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GAMEVIL's CEO James Song speaks at the 2008 Game Developers Conference

GAMEVIL presents a brief look at the future of mobile gaming in the US

Los Angeles, California--February 20, 2007--The CEO of GAMEVIL, James Song, gave the audience a glimpse into the future of mobile gaming at the Game Developers Conference in San Francisco, CA, speaking on the current US market and where it is headed. Examining case studies between the Korean and US cultural phenomenon, Song discusses the phases the mobile game industry in Korea had gone through, as well as recent trends and newly emerging business models the U.S. can expect to see.

The talk at the conference this year seems to be that the US mobile games market isn't growing as much as it should. This lack of growth is due to a number of things, such as the concentration on branded titles over original IPs. In contrast to the message that various sessions have been consistently pointing out, that the mobile game industry is slowing down, Song delivers a positive message to all players in the industry: to be proud of yourself and your original works, for the industry will change, just as it did in Korea.

With presentations on how branded titles may be great sellers in the short term but will actually hurt the industry in the long run, Song encourages developers to create more creative and original titles that take advantage of features that are unique to mobile phones. Giving some examples of original IPs, Song shows a short video clip to the audience on the popular NOM 3, a 360 degree rotational game that was nominated for IGF Mobile Best Game at GDC this year. Describing how consumer behavior will change as users yearn for games that allow them to connect and compete with friends, Song analyzes mobile games that utilize networking features unique to phones, such as the SMS challenge feature on the recently launched Big Trouble On Little Earth in the U.S.

With discussions of microtransactions, a billing model that has proven to be successful on the mobile platform, and virtual currency, Song paints a picture of a mobile game market that the U.S. will one day advance to: a virtual economy where users can purchase items and other desirable features within their games, which GAMEVIL had implemented in their top seller, Baseball Superstars 2008. Comparing the trends and phases of the Korean market with that of the U.S., Song believes that just as the Korean market boomed with the change of the industry mindset and consumer behavior, the U.S. market will soon follow suit. And as more original titles, social networking features, and microtransactions emerge in the U.S., mobile games will evolve into an interactive media.

"The most important thing we can learn from these revolutionary results is that the concept of mobile games is changing from products to interactive media," said James Song, CEO of GAMEVIL. "We have come a long way from branded games to original games. Game developers should have confidence in creating innovative and original titlesThis can really change the current way the industry is looking and we are confident that this will happen over the world."


GAMEVIL is a premier global mobile games publisher headquartered in Los Angeles, USA and Seoul, Korea. Since its founding in 2000, GAMEVIL has earned a reputation as one of the best companies in the mobile games sector by crafting 10 award winners in a diverse portfolio of over 60 games. GAMEVIL is well known for revolutionizing the sector with its original and innovative mobile games, backed by unparalleled expertise in advanced mobile and network technology. As a world class leader in mobile game publishing, GAMEVIL continues to lead the sector with a commitment to establish mobile as the definitive mass market entertainment platform for the world.

Stephanie Huang



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