Nexon Games CEO warns that Korean game industry is stagnating

2025. 6. 25. 10:57
자동요약 기사 제목과 주요 문장을 기반으로 자동요약한 결과입니다.
전체 맥락을 이해하기 위해서는 본문 보기를 권장합니다.

"Development expenses are rising alongside user expectations," Park said. "The Spider Man game series, for example, cost about 150 billion won ($110.7 million) to make in 2018 but that tripled to 450 billion won in 2023."

"Big games are not just large-scale titles," Park said. "They are games capable of competing and winning against the global giants."

음성재생 설정 이동 통신망에서 음성 재생 시 데이터 요금이 발생할 수 있습니다. 글자 수 10,000자 초과 시 일부만 음성으로 제공합니다.
글자크기 설정 파란원을 좌우로 움직이시면 글자크기가 변경 됩니다.

이 글자크기로 변경됩니다.

(예시) 가장 빠른 뉴스가 있고 다양한 정보, 쌍방향 소통이 숨쉬는 다음뉴스를 만나보세요. 다음뉴스는 국내외 주요이슈와 실시간 속보, 문화생활 및 다양한 분야의 뉴스를 입체적으로 전달하고 있습니다.

(Yonhap)
South Korean game major Nexon Games Co. is raising the alarm about a looming crisis in the gaming sector. The company warns that all segments of gaming are now facing stagnation and that the golden time for Korean game developers to secure their future is rapidly running out.

“The window of opportunity will not stay open for many more years,” Nexon Games Chief Executive Officer Park Yong-hyun, who is also vice president at Nexon Korea Corp., said.

Park’s warning was delivered in a keynote speech he delivered at the Nexon Developers Conference (NDC) 25 that kicked off on Tuesday in Seongnam, Gyeonggi Province.

“PC, mobile, and packaged games are all either stagnant or in crisis,” he said. “If you look at Korea’s PC Room rankings, many of the top games were released more than 10 years ago.”

Although concerns about stagnation in the game industry are not new, what makes this particularly shocking is that it is Nexon – Korea’s leading game company that hit a historic high in 2024 revenue – that is issuing the warning.

Globally, the gaming industry has seen its explosive COVID-19 pandemic-era growth taper off significantly, and this trend is also evident in Korea. Game usage rates in the country peaked at 74.4 percent in 2022, then dropped steadily to just 59.9 percent in 2024.

While major players like Nexon and Krafton Inc. have managed to hold their ground, many mid-sized developers are facing increasing challenges while reporting operating losses or declining performance.

“In the mobile space, non-gaming apps like YouTube and TikTok are now out-earning game apps,” Park said.

This reflects a broader shift - mobile games are no longer just competing against each other but against all forms of short-form entertainment that are vying for users’ limited leisure time. In Korea alone, the average daily YouTube watch time among users was nearly 140 minutes earlier this year.

The recent surge of Chinese game developers into the mobile market is also emerging as a major threat, and for its part, the console market is becoming increasingly difficult due to soaring development costs.

“Development expenses are rising alongside user expectations,” Park said. “The Spider Man game series, for example, cost about 150 billion won ($110.7 million) to make in 2018 but that tripled to 450 billion won in 2023.”

As a solution, Park advocated for a bold shift away from Korea’s traditional game development formula while pushing for a strategy centered around globally competitive big games instead.

“Big games are not just large-scale titles,” Park said. “They are games capable of competing and winning against the global giants.”

He cited “Black Myth: Wukong” - a Chinese-developed game that sold 7.5 million copies outside China in 2024 - as an example.

Emerging developers in China and Eastern Europe are already producing results and some are preparing to go global with huge investments, according to Park.

“Korea is already a step behind,” he said. “But we still have advantages - like rich live service expertise and the global popularity of K-culture - that we must fully leverage.”

Park concluded by emphasizing that success will require more than just developing good games.

“We also need to completely rethink and globalize our marketing strategies,” he said.

Copyright © 매일경제 & mk.co.kr. 무단 전재, 재배포 및 AI학습 이용 금지