Gyeonggi-do announced on the 21st that it operated a Gyeonggi-do Pavilion in which 20 game-related companies in the province participated in ‘G-STAR 2022’ from November 17th to 19th and achieved contract promotion results worth $41.87 million.
G-STAR is an international game exhibition in Busan in the second half of every year. This year, it will be held normally for the first time in 3 years, with 1,957 booths in the BTC Pavilion and 564 booths in the BTB (Business to Business) Pavilion, where the Gyeonggi Provincial Pavilion was operated, the largest ever.
The provincial G-Star BTB Hall has prepared a ‘Gyeonggi-do Pavilion’ to support Gyeonggi-do game companies’ domestic and international market development and provides 1:1 on/offline business matching and interpretation with game-related officials (publishers, etc.) from North America, Japan,, and Europe. supported
At the G-Star BTB Gyeonggi Provincial Hall, various games from 20 Gyeonggi-do companies, including not only mobile and PC games but also experiential games, VR game platforms, and e-sports education programs, held business consultations with game officials from around the world who visited G-Star this year.
Chae Se-byeong, CEO of Teeny Studio, who participated in the Gyeonggi Provincial Pavilion, said, “I visited G-Star with ‘Te Tiny Online,’ a global community MMORPG where you can enjoy real-time communication with people around the world through real-time translation.” The business consultation at G-Star Gyeonggi-do Hall was very helpful ahead of the full-fledged global launch.”
Song Eun-sil, head of the future industry department, said, “We are delighted to be able to showcase excellent indie games in the province to domestic and foreign distributors through the operation of the Gyeonggi-do Pavilion at the domestic game show G-Star, which has been held normally for the first time in three years.” We hope for your interest and participation in the 2023 Play Expo (PlayX4),” he said.
Meanwhile, according to the 2020 export and import trends announced by the Ministry of Trade, Industry, and Energy, the export scale of games is US$ 8.19 billion, accounting for about 70% of K-content exports. This is ahead of Korea’s major export item, secondary batteries ($7.51 billion).