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      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 publishes 2022 first half content industry trend analysis report

    By 인디게임닷컴 편집부2022년 12월 19일Updated:2023년 06월 24일3 Mins Read

    – Sales increased by 7% compared to the same period last year, with growth in all 11 fields, including movies, due to the recovery of COVID-19
    – Key issues in the first half of 2022 include ▲ domestic webtoon platforms, overseas expansion ▲ game industry IP diversification

    The Korea Creative Content Agency (Director Cho Hyun-rae, hereinafter referred to as Konjinwon) published a report titled. This report analyzed major trends in the first half of 2022 in 11 content industries and estimated the size of major industries such as sales, exports, and employment through fact-finding survey results of 2,500 businesses and data analysis of 149 listed companies.

    ◆ 7% growth in overall sales in the content industry.

    Sales of the domestic content industry in the first half of 2022 were found to be approximately KRW 66.9 trillion, up 7.0% from the same period last year. As the trend of recovering from the impact of Corona-19 continues, ▲ movies recorded the highest growth rate (58.1%). Next, the ▲Music (31.7%) ▲and Cartoon (23.2%) industries continued their upward trend in sales.

    In the case of the film industry, the number of moviegoers increased due to social changes, such as the easing of COVID-19 distancing measures, and recorded the highest growth rate in the first half of the year. However, it was found that the increase in movie sales was due to the base effect of Corona 19, and the sales scale had not yet recovered to the level before Corona 19.

    ◆ Exports increased by 0.5% compared to the same period of the previous year.

    In the first half of 2022, the export of the domestic content industry was estimated to be approximately $5.49 billion, up 0.5% from the same period last year. The content industry increased year-on-year, excluding publishing, games, and knowledge information. In particular, exports of ▲movies (51.8%) ▲cartoons (27.9%) ▲music (26.2%) ▲advertisements (26.1%) showed a significant increase. On the other hand, exports of ▲publishing (-34.2%), ▲knowledge information (-4.7%), and ▲games (-1.4%) decreased compared to the same period last year.

    In the first half of 2022, the number of domestic content industry workers was identified as 652,000, up 1.6% from the same period last year. ▲Cartoon (26.7%) ▲Movie (9.1%) ▲Knowledge information (3.7%) ▲Contents solution (3.7%) increased the number of workers, ▲characters (-0.8%), and ▲publishing (-0.4%) slightly. Decreased. Other industries showed little change in the number of workers compared to the same period last year.

    The report focuses on key issues in the first half of 2022: ▲ Overseas expansion of major webtoon platforms in Korea ▲ Game industry seeking ways to grow through diversification of content, and the IP ▲ Film industry accelerating recovery after the transition to With Corona ▲ New content usage patterns of the MZ generation did.

    In addition, the report contains information that provides a comprehensive view of changes in the content industry environment in the first half of 2022, such as major macroeconomic trends, management experience of content businesses, and analysis of corporate status. The report can be downloaded from the website of KOCCA(www.kocca.kr).

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