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      Smilegate Stove Hosts Indie Highlight Festival, an Indie Game Festival

      2025년 10월 02일

      Kyungil University’s Game Content Department successfully held a workshop on Gyeongbuk’s cultural heritage called “Game Jam.”

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    2021 content industry sales increase by 6.3%, exports by 13.9%… Games account for 69.5% of total exports

    By 인디게임닷컴 편집부2022년 06월 09일Updated:2023년 11월 21일3 Mins Read

    – Conjinone published a report
    – Annual sales of the content industry in 2021, KRW 136.4 trillion, an increase of 6.3% compared to the previous year
    – Outlook on environmental changes in 11 content industries including games, music, broadcasting, characters, and cartoons

    The Korea Creative Content Agency (President Hyun-rae Cho) announced on the 9th that it had published a report titled ‘Analysis of the second half of 2021 and annual content industry trends’ on the 9th.

    In this report, the results of analysis of major trends in the second half of last year and the year in 11 fields of the content industry were presented, and the size of major industries such as sales and exports estimated through a fact-finding survey of 2,672 businesses and data analysis of 141 listed companies were included.

    ◆ Sales increased by 18.5% in the second half of the year compared to the first half of the year due to the recovery of COVID-19 and finding countermeasures such as digital transformation

    Annual sales of the domestic content industry in 2021 were estimated to be about 136.4 trillion won, an increase of 6.3% from the previous year. It seems to have entered a recovery trend after recording a low growth rate of 1.2% in 2020 due to the impact of COVID-19.

    Sales in the second half of the year were 73.9 trillion won, up 18.5% from the first half and 6.3% from the same period last year. This is analyzed as a result of the content industry seeking various ways to respond to the changing industrial environment, such as the diversification of digital platforms and the production of IP-linked content.

    ▲Comics (23.5%), ▲Advertising (11.2%), ▲Knowledge information (10.2%), and ▲Contents solution (9.3%), which are active in digital transformation, recorded high sales growth compared to the previous year, and the recovery of the theater market did not meet expectations. ▲ Movies (-8.7%), which failed, saw a decrease in sales compared to the previous year.

    ◆ Content industry exports increased by 13.9% compared to the previous year

    The annual export value of the domestic content industry in 2021 was estimated to be about 13.58 billion dollars, an increase of 13.9% from the previous year.

    Games, which account for 69.5% of the total exports, recorded about US$9.44 billion, up 15.2% from the previous year, driving export growth. Major games such as NCsoft’s ‘Lineage W’ and Wemade’s blockchain game ‘Mir 4’ succeeded in targeting the global market.

    In addition, exports of cartoons (39.7%) and music (38.5%) also grew significantly. The high growth was driven by the success of K-Webtoon’s global box office and the increase in the export volume of K-pop albums.

    The report paid attention to new industry trends that have changed due to digital transformation, such as ▲NFT-linked digital product services centered on K-pop ▲the emergence of virtual influencers as major issues in the second half of 2021 and the year.

    We also paid attention to content consumption patterns that have changed due to COVID-19, such as ▲changes in music streaming consumption patterns due to YouTube music ▲the movie re-release craze driven by retro winds ▲the increase in the use of characters centered on kidults.

    In addition, the report contains information that can comprehensively view the changes in the content industry environment in the second half of 2021 and the year, such as major macroeconomic trends, management experience of content companies, and analysis of corporate status. You can download the report of from the website of Conjinwon (www.kocca.or.kr).

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