Content to overcome ¡®THAAD¡¯ barrier¡¦ This year export to reach KRW 7.30 trillion

[ Kim Soo Yeon newsnews@ ] | 2017-12-20 11:35:31

THAAD (US High Altitude Missile Defense System), which is a retaliatory measure, Korea`s content industry exports this year have increased nearly 10 percent from last year in spite of the influence of the South Korean counterpart. This is the result of our content companies promoting in overseas markets other than China.

The Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency will hold the "Korea Contents Industry 2017 Fiscal 2018 and 2018 Forecast Seminar" at COEX Grand Ballroom, Seoul, and estimate that the amount of content export in 2017 will be USD 6.740 billion (about KRW 7.3 trillion). That was 8.6 % more than last year`s USD 6.31 billion in content exports. The annual average growth rate of content exports in the last five years is 8.2%.

This year`s analysis shows that game and broadcast content companies have grown in the domestic content industry by performing in North America, Europe, Japan and other overseas markets.

"The export of game and broadcasting content to China and other East Asian countries has led to an increase in content exports." The game is based on Lineage 2 Revolution, Battle Ground and Black Desert, , And has successfully entered the European market. Broadcasts have been exported to Spain, Malaysia, and the United States, respectively, in formats such as "Fantastic Duo", "You can hear your voice".

Korean content industry sales are expected to reach KRW 110.4 trillion, up 4.5% from last year. The annual average growth rate of the content industry for the past five years is 4.9%. The largest portion of total sales was in the KRW 19.9 trillion market, accounting for 18%. Broadcasting was KRW 17.8 trillion, accounting for 16.2%, advertising and knowledge information sector accounting for 13.2%, respectively, to KRW 15.2 trillion. The game was KRW 12.1 trillion, 11%, and the character was KRW 11.99 trillion, 10.8%. Movie, music, and content solutions recorded KRW 5.9 trillion, KRW 5.8 trillion and KRW 4.8 trillion respectively. The number of people working in the content industry stood at 633,000, up 1.3 %t from last year in 2017.

On the same day, Kwon Oh-tae, head of the policy development team at KOMIPO, predicted that AI will become more important as a key technology in the era of the fourth industrial revolution next year, and that the role of creators who cannot substitute technology is more important in the contents industry. Kwon said, "In the next year, as the development of the fourth industrial revolution technology accelerates, the creativity of the creator who creates the content that drives the human emotion will attract more attention." In particular, Creative creators will be competitive."

By Kim Soo Yeon newsnews@


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