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      K-Indie ‘National Association of Exorcists’… Chapter 4 ‘Dividing Forms and Connecting Energy’ Released on September 30

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    Jeonnam Game Industry Shatters 2025 Targets, Reaching 18.97 Billion KRW in Revenue

    By Editorial Team2025년 12월 31일Updated:2026년 01월 01일3 Mins Read

    By IndieGame.com Editorial Team | December 31, 2025

    The Jeonnam Information and Culture Industry Promotion Agency (JCPA), led by Director Lee In-yong, announced today that the region’s game industry has officially entered a high-growth phase. As of December 31, the 2025 Jeonnam Regional Game Industry Promotion Project has significantly outperformed its goals in revenue, employment, and global expansion.

    Quantitative Surge: 180% Sales Achievement

    According to the Jeonnam Global Game Center, the total revenue recorded by supported local game companies reached 18.97 billion KRW. This figure is 180.7% of the original target of 10.5 billion KRW, marking an unprecedented success for the region.

    The industry also served as a vital engine for local job creation:

    • Employment: 144 new jobs were created, surpassing the target of 100 by 44%.
    • Company Growth: 34 unique companies received support, a 13.3% increase year-over-year.
    • Revenue Growth: Overall sales rose by 22.5% compared to 2024, signaling a robust recovery from the post-pandemic slump.

    Global Breakthroughs: From Southeast Asia to the USA

    The centerpiece of this year’s success was the aggressive push into international markets. Through participation in major events like the Tokyo Game Show (TGS) and Thailand Game Show (TGS), the center facilitated five major export contracts.

    Notable success stories include:

    • New Salt: Their casual RPG Spin Hero successfully signed a publishing deal for the Southeast Asian market with a Thai publisher.
    • Superflux: The company secured a major studio contract with a U.S. firm for their blockchain-based game content, proving the global competitiveness of Jeonnam’s tech stack.

    Building a Sustainable Ecosystem

    JCPA’s success is attributed to a “multi-year lifecycle support” model that guides games from initial planning to commercialization. In 2025, over 20 new game contents were developed through various stages of support, including IP utilization and beta-version production.

    The agency also focused on talent cultivation, producing 140 graduates from its Unity and Generative AI-based training programs. By integrating AI technology into the curriculum, the program addressed local labor shortages and encouraged new startups within the region.


    Looking Ahead to 2026

    Director Lee In-yong emphasized that this year marks a “turning point” for the local ecosystem. “Our goal was to ensure that regional game companies could secure the self-sufficiency needed to compete on a global stage,” Lee stated.

    In 2026, the JCPA plans to:

    1. Expand Support: Increase the scale of funding and resources for local developers.
    2. Tech Focus: Prioritize Metaverse and AI-driven content creation.
    3. Market Diversification: Shift focus toward the European and North American markets to further globalize the Jeonnam game brand.
    Editorial Team
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