— Korean Games Meet Chinese Players Face-to-Face
“The lines over the weekend were more than five times longer than on weekdays.”
That was how In-geol Jang, Deputy Manager of the Game Distribution Team at the Korea Creative Content Agency (KOCCA), described the response at the event.
Since 2011, KOCCA has supported Korean game companies seeking to expand overseas through the B2B exhibition at ChinaJoy. This year, however, marked a significant shift: for the first time in 15 years, KOCCA set up a Korea Pavilion in the event’s B2C exhibition area.
The move represented a departure from its traditionally B2B-focused approach, giving Korean game companies an opportunity to meet local players directly and gauge their reactions firsthand.
So how did Korean developers and publishers fare when they brought their games directly to players rather than industry buyers? What kind of response did they see on the show floor, what tangible results did they achieve, and how satisfied were they with the experience?
On August 1, the second day of the event, we spoke directly with all 10 Korean game companies participating in the Korea Pavilion.

Moon Dong-ho, Project Manager at ACTGames, which showcased Hello Kitty My Dream Store, said the game delivered particularly strong results in both visitor response and key performance metrics.
“Compared with Tokyo Game Show (TGS), which we attended last year with support from KOCCA, both the number of pre-registered participants and the actual on-site participation rate were more than twice as high,” Moon said.
“Apart from the hot weather, we are extremely satisfied across the board, both in terms of player response and the results we have seen here,” he added.

▶ Moon Dong-ho, Project Manager at ACTGames

▶ The Hello Kitty My Dream Store demo booth, featuring familiar Sanrio characters.
- Kim Jun-su (HealT) Reporter
Thisisgame Article Link
— Korean Games Meet Chinese Players Face-to-Face
“The lines over the weekend were more than five times longer than on weekdays.”
That was how In-geol Jang, Deputy Manager of the Game Distribution Team at the Korea Creative Content Agency (KOCCA), described the response at the event.
Since 2011, KOCCA has supported Korean game companies seeking to expand overseas through the B2B exhibition at ChinaJoy. This year, however, marked a significant shift: for the first time in 15 years, KOCCA set up a Korea Pavilion in the event’s B2C exhibition area.
The move represented a departure from its traditionally B2B-focused approach, giving Korean game companies an opportunity to meet local players directly and gauge their reactions firsthand.
So how did Korean developers and publishers fare when they brought their games directly to players rather than industry buyers? What kind of response did they see on the show floor, what tangible results did they achieve, and how satisfied were they with the experience?
On August 1, the second day of the event, we spoke directly with all 10 Korean game companies participating in the Korea Pavilion.
Moon Dong-ho, Project Manager at ACTGames, which showcased Hello Kitty My Dream Store, said the game delivered particularly strong results in both visitor response and key performance metrics.
“Compared with Tokyo Game Show (TGS), which we attended last year with support from KOCCA, both the number of pre-registered participants and the actual on-site participation rate were more than twice as high,” Moon said.
“Apart from the hot weather, we are extremely satisfied across the board, both in terms of player response and the results we have seen here,” he added.
▶ Moon Dong-ho, Project Manager at ACTGames
▶ The Hello Kitty My Dream Store demo booth, featuring familiar Sanrio characters.
- Kim Jun-su (HealT) Reporter
Thisisgame Article Link