The Jeonnam Information & Culture Industry Promotion Agency (President Lee In-yong, hereinafter the Agency) successfully held the ‘2026 Jeonnam Game Talent Development Industry-Academic Linkage Networking’ event, bringing together talents from the game industry in the Jeonnam region and representatives from universities and companies.
This event was organized to share the latest trends and field experiences in the game industry and to expand exchanges among universities, companies, and trainees in order to build a sustainable industry-academia cooperation network.
In particular, the focus was on sharing the practical experiences of experts active in the game industry and the latest game technology information to enhance participants’ understanding of the industry and increase their interest in career paths and employment.

The event began with participant registration and the opening ceremony, followed by various programs including special lectures by experts in the game industry, special lectures by game technology experts, networking and recreation, and a prize draw.
The first special lecture, themed “Understanding the Game Industry and Future Technologies,” featured Professor Kim Jung-yoon of Gachon University, who introduced future technologies utilized in game production, changes in the game industry, and employment-related content, providing participants with an opportunity to understand the present and future of the game industry.
Following this, an expert in the field of game marketing delivered a lecture on the theme of “People Who Introduce Games to the World: The World of Game Marketers as Told by Current Professionals.” The speaker shared the actual process of game marketing campaigns, from pre-registration to launch, as well as the experiences of current professionals. They also introduced strategies for preparing marketing portfolios to connect interest in games to actual employment, drawing significant interest from the participants.
Following the special lecture, various networking and recreational programs were conducted to facilitate natural interaction among participants. Through these participatory programs, university students, trainees, and corporate representatives had a meaningful time actively engaging with one another while sharing their interests and experiences.
This event was attended by about 80 people, including university officials from Suncheon University, Cheongam University, and Gachon University, representatives from local game companies, game talent trainees, and the general public, and it was significant in that it provided a venue for practical communication and exchange connecting the game industry and the education field.
One participant commented, “It was informative to hear firsthand the vivid experiences of industry professionals and the latest technologies in the game industry, which are usually difficult to access,” adding, “Participating in the networking program with diverse people gave me time to think more concretely about a career in the gaming field.”
An official from the Promotion Agency stated, “Through this Networking Day, we have laid the foundation for local game talent, universities, and companies to interact and cooperate with one another,” adding, “We will continue to expand field-oriented talent development and industry-academia collaboration to revitalize the game industry ecosystem in Jeonnam and discover outstanding talent.”
Meanwhile, this event is being evaluated as having laid the foundation for strengthening the capabilities of local game talent and creating an industry-academia collaboration ecosystem by expanding communication channels among universities, companies, and trainees and sharing key field-oriented information.