Timon's 'Game Supplement' Hits Big... Approaching 26 Million Cumulative Views
Significant Sales Achieved Through Broadcast-Linked Products: 1.27052 Billion KRW
Season 2 in Preparation... Developing Products Linked with Games in Food, Fashion, and More
[Asia Economy Reporter Kim Cheol-hyun] TMON announced on the 11th that its game-specialized talk show-style web entertainment "Game Burok" has concluded its Season 1 with a cumulative video view count exceeding 25.78 million.
Game Burok is an original content jointly produced by TMON, AfreecaTV subsidiary Freecon, and Aurora Media, an affiliate of Chorokbaem Media. Featuring three MCs including Super Junior's Kim Hee-chul, Kim Seong-hoe, and Seong Seung-heon, the show shared episodes covering various games and the industry from the 1990s to the present, gaining popularity among gamers. The final 12th episode was recently broadcast, marking the end of Season 1.
Game Burok also conducted linked product sales. Over seven episodes, it introduced electronics, household goods, and more, achieving a significant sales result of 1,270,520,000 KRW in total. In particular, Yogiyo gift certificates reached sales of 891,510,000 KRW. Besides video production, live sales broadcasts were separately scheduled through TMON's live commerce platform "TVON," driving high sales.
Analysis of Game Burok's viewer age group showed that 71% were aged 18 to 34. Short "shorts" videos edited to under one minute recorded 20 million views, attracting great interest from the younger generation. This influx also influenced shopping; for example, 56% of purchases of the linked product, Jooyon Tech laptops, were made by people in their 20s and 30s.
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Encouraged by the popularity of Game Burok, TMON is preparing Season 2. They plan to specially develop and introduce products related to games such as food and fashion. Park Seong-ho, Head of Partnership Strategy at TMON, said, "This is the result of efforts to naturally blend commerce elements into content, enhancing both entertainment and informativeness simultaneously," adding, "Since content commerce facilitates communication across various age groups and leads to product purchases, we will continue to present diverse forms of content."
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