Pangyo, Korea — September 24, 2025 — The Ministry of Culture, Sports and Tourism (MCST) announced new policy initiatives aimed at making K-Games a driving force behind Korea’s cultural content exports, projected to reach ₩300 trillion. Minister Choi Hwi-young visited the Pangyo Game Talent Training Center and the Global Game Hub Center to meet with industry leaders and discuss the government’s strategic direction.

This marks Minister Choi’s first on-site engagement with the gaming sector since taking office. The roundtable brought together major publishers, including Nexon CEO Kim Jung-uk, Krafton CEO Kim Chang-han, Netmarble CEO Kim Byung-kyu, NCSoft CEO Park Byung-moo, and Smilegate CEO Sung Joon-ho. Indie developers were also present, such as Road Complete CEO Bae Soo-jung, recognized for exporting Legend of Slime; WonderPotion CEO Yoo Seung-hyun, developer of the award-winning indie hit SANABI; and The Bricks Games CEO Lee Hye-rin, known for the socially impactful title 30 Days. Industry association leaders from the Korea Association of Game Industry (K-GAMES) and the Korea Mobile Game Association also participated.
Calls for Broader Support Across the Ecosystem
Participants agreed that the global gaming landscape is rapidly shifting due to the rise of China and Southeast Asia, as well as the disruptive potential of AI and emerging technologies. They emphasized that government-led investment and systemic support are crucial to helping Korean games remain globally competitive.
Key proposals included:
- Tax incentives similar to those already in place for film and webtoon production, extended to game development costs.
- Expanded funding across the ecosystem, from AAA projects to creative indie studios.
- Diversified export support, reducing reliance on a few key markets.
- New programs for AI-driven production environments (AX) to accelerate the adoption of next-generation development pipelines.
Minister Choi’s Commitment
Minister Choi underscored the cultural significance of gaming:
“Twenty years ago, I worked in the game industry myself. Since then, the sector has achieved remarkable results of which we can all be proud. If the 20th century belonged to film, then the 21st century belongs to games. Gaming has the potential to become the central pillar of global culture and art.”
He further pledged:
“MCST will introduce a variety of forward-looking policies to ensure that K-Games continue to drive the ₩300 trillion K-Culture era. Our role will be to act as a catalyst for growth, empowering Korea’s game industry to achieve new heights of innovation and global reach.”
