and user-interface, and has been drawing a lot of orders from distributors. And the handset was ranked the best selling mobile phone by Carphone Warehouse, Europe's biggest mobile phone retail chain.
LG Mobile is promoting its name recognition to a much higher standard via '2006 LG Action Sport' tournament, combining handset and extreme sport. The largest world scale extreme sport tournament, 'LG Action Sport Championship' draws impressive attention and it cut the first tape in Netherlands. LG Mobile is in session of '2006 LG Action Sport European Tour' hosting the tournamet for two days(July 14~15th) in Dance Valley, on the outskirt of Amsterdam, Netherlnands. Thus, to enhance brand image which implies challenge and youth.
The LG Action Sports World Tour was created to tie this global phenonmenon together into one global circuit that spreads the gospel of action sports. Designed to showcase these incredible sports to new audiences, to build heroes, and to help launch new careers for tomorrow's brightest stars, the LG Action Sports World Tour is the only global multi-sport series bringing A-list talent to a cohesive set of contests on multiple continents.
All New Chocolate Phone-LG KV6000
In the event, LG Mobile is using SMS via handset and drawing substantial interests from European youngsters through carrying out preview exhibits of 'Chocolate Phone' which is one of the hottest model around the world from exclusively made for 'Chocolate Phone' handset booth.
LG Mobile expects the Chocolate's popularity will help expand its reach in Europe for the new generation, where sales are less than half those in the U.S.A. This year LG Mobile seeks to sell 70 million handsets, with GSM phones making up more than half of the total. The company sold 55 million phones last year. It's vital for LG Mobile to boost its European, espeically new generation, if it is to achieve its target of edging past either Samsung or Motorola to become the world's No.3 by 2008 or 2009.
LG Action Sport - Amsterdam, Netherlands
The LG Action Sports program is typical of LG Mobile event: Work patiently and strategically and strive to be the mobile leader by putting out the best products with a long-term vision and focusing on new generation to be the next future consumer. You won't want to miss even a second of these amazing events. Keep your eyes out for the 2006 LG Action Sports World Tour. It just might be coming to your town next!
Thursday, July 20, 2006
Korea's e-sport has become an icon to success
Lee Yoon-yeol who is attached to one of the professional Starcraft online game teams, PANTECH EX, a front man of the team comes into the spotlight by German financial paper, Handelsblatt. Only 21 years old, the progamer is making more money than the usual exucutives. Lee's annual income is over $800,000 and the number of his fan club members are skyrocketing to 170,000 members. In Korea, it's already an old fairy tale, that progamers are loved by people as to famous sports star or singers.
Through PANTECH-EX's player, Lee Yoon-yeol, Handelsblatt has concentrated the spotlight on PANTECH's interrelated distinctive marketing and Korea's e-sport industry. Annually, PANTECH-EX is sponsored around $1,500,000 by wireless mobile handset manufacturer, PANTECH.
There are 3 professional channels, broadcasting only computer games and 11 other professional Starcraft online game teams mostly attached to large enterprises.
Korean government is encouraging domestic game developers to march with a game boom phenomenon.
This year, PANTECH's interrelated enterprise has opened up a market in supplying 3G handsets to German mobile communication operator, E-plus. Armed with state of the art technology and design, mega-pixel camera phone has released in France, drawing steady interests from Europeans.
Shinhan 2006 Season 1 OSL (Ongamenet Star League) OPENING
Wednesday, July 19, 2006
Samsung & SK Telecom Joint Collaboration Boost HELIO
Helio is a joint venture between SK Telecom, Korea's leading mobile communications company, and EarthLink, the nation's next generation Internet service provider. The company is capitalized with $440 million of partner investments. Helio Guarantees total happiness in services.
Starting October, SK Telecom will concentrate on global operation to enhance 3G network access. Samsung will supply premium class CDMA handsets to Helio. In addition to supply of handsets, as CDMA wireless mobile operator, Sprint's communication network standard meets compatible, Samsung is planning to provide three types of premium class handsets with built in enhanced service function to Helio.
Samsung has shown outstanding support as VK went bankrupt. Starting 4th quarter, Helio will reorganize its main line-up to Pantech and Samsung. Since, Samsung has much higher name recognition than VK and Pantech, they're expecting to have quite an impact in drawing substantial subscribers.
TV commercial specially targeted for Korean Americans
TV commercial specially targeted for Americans
Monday, July 17, 2006
Future is in South Korea
This is an intersting article on what South Korea can provide to the rest of the world written by Business 2.0.
The future is in South Korea
Smart investments in broadband there have paid off in the form of a hyperconnected society -- here's how we can start reaping the benefits.
By Chris Taylor, Business 2.0 Magazine senior editor
June 14, 2006
SAN FRANCISCO (Business 2.0 Magazine) - I, for one, welcome our South Korean overlords.
Ninety percent of the country has blazingly fast, 3-megabits-per-second broadband at home, and similarly high-speed wireless connections on the road. The telecom market is fiercely competitive, and broadband service costs the consumer less than $20 a month.
There are 20,000 PC baangs, or Internet cafes, where you can rent a superfast machine for $1 an hour. Online gaming has become a way of life, with nearly 3,000 South Korean videogame companies boasting combined revenues of up to $4 billion.
As a result, South Korea has become the world's best laboratory for broadband services - and a place to look to for answers on how the Internet business may evolve.
Smart bet on broadband
How did this come about? In 1995, the South Korean government made what must rank as one of the most shrewd and far-sighted investments in business history. It spent big on a nationwide high-capacity broadband network that any telecom operator could offer service on, and offered subsidies so that 45 million Koreans could buy cheap PC's. Cost: a mere $1.5 billion.
Fast-forward 11 years: Korea is now the most connected and Net-addicted country on Earth. There are a few American companies who have benefited from the South Korean broadband boom: Blizzard, for example, makes a popular online game called Starcraft which is so widely played in South Korea that two TV channels broadcast Starcraft matches between professional players.
But the most popular services are homegrown.
Cyworld, for example, is a social network owned by a subsidiary of SK Telecom, the country's largest wireless provider. To an American eye, the Cyworld service looks like a mixture of some of the hottest US properties: it's MySpace meets Flickr and Blogger and AIM and Second Life.
Users have avatars that visit and can link to each other's "minihompy" - a miniature homepage that's actually a 3-D room containing a users' blog, photos, and virtual items for sale. Cyworld's digital garage sales include music, ringtones, clothes for your avatar and furnishings for your own minihompy.
Cyworld has penetration rates that would make Rupert Murdoch, CEO of MySpace parent News Corp. (Research), green with envy: An astonishing 90 percent of South Koreans in their 20s use the service. Celebrities and politicians set up their own minihompies, and the way to get ahead in twentysomething Korean society is to found a popular Cyworld club, or chat room.
Printing money
Most importantly, Cyworld is a license to print money. The service itself is free (and available on cellphones as well as online), but to buy all the extras - like ringtones and virtual furnishings - will cost you "acorns," the service's virtual currency. Cyworld sells its users $300,000 in acorns every single day.
With such a proven revenue stream, Cyworld is expanding fast. It launched in China and Japan last year, and a US launch is slated for later this year.
Some might dismiss it as a Korean novelty, but all of Cyworld's elements, individually, have been successful on these shores. And teens and twentysomethings who use social networks tend not to have much brand loyalty to one service if another offers cooler features. SK Telecom's ace in the hole is its experience with running a social network on mobile devices.
"Every social network is going to have to have a mobile component over the next year," predicts Jill Aldort, an analyst at Yankee Group. "It gives more stickiness to the service. There's going to be a social networking fatigue factor - users need novelty. And Cyworld clearly has more functionality than MySpace."
Whether or not Cyworld succeeds in the U.S., South Korea is going to continue aggressively targeting American Internet users. Its government has set a target of $1 billion a year in online game exports by 2007.
NCSoft, the company that runs Korea's most popular multiplayer online role-playing game, Lineage, has found a string of successes in the U.S. by learning quickly what Americans love: its City of Heroes and City of Villains online games were both number one hits here.
Lost in translation?
To be sure, there is much about South Korean culture that doesn't translate well. The country's love of cuteness is a little too saccharine for American tastes.
And part of Cyworld's success can be chalked up to users' incessant message-swapping - not answering a missive from a friend with all due speed is considered a faux-pas in Korean society.
There is a chance that the rise of broadband and the rise of online gaming will not be so interlinked on this side of the Pacific (though the runaway success of World of Warcraft suggests otherwise). There's a chance that US social networkers may prefer a stripped-down service with no avatars, bells or whistles.
But don't forget that US wireless operators used to dismiss Japanese advances in mobile phones in much the same way. Do users really want to send text messages, watch video on their phones, or buy ringtones, they mused, or is that something peculiar to Japan? Well, as it turned out, they do, and companies that bet early on the notion that technology can cross cultural boundaries, like Sprint Nextel (Research) and Cingular, won out.
So think twice before ignoring what's going on in Seoul. That shrewd government investment a decade ago may just have created a broadband hothouse that can give us a glimpse of the Internet culture's future.
The future is in South Korea
Smart investments in broadband there have paid off in the form of a hyperconnected society -- here's how we can start reaping the benefits.
By Chris Taylor, Business 2.0 Magazine senior editor
June 14, 2006
SAN FRANCISCO (Business 2.0 Magazine) - I, for one, welcome our South Korean overlords.
Ninety percent of the country has blazingly fast, 3-megabits-per-second broadband at home, and similarly high-speed wireless connections on the road. The telecom market is fiercely competitive, and broadband service costs the consumer less than $20 a month.
There are 20,000 PC baangs, or Internet cafes, where you can rent a superfast machine for $1 an hour. Online gaming has become a way of life, with nearly 3,000 South Korean videogame companies boasting combined revenues of up to $4 billion.
As a result, South Korea has become the world's best laboratory for broadband services - and a place to look to for answers on how the Internet business may evolve.
Smart bet on broadband
How did this come about? In 1995, the South Korean government made what must rank as one of the most shrewd and far-sighted investments in business history. It spent big on a nationwide high-capacity broadband network that any telecom operator could offer service on, and offered subsidies so that 45 million Koreans could buy cheap PC's. Cost: a mere $1.5 billion.
Fast-forward 11 years: Korea is now the most connected and Net-addicted country on Earth. There are a few American companies who have benefited from the South Korean broadband boom: Blizzard, for example, makes a popular online game called Starcraft which is so widely played in South Korea that two TV channels broadcast Starcraft matches between professional players.
But the most popular services are homegrown.
Cyworld, for example, is a social network owned by a subsidiary of SK Telecom, the country's largest wireless provider. To an American eye, the Cyworld service looks like a mixture of some of the hottest US properties: it's MySpace meets Flickr and Blogger and AIM and Second Life.
Users have avatars that visit and can link to each other's "minihompy" - a miniature homepage that's actually a 3-D room containing a users' blog, photos, and virtual items for sale. Cyworld's digital garage sales include music, ringtones, clothes for your avatar and furnishings for your own minihompy.
Cyworld has penetration rates that would make Rupert Murdoch, CEO of MySpace parent News Corp. (Research), green with envy: An astonishing 90 percent of South Koreans in their 20s use the service. Celebrities and politicians set up their own minihompies, and the way to get ahead in twentysomething Korean society is to found a popular Cyworld club, or chat room.
Printing money
Most importantly, Cyworld is a license to print money. The service itself is free (and available on cellphones as well as online), but to buy all the extras - like ringtones and virtual furnishings - will cost you "acorns," the service's virtual currency. Cyworld sells its users $300,000 in acorns every single day.
With such a proven revenue stream, Cyworld is expanding fast. It launched in China and Japan last year, and a US launch is slated for later this year.
Some might dismiss it as a Korean novelty, but all of Cyworld's elements, individually, have been successful on these shores. And teens and twentysomethings who use social networks tend not to have much brand loyalty to one service if another offers cooler features. SK Telecom's ace in the hole is its experience with running a social network on mobile devices.
"Every social network is going to have to have a mobile component over the next year," predicts Jill Aldort, an analyst at Yankee Group. "It gives more stickiness to the service. There's going to be a social networking fatigue factor - users need novelty. And Cyworld clearly has more functionality than MySpace."
Whether or not Cyworld succeeds in the U.S., South Korea is going to continue aggressively targeting American Internet users. Its government has set a target of $1 billion a year in online game exports by 2007.
NCSoft, the company that runs Korea's most popular multiplayer online role-playing game, Lineage, has found a string of successes in the U.S. by learning quickly what Americans love: its City of Heroes and City of Villains online games were both number one hits here.
Lost in translation?
To be sure, there is much about South Korean culture that doesn't translate well. The country's love of cuteness is a little too saccharine for American tastes.
And part of Cyworld's success can be chalked up to users' incessant message-swapping - not answering a missive from a friend with all due speed is considered a faux-pas in Korean society.
There is a chance that the rise of broadband and the rise of online gaming will not be so interlinked on this side of the Pacific (though the runaway success of World of Warcraft suggests otherwise). There's a chance that US social networkers may prefer a stripped-down service with no avatars, bells or whistles.
But don't forget that US wireless operators used to dismiss Japanese advances in mobile phones in much the same way. Do users really want to send text messages, watch video on their phones, or buy ringtones, they mused, or is that something peculiar to Japan? Well, as it turned out, they do, and companies that bet early on the notion that technology can cross cultural boundaries, like Sprint Nextel (Research) and Cingular, won out.
So think twice before ignoring what's going on in Seoul. That shrewd government investment a decade ago may just have created a broadband hothouse that can give us a glimpse of the Internet culture's future.
MySpace is Cyworld in Korea
Cyworld or simply CY (Similar to Blog but more close to the concept of Web 2.0) has been one of the most successful merger of SK Telecom (or SK Communications if to say accuratley) has ever made so far and it actually creates ‘substantial’ revenue.
CY has been a really interesting social phenomenon in Korea for last couple of years and made huge impact to both general customer and businesses. Creating attractive CY was one of the highest priorities for the FMCG companies and the word 'CY Marketing' were newly created which can be interpreted as 'marketing activities utilizing CY'. Even the politicians or celebrities use CY to communicate with their supporters and fans.
It is like having you home not in physical location but in online space Mini Homepage or widely known as Mini HomPy, where CY users are putting their efforts to decorate it more nicely than others.
'And here come the secret of making money using CY.
Koreans (In Fact every one in the world) wants to differentiate themselves with others. It is why luxury goods, good costumes, jewels and many more items are sold in high price. But in order to differentiate youself with others you need something, say money, intelligence, degree, class, which is not easy to get instantly. You have to invest such as time, effort, hard working in order to get this.
But CY allows you to have this at least in virtual space with relatively cheap price with shortened period of time. You can be attractive in virtual space and differentiate yourself with mere efforts. It is like having Starbucks or consumable luxury not in real life but in on line. CY will not work exactly same on other countires as it has been in Korea, and there are more than ‘the instinct of questing differentiation’ to explain ths success of CY such as the growing importance of social networking.'
But in business wise, how Cyworld made money? Cyworld saw the businss opportunity (each individual wanting to differentiate themselves in a easy way) and allowed them to achieve that instinct (using digital items to decorate their personal online territory). It is classic business strategy. Find the business opportunity, and using smart STP (especially 10s, 20s) to lure the customers.
This is quite simple version of the success of Cy which is purely my personal view. I am happy to receive more open discussions/questions/ideas.
You can read more detail on CY from recent Business Week article www.businessweek.com/magazine/content/05_39/b...
CY has been a really interesting social phenomenon in Korea for last couple of years and made huge impact to both general customer and businesses. Creating attractive CY was one of the highest priorities for the FMCG companies and the word 'CY Marketing' were newly created which can be interpreted as 'marketing activities utilizing CY'. Even the politicians or celebrities use CY to communicate with their supporters and fans.
It is like having you home not in physical location but in online space Mini Homepage or widely known as Mini HomPy, where CY users are putting their efforts to decorate it more nicely than others.
'And here come the secret of making money using CY.
Koreans (In Fact every one in the world) wants to differentiate themselves with others. It is why luxury goods, good costumes, jewels and many more items are sold in high price. But in order to differentiate youself with others you need something, say money, intelligence, degree, class, which is not easy to get instantly. You have to invest such as time, effort, hard working in order to get this.
But CY allows you to have this at least in virtual space with relatively cheap price with shortened period of time. You can be attractive in virtual space and differentiate yourself with mere efforts. It is like having Starbucks or consumable luxury not in real life but in on line. CY will not work exactly same on other countires as it has been in Korea, and there are more than ‘the instinct of questing differentiation’ to explain ths success of CY such as the growing importance of social networking.'
But in business wise, how Cyworld made money? Cyworld saw the businss opportunity (each individual wanting to differentiate themselves in a easy way) and allowed them to achieve that instinct (using digital items to decorate their personal online territory). It is classic business strategy. Find the business opportunity, and using smart STP (especially 10s, 20s) to lure the customers.
This is quite simple version of the success of Cy which is purely my personal view. I am happy to receive more open discussions/questions/ideas.
You can read more detail on CY from recent Business Week article www.businessweek.com/magazine/content/05_39/b...
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