Journalist
Shin Hye-an
doubletap@ajunews.com
-
Nexon Reports Record First Quarter Earnings Under Global Strategy Nexon’s global market-focused restructuring strategy, led by Chairman Patrick Soderlund, has shown a strong start as the company reported its highest quarterly earnings to date. On May 14, Nexon announced that it achieved revenues of 1.42 trillion won, operating profit of 542.6 billion won, and net profit of 533.8 billion won for the first quarter of 2026. This represents a 34% increase in revenue, a 40% rise in operating profit, and a 118% jump in net profit compared to the same period last year. The improvement in performance is attributed to the strengthened competitiveness of key intellectual properties (IPs) such as 'MapleStory' and 'Dungeon Fighter,' along with strategies to expand into North America, Europe, and Southeast Asia. Soderlund, who took over as chairman of Nexon Japan in February, outlined a focus on high-potential projects during the '2026 Capital Market Briefing' in March. Previously, he served as the executive vice president at Electronic Arts, where he led the development of global hits like 'Battlefield' and 'Mirror's Edge.' He is seen as the right person to enhance Nexon's competitiveness in North America and Europe. Notably, 'Arc Raiders,' developed by Embark Studios, which Soderlund co-founded, contributed to revenue growth in those regions during the first quarter. Success in Diversifying Key IPs and Expanding Global Revenue Soderlund's emphasis on strengthening key IPs and expanding into global markets has resulted in significant achievements for the 'MapleStory' IP and new titles in the first quarter. Nexon confirmed the potential for platform diversification of its franchise IP through the release of a sequel to 'MapleStory' in the first quarter. The idle RPG 'MapleStory Growing' has performed exceptionally well since its launch in November, topping revenue charts on major app markets. In the first quarter, it also attracted new users from North America, Europe, and Southeast Asia. The user-generated content platform 'MapleStory World' saw a 79% increase in revenue year-over-year in Taiwan, driven by the Lunar New Year update. The original PC version of 'MapleStory' is undergoing a hyper-localization strategy to enhance its influence in Western markets, with overseas revenue increasing by 8% year-over-year due to winter updates. Nexon plans to apply the diversification strategy used for 'MapleStory' to 'Dungeon Fighter.' The mobile idle game 'Dungeon Fighter Growing' is set to launch later this year, alongside ongoing development of 'Dungeon Fighter Classic,' 'Dungeon Fighter: Arad,' and 'Project Overkill.' The expansion into global markets has also driven record quarterly earnings. 'MapleStory' and the new PC title 'Arc Raiders,' released last October, signal a shift in Nexon's revenue structure, which had been heavily reliant on East Asia. The proportion of overseas revenue increased from 52% in the first quarter of last year to 62% in the first quarter of this year. Revenue from North America and Europe surged by 310%, while Southeast Asia saw an increase of 111%. 'Arc Raiders' sold an additional 4.6 million units in the first quarter, bringing its global cumulative sales to 16 million within six months of release. Thanks to its success in Western markets, Nexon's quarterly PC and console revenue surpassed 1 trillion won for the first time. Growing Expectations for Annual Revenue of 5 Trillion Won As a result, expectations are rising for Nexon to become the first domestic gaming company to achieve annual revenue of 5 trillion won. In 2024, Nexon became the first domestic game company to surpass 4 trillion won in annual revenue. Last year, all quarterly revenues exceeded 1 trillion won, resulting in a record annual revenue of 4.5072 trillion won. In 2024, former Nexon CEO Lee Jung-hun set a goal to reach 7 trillion won in annual revenue by 2027. However, Soderlund announced in March during the CMB 2026 that the timeline for achieving the previous revenue target has been postponed. He has yet to disclose a new annual revenue target. Despite the delay in the previous target, the first quarter revenue of 1.42 trillion won increases the likelihood of Nexon surpassing 5 trillion won in annual revenue for the first time among domestic game companies. This year, Nexon plans to expand investments focused on core franchises and projects with high global appeal under a strategy of selection and concentration. Nexon has signed a long-term publishing agreement for the 'FC' franchise with EA in South Korea and extended its publishing contract for 'Dungeon Fighter' in China with Tencent for another 10 years. The company is also pursuing new partnerships and expanding its next-generation IP lineup. In March, Nexon announced a publishing agreement with Blizzard Entertainment for the Korean service of the PC version of 'Overwatch' within the year. The extraction survival game 'Paradise: Last Paradise' is currently in development with a target release next year. Additionally, Nexon plans to expand its IP portfolio for global market penetration through self-developed titles such as 'Vindictus: Defying Fate,' 'Durango World,' and 'Uchi the Wayfarer.' Following the refund and stringent personnel measures taken after the probability error incident in 'MapleStory Growing,' there are positive assessments that these actions could help restore user trust. 'MapleStory Growing' reached the top of the revenue charts shortly after its launch in November but faced a probability error incident that led to refund procedures in February. Refunds were processed for all in-game items purchased from the launch date of November 6 last year to January 28 this year, targeting users who requested them. Industry estimates suggest the expected refund cost is around 130 billion won. The refund amount for in-game items in 'MapleStory Growing' was reflected in the fourth quarter of last year and the first quarter of this year. Lee Jung-hun, CEO of Nexon Japan, stated, "We will secure mid- to long-term growth drivers through strategic partnerships and a new lineup of titles, and we will enhance profitability and global competitiveness through the innovative initiatives strategy presented at CMB 2026."* This article has been translated by AI. 2026-05-15 03:18:53 -
Nexon Reports Record Q1 Revenue of 1.42 Trillion Won, Eyes 5 Trillion Won Annual Milestone Nexon achieved a record revenue of 1.42 trillion won in the first quarter of 2026, marking its highest quarterly performance to date. The company is now poised to become the first in the domestic gaming industry to surpass 5 trillion won in annual revenue. Nexon previously exceeded 4 trillion won in annual revenue in 2024, a first for a South Korean game company. On May 14, Nexon reported first-quarter revenue of 1.42 trillion won, operating profit of 542.6 billion won, and net profit of 533.8 billion won. Revenue and operating profit increased by 34% and 40%, respectively, compared to the same period last year. Net profit surged by 118%, achieving record highs for a single quarter. The success of Nexon’s flagship intellectual properties (IPs) like 'MapleStory' and the newly launched 'Arc Raiders' in October 2025 has expanded its growth into global markets, including North America, Europe, and Southeast Asia. This marks a successful diversification of its revenue structure, which had previously been heavily reliant on East Asia, including South Korea and China. With domestic revenue growth, Nexon’s overseas revenue now accounts for 62% of its total. Revenue from North America, Europe, and Southeast Asia saw increases of 310% and 111%, respectively, compared to the previous year, achieving record highs for a single quarter. A Nexon representative stated, "In the first quarter, Nexon’s overseas revenue increased by more than half compared to the same period last year, despite a lack of growth momentum in the Chinese market." The 'MapleStory' IP has expanded its reach through a platform diversification strategy, with overall revenue from the IP increasing by 42% year-on-year. The mobile casual game 'MapleStory Growing' has attracted new users in North America, Europe, and Southeast Asia. The user-generated content platform 'MapleStory World' experienced a 79% growth in Taiwan, driven by updates for the Lunar New Year compared to the previous year. The original PC version of 'MapleStory' saw an 8% increase in revenue in Western markets compared to the same period last year, indicating successful expansion in those regions. 'Arc Raiders,' launched in October 2025, sold an additional 4.6 million units in the first quarter, bringing its global cumulative sales to over 16 million within six months of release. The success of 'Arc Raiders' in Western markets led to Nexon’s PC and console revenue surpassing 1 trillion won for the first time in a single quarter. In China, the PC game 'Dungeon & Fighter' also recorded double-digit growth year-on-year, benefiting from updates during the Lunar New Year in January. As a result, expectations are growing that Nexon will become the first domestic game company to surpass 5 trillion won in annual revenue. Nexon previously achieved 4 trillion won in annual revenue in 2024, a first for a South Korean game company. Nexon plans to strengthen the competitiveness of its 'FC' and 'Dungeon & Fighter' franchises. The company has extended its publishing contract with Tencent for 'Dungeon & Fighter' in China for another 10 years. Additionally, Nexon aims to implement the IP expansion strategy validated by 'MapleStory' to revitalize the 'Dungeon & Fighter' franchise. The company is developing various titles, starting with the mobile idle game 'Dungeon & Fighter Growing,' followed by the 2D action RPG 'Dungeon & Fighter Classic,' the open-world action RPG 'Dungeon & Fighter: Arad,' and the 3D action RPG 'Project Overkill,' all targeting the global market. Nexon is also focusing on strengthening its mid- to long-term growth drivers through new partnerships and the expansion of next-generation IPs. In March, Nexon announced a publishing agreement with Blizzard Entertainment for the Korean service of the global blockbuster 'Overwatch' PC version, set to launch within the year. 'Vindictus: Defying Fate,' an action RPG based on the 'Mabinogi Heroes' IP, and the multiplayer open-world survival game 'Durango World' are among the various self-developed titles aimed at expanding its IP portfolio for the global market. Jung Heon Lee, CEO of Nexon Japan, stated, "The global success of the 'MapleStory' franchise and 'Arc Raiders' contributed to our strong performance in the first quarter. We will secure mid- to long-term growth drivers through strategic partnerships and a robust lineup of new titles, while enhancing profitability and global competitiveness through the innovative initiatives presented in the CMB (Capital Market Briefing) 2026."* This article has been translated by AI. 2026-05-14 18:29:39 -
Naver Place Enhances CRM Integration to Retain Loyal Customers Naver Place is expanding its integration with customer relationship management (CRM) services to enhance the convenience of membership management for business owners. On May 14, Naver announced that business owners using Naver Place can now utilize membership integration features with CRM services such as Dodo Point, Pay Here, and Okay Force through the Smart Place system. Dodo Point, Pay Here, and Okay Force offer marketing solutions that include coupon issuance, point accumulation, and discount benefits for membership members. With the integration of Naver Place and CRM, promotions and benefits for members can now be accessed through Naver Place and Naver Maps. The status of membership benefits, including discount coupons, will be displayed on store pages within Naver Place and Naver Maps. Naver believes this will facilitate better management of loyal customers. Users can explore stores or make reservations on Naver Place and Naver Maps while immediately receiving membership-linked coupons and information about point accumulation benefits. MY Place offers a feature that allows users to view membership and benefit information for each business at a glance. According to Naver, one in four users who downloaded membership-exclusive coupons from store pages used those coupons during payment. The company assesses that the integration of Place and CRM is effectively driving customer traffic and increasing sales. In addition to CRM, Naver Place is also expanding integration with membership management systems operated by franchise brands. In February, Naver began integrating with the membership management system of the Toast franchise, Isaac Toast. Naver plans to continuously enhance the connectivity between Naver Pay Connect devices and Naver Place memberships throughout the year. Naver Pay Connect provides features for ordering, payment, writing reviews, and accumulating points. Various service functions linked to Place memberships, such as membership sign-up and stamp coupon application, will also be added. Recognizing the growing importance of user data acquisition in the era of generative AI, Naver is expanding its data collection scope to offline environments. The offline payment device, Naver Pay Connect, is being utilized as a key tool for this purpose. Naver Pay Connect is integrated with Naver Place, allowing for the accumulation of user-generated content (UGC) from both business owners and users. Through this strategy, Naver aims to build a data ecosystem that encompasses not only online platforms but also offline small businesses. Naver Pay Connect devices are currently being implemented in various establishments, including restaurants and beauty salons. Naver anticipates that this will create a seamless process for location exploration, reservations/orders, payments, point usage and accumulation, and reviews. Lee Se-hoon, head of Naver Place business planning, stated, "We introduced the membership integration service to help Place business owners expand their new customer base while consistently managing their loyal customers. In the future, we plan to effectively support business operations by enhancing the integration of ordering, reservations, reviews, and memberships in line with the expansion of Npay Connect devices."* This article has been translated by AI. 2026-05-14 11:50:58 -
SK AX Partners with OpenAI to Expand Enterprise AI Solutions SK AX is collaborating with OpenAI to safely implement and operate generative artificial intelligence (AI) across corporate work environments, aiming to expand its enterprise AI business. On May 14, SK AX announced that it has signed a service partnership agreement with OpenAI for enterprise AI business collaboration. Through this partnership, SK AX plans to provide AI utilization environments tailored to the specific work and security requirements of each company, based on OpenAI's 'ChatGPT Enterprise.' The signing ceremony was attended by Kim Wan-jong, President of SK AX, and Anthony Russell, Head of Partnerships for OpenAI in the Asia-Pacific region, along with executives from both companies who discussed collaboration strategies. ChatGPT Enterprise is a service optimized for corporate environments, offering enhanced security and privacy features. It can analyze vast amounts of advanced data documents and increase the scope of business applications through customization. SK AX intends to integrate and operate this service in line with corporate systems and workflows to enhance the effectiveness of AI utilization. Kim Wan-jong stated, "We will not just introduce AI but will initiate an AI transformation that redesigns internal structures, work processes, and governance through AI integration. Our collaboration with OpenAI will realize 'AI augmentation' that makes the work of people and companies more valuable." Anthony Russell emphasized, "For the value of ChatGPT Enterprise to be realized, it is crucial that it operates in accordance with each company's work systems and flows, based on security and data control. SK AX is a partner capable of applying AI to real work, thanks to its long-standing understanding and experience with industry-specific systems and data structures." As companies increasingly adopt AI across their operations, the enterprise AI market is growing. According to the IT industry, competition in the enterprise AI market among big tech companies like Google, Microsoft, and Amazon is intensifying. Recently, OpenAI established a new organization to support enterprise AI and invested $4 billion (approximately 5.9 trillion won) to create a joint venture for AI deployment, focusing on strengthening its competitiveness in the enterprise AI market. Consequently, there is growing interest in enhancing work efficiency through AI, as well as concerns about security. The use of 'shadow AI,' where internal members utilize AI in their work without separate security and management systems, has emerged as a new risk. SK AX plans to combine the AI utilization environment based on ChatGPT Enterprise with its capabilities in designing, building, and operating industry-specific systems to enhance overall productivity and address data security concerns. A representative from SK AX remarked, "This collaboration will be a significant turning point in applying generative AI to real business and accelerating the AX transformation across the organization. Based on the AI technology capabilities and business experience that SK AX has accumulated, we will elevate the execution capabilities of our corporate clients' AX (AI transformation)."* This article has been translated by AI. 2026-05-14 10:57:12 -
Com2us Holdings Reports Increased Losses in Q1 Due to Declining Game Revenue Com2us Holdings reported disappointing results for the first quarter, attributing the decline to reduced revenue from its games. The company aims to revitalize its performance by placing its two-year-old title, 'Soul Strike,' on a long-term success trajectory and launching over ten new titles in the second half of the year. On May 13, Com2us Holdings disclosed that its consolidated revenue for the first quarter of 2026 fell 26.1% year-on-year to 17.1 billion won. The operating loss increased to 9.9 billion won, up from a loss of 3.2 billion won in the same period last year, and a shift from an operating profit of 2.5 billion won in the previous quarter. A company representative explained, "The operating loss was influenced by factors such as losses from equity method investments." On a standalone basis, the company reported revenue of 12.9 billion won and an operating profit of 2.9 billion won. The standalone operating profit increased by over 50% compared to the same period last year and marked a return to profitability from the previous quarter. Com2us Holdings is strengthening its fanbase through collaboration events for 'Soul Strike.' Launched in January 2024, 'Soul Strike' has surpassed 4 million cumulative downloads globally. To ensure its long-term success, Com2us Holdings conducted a collaboration with the 'Zenonia' intellectual property in March. This year, the company plans to host various IP-related events and introduce a seasonal system to sustain the growth of 'Soul Strike.' In the second quarter, Com2us Holdings is set to release 'Star Sailor,' a collectible RPG featuring animated graphics and characters, in the global market. Additionally, a mobile puzzle game called 'Paw Pop Match,' which includes town-building and various mini-games, is also in the works. The company is preparing to expand into larger games and PC and console platforms. Four of the new titles scheduled for the second half of the year are being developed for consoles. 'Ares' will build anticipation through early previews to enhance user engagement and establish a fanbase. The game will undergo a complete overhaul to focus on single-player gameplay and emphasize action elements, with a global release planned for the second half of the year. The comic-style game 'Fading Echo' is targeting the Asian market on PC and console platforms. The Metroidvania-style action RPG 'Fatal Claw' is also set for global release in the second half of the year. 'Zenonia 1: Thread of Memory' and 'Lone Chef' are included in the lineup for PC and console platforms in the latter half of the year. Com2us Platform, a subsidiary, is driving growth in the cloud sector based on its game backend service 'Hive.' The company is particularly expanding its AI-based B2B business in collaboration with Tencent Cloud. A representative from Com2us Holdings stated, "We plan to strengthen our growth momentum by expanding our game business through the release of new titles across various genres and enhancing the technology business of our platform subsidiary."* This article has been translated by AI. 2026-05-13 19:07:06 -
Shift Up Reports Q1 Operating Profit of 21.5 Billion Won Amid Game Sales Growth Shift Up announced on May 11 that its consolidated revenue for the first quarter of 2026 reached 47.3 billion won, a 12% increase compared to the same period last year. However, operating profit fell to 21.5 billion won, a decrease of 18.1%, while net profit rose by 40.8% to 37.8 billion won. In terms of individual games, 'Stella Blade' saw an 84% increase year-on-year, generating 12.9 billion won, although it was down 24.9% from the previous quarter. 'Goddess of Victory: Nikke' reported revenue of 32.7 billion won, marking a 1.2% increase year-on-year but a 24.7% decline from the prior quarter. Shift Up explained that 'Stella Blade' benefited from ongoing user acquisition through seasonal promotions and discount events, leading to stable long-term sales. 'Goddess of Victory: Nikke' also achieved top sales in both the Korean and Japanese markets following its global New Year event and a recent major update for its 3.5th anniversary. The company is gradually addressing content discrepancies with the global build of 'Goddess of Victory: New Hope' in China, establishing a mid-to-long-term service foundation. Shift Up expects to continue the upward trend for 'Goddess of Victory: Nikke' this year. The company plans to hold seasonal events in the first half of the year and a large-scale event for the fourth anniversary, similar to the recent 3.5th anniversary event, in the second half. Operating expenses rose by 61.4% year-on-year to 25.8 billion won. Shift Up attributed a 19.5% increase in labor costs to incentive payments, totaling 16.2 billion won compared to the previous quarter. Variable costs decreased by 14.4% to 4.9 billion won due to reduced payment commissions related to 'Stella Blade.' Fixed costs also fell by 39.6% to 4.6 billion won, attributed to decreased outsourcing costs for 'Goddess of Victory: Nikke.' The company unveiled its strategy to enhance the 'Goddess of Victory: Nikke' intellectual property (IP). Shift Up aims to elevate the IP's lifecycle through a two-track strategy focused on strengthening in-game content and expanding IP business. As 'Goddess of Victory: Nikke' enters its third year, the company plans to enhance in-game content. In terms of IP business, it is gradually expanding its merchandise (MD) offerings. A Shift Up representative stated, "We are expanding the MD product line based on the high recognition and fandom of 'Goddess of Victory: Nikke' characters, thereby broadening the IP's offline presence." Development of the next installment of 'Stella Blade' is also underway. Shift Up plans to transition to a self-publishing model for the upcoming title, starting with the next 'Stella Blade' release. A company representative noted, "We are bringing in global talent with experience in launching and servicing major global titles for new game development."* This article has been translated by AI. 2026-05-12 04:35:33 -
AI Hacking Era Triggered by Anthropic's Mythos: Security Industry Focuses on Encryption and Zero Trust Anthropic's next-generation artificial intelligence (AI) model, Mythos, has revealed its potential for detecting software vulnerabilities and automating attacks, prompting the domestic security industry to enhance its response strategies. Industry experts note that while AI is not creating new hacking methods, it is significantly accelerating the speed of vulnerability exploration and attack execution. As a result, there is a shift from a preemptive security framework to one that emphasizes automated detection and response, data encryption, and zero trust-based security. On May 11, Ryu Je-myung, the Second Vice Minister of Science and ICT, met with Michael Selitto, Global Policy Lead at Anthropic, to discuss collaboration in the AI and cybersecurity sectors. The government is reportedly exploring the possibility of securing access to Mythos and participating in Project Glasswing. Mythos is a high-performance AI model capable of understanding and analyzing complex software to identify vulnerabilities. Its ability to detect vulnerabilities has raised global concerns about AI security, especially as the potential for exploitation becomes apparent. The government is considering applying Mythos to real systems and infrastructure to identify vulnerabilities and validate defense mechanisms as part of its interest in Project Glasswing. The domestic security industry views the concerns surrounding AI security as a foreseeable issue. They have been preparing for hacking scenarios resulting from AI advancements, and the recent Mythos shock has heightened awareness of AI security threats. Experts analyze that new attack techniques have not emerged due to Mythos; rather, the speed and level of automation in exploring and attacking vulnerabilities have significantly increased through AI. The methods of exploiting vulnerabilities, executing malware, and carrying out commands remain largely unchanged from traditional hacking techniques. However, the speed, repetitiveness, and sophistication of attackers' explorations have risen, necessitating a shift in corporate response strategies. Consequently, security strategies are evolving from a focus on preemptive blocking to prioritizing rapid detection, analysis, response, data encryption, and zero trust principles. AhnLab views the Mythos shock as a pivotal moment for the security industry to transition to new defense systems. The ability to quickly identify and analyze emerging threats for swift response has become crucial, rather than attempting to block all attacks in advance. The industry believes that AI should be recognized not just as a tool but as an active agent, and that AI security must expand to encompass the identification and control of AI actions in the future. Fasoo AI emphasizes minimizing damage after data breaches. As AI-based attacks become more sophisticated, it is increasingly unrealistic to prevent all breaches. Therefore, encryption is vital to ensure that even if data is leaked, attackers cannot access or exploit its contents. A Fasoo AI representative stated, "We protect data itself through our enterprise document and data encryption solution, FED (Fasoo Enterprise DRM), and our data identification and classification solution, FDR (Fasoo Data Radar)." SGA Solutions explains that AI-based attacks often target data theft, making database access management and control, as well as preventing lateral movement between servers, essential. An SGA Solutions representative noted, "To achieve this, it is important to strengthen micro-segmentation in server security and expand security frameworks based on zero trust architecture." However, there are concerns that the domestic security industry faces limitations in verifying actual threat levels and enhancing response systems. This is due to the difficulty in gaining direct access to restricted AI security research projects like Mythos. Consequently, domestic security companies must focus on strengthening their own AI security capabilities and automation systems.* This article has been translated by AI. 2026-05-11 16:27:26 -
Neowiz Reports 1st Quarter Operating Profit of 7 Billion Won, Down 32% Year-on-Year Neowiz reported growth in revenue due to the performance of its live intellectual property (IP) games, but its operating profit fell 32% compared to the same period last year. Increased revenue from mobile games led to higher platform fees and revenue sharing costs. On May 11, Neowiz announced that its consolidated revenue for the first quarter of 2026 reached 101.4 billion won, a 14% increase year-on-year. However, operating profit dropped to 7 billion won, a decrease of 32% from the previous year. The net profit for the period was 15.5 billion won. The first quarter saw stable revenue growth driven by the success of key live IPs. Revenue from the PC and console gaming segment was 39.5 billion won, up 9% year-on-year. However, it fell 14% compared to the previous quarter due to a decline in initial sales effects from 'Shape of Dreams' and 'P's Lie: Prelude.' 'P's Lie' maintained sales momentum following a global discount event in March, while 'Shape of Dreams' continued to perform well after surpassing cumulative sales of 1 million copies. Mobile game revenue reached 51.4 billion won, a 13% increase from the previous year. 'Brown Dust 2' saw some revenue from its 2.5th anniversary event in the previous quarter carried over into the first quarter. Additionally, a successful live event and special skin promotion held in March helped maintain traffic. The web board game segment benefited from regulatory easing in February, leading to a rebound in average revenue per paying user (ARPPU). Other revenue totaled 10.5 billion won, marking a 45% increase year-on-year. Despite the increase in revenue across Neowiz's PC, console, and mobile gaming segments, operating profit decreased by 32% year-on-year and 48% compared to the previous quarter. The decline in operating profit was attributed to increased variable costs associated with higher mobile game revenue. Neowiz explained that the growth in revenue from mobile games like 'Brown Dust 2' and web board games resulted in higher platform fees and revenue sharing costs. Looking ahead to the second quarter, Neowiz plans to continue its growth trajectory with global events and fan activities centered around key IPs such as 'Brown Dust 2' and 'DJ Max Respect V.' The official sequel to 'Cat and Soup,' which has surpassed 80 million global downloads, was launched globally on April 28. New projects have also entered full development stages. According to Neowiz, the next installment of 'P's Lie' is currently focused on enhancing the overall gameplay experience and quality. Development is ongoing for 'Project CF,' 'Project Rubicon,' and 'Project Windy.' The mobile game 'Kingdom 2' is in its final stages of development, aiming for an early release in the second half of the year. Additionally, the publishing lineup includes the upcoming release of 'Hello Seoul: Itaewon Edition' in the second half of the year, along with new titles from overseas developers Wolf Eye Studio and Zakazane. Meanwhile, in accordance with its mid-to-long-term shareholder return policy announced in January, Neowiz executed a shareholder return of approximately 12 billion won, equivalent to 20% of last year's consolidated operating profit of 60 billion won. This included cash dividends of about 6 billion won and the buyback and cancellation of treasury shares worth approximately 6 billion won.* This article has been translated by AI. 2026-05-11 13:18:24 -
Pearl Abyss Projects Record Q1 Revenue of 300 Billion Won Driven by 'Crimson Desert' Success Pearl Abyss is projected to achieve record revenue of around 300 billion won in the first quarter of this year, driven by the rapid success of its newly launched game, 'Crimson Desert,' which debuted globally in March. According to analysts on May 10, Pearl Abyss is expected to announce its Q1 results on May 12, reporting revenue of 311.9 billion won, operating profit of 143.5 billion won, and net profit of 110.4 billion won. This represents a 272% increase compared to 83.7 billion won during the same period last year. The previous record for Q1 revenue was set in 2019, influenced by the launch of 'Black Desert Mobile' in Japan and 'Black Desert' on Xbox One in North America and Europe, which generated 130.8 billion won. The surge in performance is attributed to the global success of 'Crimson Desert.' This open-world action-adventure game was released on PC and console platforms, attracting users with its vast open world and high degree of freedom, positioning it as a key intellectual property (IP) following Pearl Abyss's flagship title, 'Black Desert.' 'Crimson Desert' garnered significant market interest even during its development. Initially, its release was scheduled for an earlier date, but delays occurred due to worsening development conditions amid the prolonged COVID-19 pandemic and remote work. After approximately seven years of development and multiple postponements, the successful launch of 'Crimson Desert' has heightened expectations for a rebound in Pearl Abyss's performance. Sales have been increasing rapidly. 'Crimson Desert' sold 2 million copies on its first day, followed by 3 million copies within four days, 4 million copies in 12 days, and surpassed 5 million copies in global cumulative sales within 26 days. This rapid sales pace is considered exceptional for a console and PC packaged game developed by a domestic game company. The strong initial performance has further bolstered revenue expectations. Typically, new game sales begin to decline after 2 to 4 months as discounts are introduced. However, 'Crimson Desert' achieved over 5 million copies sold within the first month of release, and there are currently no plans for discounts, reducing concerns about declining average sales prices. User feedback and updates are enhancing expectations for the game's long-term success. The initial reception of 'Crimson Desert' was not entirely positive; it received a Metacritic score of 78 shortly after launch, falling short of expectations due to criticisms regarding difficult controls and user interface (UI) and user experience (UX) issues. However, as updates were implemented and user playtime accumulated, the sentiment shifted. The Metacritic user score rose to 8.7, while Steam user ratings improved from 64 to 80. PlayStation users also increased their ratings from 3.6 to 4.1. As of May 8, user reviews on the global gaming platform Steam remain 'very positive.' Since its launch, Pearl Abyss has conducted a total of seven updates, enhancing content quality and addressing initial criticisms regarding UI and controls. The latest patch on May 1 was a significant update, totaling 37 gigabytes. Analysts are also raising their annual sales forecasts for 'Crimson Desert.' Meritz Securities estimates cumulative sales of 8.5 million copies in Q2, while DS Investment Securities has revised its annual sales forecast upward from 6 million to 8 million copies. However, as packaged games typically see a higher proportion of sales in the early stages, maintaining sales momentum after Q2 will be closely monitored. Future sales may be influenced by the timing of discount sales and the success of additional updates. Pearl Abyss aims to develop 'Crimson Desert' into a flagship IP, and it is expected that user feedback and updates will continue for the foreseeable future. Pearl Abyss CEO Heo Jin-young stated during the regular shareholders' meeting in March that the company will strive to upgrade 'Crimson Desert' based on user feedback to ensure it becomes a long-lasting favorite.* This article has been translated by AI. 2026-05-10 12:30:14 -
Naver Launches Special Page for 9th Local Elections with Enhanced Comment Policies Naver is taking steps to ensure accurate election information and combat false comments and automated activities ahead of the 9th Local Elections on June 3. Naver launched its "Special Page for the 9th Local Elections" on May 7, detailing its comment policies for political and election news, as well as a feature for reporting false comments. The special page includes curated election articles from various media outlets, localized election news, public opinion polls, key election dates, and historical voter turnout data. On election day, a live coverage section will aggregate broadcasts from major networks, allowing users to view exit poll results and predictions from various media. Since March, Naver has strengthened its comment policy, allowing only verified accounts to post comments. Comments will not be available on articles in the political and election sections, but a collection of comments will be displayed in reverse chronological order. Naver's AI-based detection system, "Clean Bot," automatically disables harmful comments and provides notifications when there is a surge in likes or dislikes. Last month, Naver upgraded its "AI Clean Bot 3.0," enhancing its ability to detect comments that promote violence or disparage victims and their families. The system analyzes both comment content and article context to identify malicious intent or hate speech. During the election period, requests for comment deletions related to candidates will be handled according to the policies of the Korea Internet Self-Governance Organization (KISO) and in cooperation with the National Election Commission. To combat the spread of false information, Naver will enhance its 24-hour monitoring and establish a hotline for issue response. Users can report false comments on election management news, and a reporting center will connect them to the election commission's channel. Similar to previous presidential and parliamentary elections, Naver will provide candidate information, including names, photos, birth dates, and educational backgrounds, starting June 21, after the candidate registration deadline on May 15. Autocomplete and search suggestions for candidates in various elections will be restricted. Kim Soo-hyang, Naver's leader, stated, "Naver is committed to delivering accurate and timely information for the local elections and ensuring that the comment section for election-related news fosters healthy communication. We will continue to work with the election commission and KISO to prevent the spread of false information." 2026-05-08 11:58:27

