South Korean gaming industry
GPTKB entity
Properties (56)
Predicate | Object |
---|---|
gptkbp:instanceOf |
gaming industry
|
gptkbp:hasCitations |
regulatory issues
market saturation competition from international markets |
gptkbp:hasDemographics |
young adults
teenagers casual gamers professional gamers |
gptkbp:hasEvents |
gptkb:G-Star
eSports tournaments Korea Game Show |
gptkbp:hasInfluenceOn |
eSports culture
game development practices global gaming trends |
gptkbp:hasMajorCity |
gptkb:Krafton
gptkb:NCSOFT Blizzard Entertainment Riot Games Netmarble |
gptkbp:hasPlayer |
gptkb:League_of_Legends
Overwatch PUBG StarCraft II MapleStory |
gptkbp:hasResidence |
10 billion USD
|
https://www.w3.org/2000/01/rdf-schema#label |
South Korean gaming industry
|
gptkbp:includes |
PC games
console games mobile games |
gptkbp:isAttendedBy |
COVID-19 pandemic
technological advancements changing consumer preferences |
gptkbp:isCharacterizedBy |
strong community engagement
innovative game design high internet penetration freemium business models high mobile usage |
gptkbp:isConnectedTo |
online communities
mobile payment systems digital distribution platforms |
gptkbp:isInfluencedBy |
cultural trends
|
gptkbp:isKnownFor |
eSports
|
gptkbp:isPopularIn |
gptkb:Asia
gptkb:North_America Europe |
gptkbp:isPromotedBy |
content creators
influencers streamers |
gptkbp:isRecognizedFor |
innovation
quality diversity of genres |
gptkbp:isRegulatedBy |
gptkb:Korean_Game_Rating_and_Administration_Committee
|
gptkbp:isSupportedBy |
government initiatives
social media streaming platforms gaming cafes |