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    • Indie Game News

      Jeonnam Global Game Center Hosts JNGC Game Content Demo Day

      2025년 09월 11일

      The Korea Artificial Intelligence Game Association is accepting entries for its “2025 Content Universe Korea” Indie Game Zone.

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    KOCCA, ‘Thai Game Show 2022’ Korean Pavilion 12,000 Visitors

    By 인디게임닷컴 편집부2022년 10월 27일Updated:2023년 06월 24일3 Mins Read
    • Confirmation of Southeast Asian market potential at ‘Thai Game Show 2022’
    • Support for local business activities such as participating in 5 game companies and connecting publishers and buyers
    From the 21st to the 23rd, the 2022 Thailand Game Show, operated by the Korea Creative Content Agency, was held in the Korean Pavilion.
    The Bangkok Mayor of Chachat City visited and experienced ‘Galaxy Earth-Bangkok’ by Mammo Six.

    The Ministry of Culture, Sports and Tourism (Minister Park Bo-gyun) and the Korea Creative Content Agency (Director Hyeon-Rae Cho, hereafter referred to as Konjin-won) operated the Korean Pavilion at the ‘Thai Game Show 2022’ held in Bangkok, Thailand, from the 21st to the 23rd, and 12,000 people led the visit.

    The Thailand Game Show is the largest game event in Southeast Asia, celebrating its 15th anniversary this year. The number of visitors to this Thailand Game Show has increased by more than 20,000 compared to 2019, with a total of 160,000 visitors over three days.

    It is analyzed that Thailand accounts for 21% of the total game market in Southeast Asia, and future growth is also expected. Accordingly, Conjinwon opened a Korean pavilion at the Thai Game Show to actively seek the possibility of K-game entering the Thai market. Five companies are participating in this year’s Thailand Game Show Korea Pavilion: BSS Company, Ring Games, Mammo Six, Grampus, and Super Planet.

    ◆ Various on-site events for visitors. 12,000 visitors enjoy K-content beyond games

    The Korea Pavilion was operated with the slogan of ‘Keep Playing, K-Games!’ focusing on publicity for B2C audiences. Various programs, such as ▲Stamp Rally ▲Popular Content Voting Event ▲Fever Time Event ▲Photo Printing Event, were prepared as on-site events, providing an opportunity to experience various K-contents beyond the game. At the Lucky Box event, the goods of representative K-Pop singers were included as gifts, which was popular with visitors.

    The Mayor of Bangkok Chachat City also visited the Korean Pavilion and experienced MammoSix’s ‘Galaxity Earth: Bangkok’ firsthand, attracting the attention of visitors, game industry officials, and local media. ‘Galaxy Earth-Bangkok’ is a metaverse platform set in Bangkok. In addition, through exchanges with local game influencers, the participating companies’ games were introduced on YouTube, Twitter, and TikTok, and they could promote domestic games.

    Shin Dong-hyeok, team leader of Ring Games, who participated in the Korean Pavilion for the first time, said positively, “It was a time when we were able to confirm the potential of our game because of the interest in Thailand more than expected.”

    ◆ Conjin One, local institutions, investment companies, companies, and exhibitors, arranging meetings and leading active business discussions

    On the other hand, Conjin One actively supported overseas expansion by arranging meetings with local institutions and investment companies, as well as domestic companies that have entered the local market and exhibitors of the Korea Joint Pavilion. ▲In the meeting with the Digital Economy Promotion Agency, various support for companies entering the Thai market was discussed.

    In addition, ▲the Thai Game Association, ▲Game publisher Asiasoft, and Asiasoft’s game platform Play Park, ▲Thailand’s second-largest cryptocurrency exchange Bitkub, ▲NFT specialized investment and accelerator DTC marketing. Various discussions on publishing, investment, and marketing were held with about 20 companies, including the group.

    Yanghwan Lee, Head of the Game Division at Conjinwon, said, “Participating in the Thailand Game Show gave us an opportunity to see how attractive K-games are to local users in Southeast Asia. Through this, we plan to support securing a path for K-Games.”

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