최근기사

    ‘Realm of Ink’, a roguelite action game rendered in ink wash style, confirmed for release on May 26

    2026년 04월 28일

    Cyberpunk Innkeeping and Secret Monsters: Story Adventure ‘ATYPIAN’ Launches Crowdfunding

    2026년 04월 27일

    A Roguelike with a Soldering Iron: Circuit-Building Puzzle ‘Retroneer’ Unveiled on Steam

    2026년 04월 27일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Cyberpunk Innkeeping and Secret Monsters: Story Adventure ‘ATYPIAN’ Launches Crowdfunding

      2026년 04월 27일

      Tokyo Game Show 2026 Confirms Sponsors for ‘SELECTED INDIE 80’ Project

      2026년 04월 27일

      K-Indie ‘Pebble Knights’ Strikes Gold on Steam, Dominating Global Charts

      2026년 04월 15일

      Webzen and Black Anchor to Officially Launch Indie Game ‘Memories’ on April 28

      2026년 04월 14일

      Registration for BIC Festival 2026 begins at 3 PM on the 8th

      2026년 04월 08일
    • Recommendation/Promotion

      ‘Realm of Ink’, a roguelite action game rendered in ink wash style, confirmed for release on May 26

      2026년 04월 28일

      A Roguelike with a Soldering Iron: Circuit-Building Puzzle ‘Retroneer’ Unveiled on Steam

      2026년 04월 27일

      Chaos Meets Comfort: Cross-Platform Social Party Game ‘Totopia’ Officially Announced

      2026년 04월 27일

      Verticality and Vengeance: ‘Mistfall Hunter’ Reveals Haunting New Map ‘Solemn Needles’

      2026년 04월 27일

      Rolling for Redemption: Cyberpunk Noir RPG ‘Celestial Return’ Launches May 7

      2026년 04월 25일
    • Game Review

      A Bond Beyond the Streets: True-Story Adventure ‘Bangkok Story: A Stray Dog’ Launches on Steam

      2026년 04월 27일

      A Watercolor Masterpiece: ‘Moomintroll: Winter’s Warmth’ Officially Launches

      2026년 04월 27일

      Fuel, Food, and… Foul Play? ‘Rest Area Simulator’ Hits Steam

      2026년 04월 25일

      Pixel Rebellion: ‘Maids of Storm’ Officially Storms onto Steam

      2026년 04월 25일

      36 Million Download Sensation: ‘Food Truck Chef: Full Course Edition’ Officially Launches

      2026년 04월 24일
    • Featured article

      Record-Breaking INDIE Live Expo 2026 Shines Spotlight on 200+ New Titles

      2026년 04월 26일

      Indies Steal the Spotlight: PAX East 2026 Sees a “Reverse” Takeover as AAA Giants Step Back

      2026년 03월 28일

      GDCA 2026, The Essence of Games Proven by Indie

      2026년 03월 27일

      Historical Sweep: ‘Clair Obscur: Expedition 33’ Claims 5 GDCA 2026 Awards, Setting New GOTY Record

      2026년 03월 14일

      History Made at IGF 2026: AP Thomson’s Double Victory and the Rise of ‘Titanium Court’

      2026년 03월 14일
    • Contests/Support

      NEOWIZ Wraps Up Global Indie Competition ‘Indie Quest’—Italian Thriller ‘GLASS HOUSE’ Takes Top Prize

      2026년 04월 22일

      Second Chances in the Spotlight: BIC 2026 Opens ‘Connect Pick’ Applications

      2026년 04월 15일

      Leveling Up the Business: Gyeonggi-do Launches Investment Support for Game Devs

      2026년 04월 13일

      Digital Meets Analog: Gemblo Company Opens Applications for ‘2026 Creative Talent Mentorship’

      2026년 04월 09일

      A $5 Million Shot: Krafton and Neptune Launch ‘Flick x KRAFTON’ Global Challenge

      2026년 04월 09일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    News

    KOCCA publishes 2022 first half content industry trend analysis report

    By Editorial Team2022년 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).

    Editorial Team
    • Website
    • Facebook

    We support indie game developers to expand globally. Promote your game via indiegame.com #Since2003

    Related Posts

    Cyberpunk Innkeeping and Secret Monsters: Story Adventure ‘ATYPIAN’ Launches Crowdfunding

    2026년 04월 27일

    Tokyo Game Show 2026 Confirms Sponsors for ‘SELECTED INDIE 80’ Project

    2026년 04월 27일

    K-Indie ‘Pebble Knights’ Strikes Gold on Steam, Dominating Global Charts

    2026년 04월 15일

    Webzen and Black Anchor to Officially Launch Indie Game ‘Memories’ on April 28

    2026년 04월 14일
    Editors Picks

    Vampire Survivors’ First Spinoff, ‘Vampire Crawlers,’ Officially Launches with High-Octane Turn-Based Combat

    2026년 04월 21일

    Lost in the Loop: 1st-Person SF Puzzle ‘Rivage’ Drops Free Steam Demo

    2026년 04월 21일

    A Masterpiece of Neo 16-Bit: ‘REPLACED’ Launches to Massive Hype After Four Delays

    2026년 04월 19일

    The Golden Age of Piracy Returns: ‘Windrose’ Sets Sail with 69,000 Concurrent Players on Launch Day

    2026년 04월 15일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.