Game Exports Reach $3.3 Billion in First Half of Last Year... Leading the Content Industry
[Asia Economy Reporter Kim Heung-soon] The gaming industry led the growth of the domestic content industry by surpassing $3.3 billion in exports in the first half of last year.
According to the "2019 First Half Content Industry Trend Analysis Report" by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency on the 6th, the gaming industry recorded export earnings of $3,330,327,000 (approximately 3.89 trillion KRW) from January to June last year. This represents a 2.5% increase compared to the same period the previous year and a 6.0% growth compared to the second half of 2018, accounting for 69.2% of the total domestic content industry exports ($4,813,493,000), which includes publishing, comics, film, music, and more.
Following the gaming industry, the export shares of characters (7.9%), knowledge information (6.7%), and music (5.4%) were high. Compared to the same period last year, exports of characters grew by 28.0%, animation by 24.5%, broadcasting by 19.5%, and knowledge information by 17.1% respectively.
Meanwhile, total sales of the entire content industry in the first half of last year were recorded at 58.130638 trillion KRW. The largest sales volume was in the publishing industry at 10.5267 trillion KRW (18.1%), followed by broadcasting at 8.8129 trillion KRW (15.2%), knowledge information at 8.3302 trillion KRW (14.3%), advertising at 7.8104 trillion KRW (13.4%), and gaming at 7.0745 trillion KRW (12.2%).
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The number of workers in the content industry was approximately 654,200. Compared to the same period last year, total content industry sales increased by 3.1%, export earnings by 6.4%, and the number of workers by 2.0% respectively.
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