Journalist

Han Young-hoon
  • NC AI Unveils Beta of Varco Sound, an AI Audio Generation Service
    NC AI Unveils Beta of Varco Sound, an AI Audio Generation Service NC AI, an artificial intelligence company, said Wednesday it has released a beta version of Varco Sound, a sound-generation AI service designed to create multiple sounds needed for a single scene at once and allow users to split the output by element for editing. Varco Sound accepts images and video as well as text. Users can describe a situation in a sentence — such as “water droplets in a dark cave” — or upload a forest photo or battle footage, and the service analyzes the scene’s context to automatically generate sound files, or sound assets. The generated audio is provided in “multitrack,” separating sound elements into individual tracks. That allows detailed postproduction edits, such as adjusting the volume of a specific sound or swapping out an element. NC AI said the goal is to reduce the “difficulty of re-editing” often cited with single-track audio generation. The service also emphasizes variation. It can quickly produce multiple versions while keeping the texture and nuance of a user-uploaded sample, expanding options and reducing prototyping time. Varco Sound runs on the web without a separate installation. Users can sign up with email verification, and it is offered through the Varco Game Package plan, which combines it with the 3D generation AI service Varco 3D. Pricing includes a 22,000-won-a-month Plus plan (10,000 credits) and a 110,000-won-a-month Premium plan (50,000 credits). New users receive 2,000 credits. NC AI said it aims to refine quality by incorporating feedback during the beta period and target an official launch in the first half of this year. The company is also developing plugins for game engines Unity and Unreal, as well as plugins that run directly in professional audio production software. “Varco Sound is a technology that turns imagined sounds into assets that can be produced immediately,” NC AI CEO Lee Yeon Su said. “Based on our multimodal AI capabilities, we will expand it into a platform that leads the global content production market.” 2026-01-29 08:33:00
  • Com2uS baseball games top 1 trillion won in cumulative revenue
    Com2uS baseball games top 1 trillion won in cumulative revenue SEOUL, January 21 (AJP) - South Korean game developer Com2uS said on Wednesday that cumulative revenue from its baseball game titles has exceeded 1 trillion won ($750 million). The company attributed the milestone to the expansion of its lineup of officially licensed baseball titles tied to major leagues including the Korea Baseball Organization (KBO) and Major League Baseball (MLB), beginning with the 2015 launch of Com2uS Pro Baseball 3D. Com2uS cited steady growth in user engagement, saying monthly active users last year peaked at more than 2.6 million, over six times the level recorded in 2015. Average annual revenue growth over the past three years stood at around 30 percent, the company said. The franchise’s longevity has been supported by increasingly detailed content and strengthened live operations, the company said. It has closely reflected real-world player data, records and play styles, while refining controls and presentation for hitting, pitching and defense to improve gameplay realism. Com2uS also said it has reinforced season-linked events and offseason content while continuously adjusting progression balance between new and existing users. The company tied the expansion of its baseball games to overseas growth. It began a global push in 2016 with MLB 9 Innings 16, followed by Com2uS Pro Baseball V in 2022 and MLB Rivals in 2023. In 2025, it expanded into Japan with the Nippon Professional Baseball-licensed Pro Baseball Rising. Com2uS said it plans to enhance update quality in line with league seasons this year and expand content marking the 10th anniversary of MLB 9 Innings, using differentiated strategies for each title to sustain growth. “We have built a structure in which baseball games continue to grow, based on nearly a decade of development and live operations know-how,” said Hong Ji-woong, head of production at Com2uS. 2026-01-21 13:53:45
  • South Koreas Neptune sets sights on India as it scales adtech, game publishing
    South Korea's Neptune sets sights on India as it scales adtech, game publishing SEOUL, January 20 (AJP) - South Korea's Neptune said on Tuesday it will expand businesses that combine advertising technology and gaming this year, centered on three new initiatives, following its acquisition by Krafton. Neptune outlined three strategic pillars: global expansion of its adtech operations, a stronger push into hybrid-casual games and the development of a new demand-side platform, or DSP, for advertisers. India has been identified as the top priority market for its adtech business. The company said its India strategy focuses on optimizing services for local mobile environments. It completed India-specific software development kits, or SDKs, and infrastructure capable of handling large-scale traffic in the third quarter of last year. The technology will be rolled out in phases, starting with popular mobile games in India in the first half of this year. The company has spent about six months establishing internal collaboration models after the takeover by Krafton and is now moving into an execution phase. In its games business, Neptune said it aims to diversify revenue by increasing investment and publishing in hybrid-casual titles that combine in-app purchases, or IAP, with in-app advertising, or IAA. It also plans to expand in-house game development to secure a steady pipeline of hit titles and user traffic. Chief Executive Kang Yul-bin said Neptune plans to leverage traffic from its parent company to gain a foothold in India’s adtech market, which he estimated to be worth about 3 trillion won ($2.2 billion). “By linking the expansion of hybrid-casual games with our India business rollout, we aim to take our adtech business to the next level,” Kang said. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2026-01-20 09:48:48
  • Mergers, pricing wars and tighter rules reshape South Koreas content industry in 2025
    Mergers, pricing wars and tighter rules reshape South Korea's content industry in 2025 SEOUL, December 27 (AJP) - Consolidation trumped expansion as the dominant narrative across South Korea's gaming, streaming and webtoon sectors this year, as domestic platforms merged to survive, regulators tightened oversight and companies raced to secure global distribution deals. Streaming services combined subscriber bases while freezing prices under regulatory pressure. Webtoon publishers transformed anti-piracy operations from cost centers into strategic advantages. And game developers navigated stricter loot box rules while claiming international awards and closing major acquisitions. 1. Competition watchdog approves TVING-WAVVE merger with price freeze attached South Korea's competition authority cleared the merger between streaming platforms TVING and WAVVE in June, but attached conditions requiring the companies to hold subscription prices steady for a set period. The decision reflected regulators' attempt to balance industry consolidation against consumer protection. Analysts said the message was clear: build scale to compete globally, but don't pass the costs to users. The streaming sector has burned cash for years as content spending spiraled into a race that benefited viewers but devastated balance sheets. The merger signaled a strategic pivot away from duplicate investments toward leveraging combined subscriber numbers for better content licensing deals. 2. Legal merger stalls, but companies launch joint subscription to test market The formal merger process hit delays over shareholder negotiations and regulatory procedures. Rather than wait, TVING and WAVVE rolled out a combined subscription package on June 16 that gave users access to both platforms. The move captured the year's broader dynamic: regulatory and corporate processes take time, but consumer-facing products can launch immediately. The joint pass went beyond promotional tactics, effectively creating an integrated user experience before legal structures caught up. When the full merger closes, the real test will be integrating content libraries, pricing tiers and recommendation algorithms into a seamless interface. 3. Netflix raises prices in South Korea as ad-tier hits 7,000 won Netflix adjusted its South Korea pricing in May, pushing the ad-supported tier to 7,000 won ($4.85) and raising other plans. The timing put pressure on local platforms just as they sought relief through consolidation. The move also challenged the assumption that ad-supported streaming would remain budget-friendly. Industry observers interpreted the price increase as Netflix setting a new floor for the entire market. Higher average revenue per subscriber funds better content, which drives subscriber growth, completing a cycle that Netflix bet would lift all players. 4. TVING debuts branded collection inside Disney+ Japan in distribution experiment TVING launched a curated section within Disney+ Japan in November, marking a new approach to international expansion. Rather than building standalone services abroad or simply licensing content, TVING secured dedicated shelf space inside an established platform. The model represented a middle path between direct market entry and content supply deals. It gave TVING brand visibility and curation control without the overhead of launching infrastructure. Whether other platforms replicate the approach across different markets remains an open question. 5. Disney invests in WEBTOON, launching joint comics platform Disney and WEBTOON Entertainment announced plans in September to build a new digital comics platform, with Disney taking a 2 percent stake through a non-binding term sheet. The deal flipped the traditional relationship between webtoons and global entertainment. For years, Korean webtoon platforms served as IP farms for Hollywood adaptations. This partnership positioned webtoons as primary distribution channels in their own right. Disney's willingness to invest validated webtoons not as source material awaiting adaptation, but as standalone consumer products capable of monetizing IP directly. 6. Naver WEBTOON adds short-form video with 'Cuts' feature WEBTOON Enetertainment's Naver WEBTOON launched "Cuts" on Sept. 1, expanding beyond scrollable comics into user-generated video content designed for Gen Z consumption patterns. The feature lets creators turn webtoon panels into short clips optimized for social sharing and algorithmic distribution. The format shift addressed retention and discovery challenges. Short videos spread faster through recommendation engines and lower barriers for new readers. Competition among webtoon platforms now extends beyond content catalogs to feed algorithms and viral distribution. 7. Kakao Entertainment blocks 240 million piracy incidents as enforcement becomes core capability Kakao Entertainment reported blocking 240 million instances of illegal content distribution globally in the second half of 2024, according to its anti-piracy white paper. Piracy scales alongside market growth, with illegal sites copying and redistributing content faster than legal teams can respond. The company has shifted enforcement from reactive cleanup to integrated operations combining watermarking technology, automated takedown systems and cross-border legal coordination. Platform competitiveness now depends as much on anti-piracy infrastructure as content acquisition. 8. Kakao shelves restructuring plans for entertainment unit Kakao explored restructuring options for Kakao Entertainment in the first half of the year, including potential stake sales or a separate listing, before abandoning the discussions in August. The reversal suggested that near-term capital raising prospects had dimmed. Kakao Entertainment bundles webtoons, web novels, music and video production under one roof. That scope requires constant capital for original content, IP acquisitions and international marketing. Major funding events would directly accelerate content investment and global expansion. The shelved plans underscored how content companies remain vulnerable to shifting capital market conditions and investor sentiment. 9. Loot box rules shift focus to liability and damages Gaming companies confronted a fundamental change in regulatory enforcement around loot boxes this year. From Aug. 1, the burden of proof shifted to operators, requiring them to demonstrate compliance with probability disclosure rules. Penalties expanded to include civil liability with potential triple damages. The rules went beyond simple disclosure requirements. Companies had to overhaul data retention, logging systems and dispute response protocols. Compliance infrastructure became as critical to live service operations as content updates. 10. Foreign game operators face new accountability as domestic awards and acquisitions pile up Starting Oct. 23, foreign game companies operating in South Korea must designate local representatives, bringing international operators under the same regulatory framework as domestic publishers. The requirement formalized South Korea's approach to holding global platforms accountable under local rules. Meanwhile, Korean publishers extended their global reach through both recognition and acquisitions. Embark, a Nexon subsidiary, won Best Multiplayer at The Game Awards in December for "ARC Raiders." Krafton announced plans in June to acquire Japan's ADK, connecting gaming IP to advertising and animation production. The moves illustrated an industry transformation from game development to full IP management across media formats. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-12-27 11:35:45
  • Game developer Netmarble appoints new head for Japanese unit
    Game developer Netmarble appoints new head for Japanese unit SEOUL, December 15 (AJP) - South Korean game developer Netmarble appointed Kim Do-hyung as CEO of its Japanese subsidiary, Netmarble Japan, as it seeks to accelerate growth and diversify revenue in one of its key overseas markets. Kim is a veteran of the Japanese intellectual property (IP) sector, with experience dating back to the early 1990s in introducing Japanese game and manga IPs to South Korea. He has been involved in developing online games such as SD Gundam Capsule Fighter Online, which adapted popular manga and anime franchises for the gaming market. His career includes founding a game development studio in Japan and launching manga publishing and webtoon platforms. Netmarble said Kim is known for his end-to-end understanding of the IP value chain, from discovery and content planning to platform expansion. Netmarble plans to leverage Kim’s expertise to broaden its portfolio of IP-based games in Japan. The company also aims to enhance the value of Japanese IPs by forming direct partnerships with local publishers and studios, while expanding those franchises globally through its development studios in South Korea, North America and Hong Kong. Netmarble said this strategy would position Japanese IP as a key growth engine for the group. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-12-15 15:33:58
  • Korean game makers target Southeast Asia, India as next growth engines
    Korean game makers target Southeast Asia, India as next growth engines SEOUL, December 01 (AJP) - South Korea's major game publishers are expanding their focus on Southeast Asia and India, betting on the regions’ rapidly growing mobile-first user base and rising spending power. Companies are not only exporting games but also investing, forming joint ventures, and reorganizing operations to secure long-term positions in the markets. Industry officials say Southeast Asia has emerged as the world’s second-largest market for mobile game downloads, driven by a young demographic and widespread smartphone adoption. While current revenue remains modest, the expansion of e-wallets and mobile payment services is seen as a catalyst for sharp medium-term growth. India, meanwhile, has evolved into one of the world’s largest gaming consumer markets, with 400–500 million users, roughly one-third of whom are paying customers. The market generates an estimated $3 billion in annual revenue, and falling data costs combined with fintech expansion are lifting average revenue per user. Krafton has taken the most aggressive approach in India. Its localized version of PUBG Mobile, BGMI, has surpassed 240 million downloads, helping push Krafton’s mobile-game revenue up more than 30 percent year-on-year, with India now accounting for around 10 percent of the total. The company has invested over $200 million in Indian gaming, digital content and fintech firms since 2021, and plans to deploy at least $50 million annually going forward. Krafton aims to build an independent local ecosystem by backing startups, esports leagues and collaborations with streamers and domestic brands. NCSoft is positioning Southeast Asia as a key distribution and service hub. Last year, it set up NCV Games, its first regional joint venture, in Singapore with Vietnamese tech firm VNG, which dominates Vietnam’s messaging, payments and gaming platforms. The partnership provides NCSoft with an almost fully independent distribution network in Southeast Asia, adding a third operational pillar alongside its Korean and Western businesses. Netmarble is also strengthening its Southeast Asian presence through local subsidiaries and targeted marketing. Its Thai subsidiary has served as a strategic base for early market expansion, and the company has intensified outreach during major game launches. For the global release of its RPG remake Seven Knights Rebirth in September, Netmarble held offline showcases in Thailand and Taiwan. The game went on to record top sales rankings in more than 20 countries, including Taiwan, Singapore and Indonesia. Netmarble has maintained an 8–9 percent revenue share from Southeast Asia in recent years. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-12-01 14:34:59
  • NCSoft to roll out new role-playing game Aion 2 in Korea, Taiwan, Nov. 19
    NCSoft to roll out new role-playing game 'Aion 2' in Korea, Taiwan, Nov. 19 SEOUL, November 18 (AJP) - South Korea's leading game company NCSoft said Tuesday it will launch Aion 2, its new flagship multiplayer online role-playing game, in South Korea and Taiwan at midnight on Nov. 19, positioning the title as a major addition to its 2024–25 pipeline. Players can pre-install the game through NCSoft’s cross-platform service, Purple, ahead of the release. Aion 2 follows the company’s long-running PC franchise Aion, which built a strong global fan base with its fantasy setting and aerial combat system. The sequel seeks to expand the original universe, retaining its core features — a rivalry between two factions and eight combat classes — while updating the overall design for modern platforms. Built on Unreal Engine 5, the game offers enhanced graphics and supports exploration across land, air and underwater environments. It also introduces action-focused combat, a broader range of hunting and adventure content and more detailed character customization, reflecting NCSoft’s efforts to sharpen its competitiveness in the global MMORPG market. “Aion 2 embodies the ideal world envisioned by the original, where players can walk, fly and swim endlessly,” said Baek Seung-wook, the game’s executive producer. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-11-18 14:48:40
  • Wemade to build global game item platform with Japanese AI firm
    Wemade to build global game item platform with Japanese AI firm SEOUL, November 18 (AJP) - South Korean game developer Wemade has signed an agreement with Japan’s Quantum Solutions to build a global platform for secure trades of in-game items, expanding its push into blockchain-based gaming infrastructure. The memorandum of understanding, announced Tuesday, brings together Wemade’s gaming portfolio and Quantum Solutions’ capabilities in AI infrastructure and blockchain security. Quantum Solutions has drawn investment from major global players, including Ark Invest, bolstering its credentials in digital asset management. Under the partnership, the companies plan to develop a global game item trading platform that will support titles such as Legend of YMIR, Night Crows and MIR4. All transactions will be logged on an Ethereum-based blockchain, a move the firms say will ensure transparency and prevent tampering. The two sides also intend to integrate AI tools that allow users to create new items within Wemade’s game worlds, with the assets usable during gameplay — expanding both customization and potential revenue streams. “We will continue to collaborate with various partners to broaden the blockchain gaming ecosystem and strengthen our technological competitiveness,” Wemade said in a press release. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-11-18 13:44:00
  • Korean AI firm showcases multilingual dubbing technology at global conference
    Korean AI firm showcases multilingual dubbing technology at global conference SEOUL, November 17 (AJP) - Eastsoft, a South Korean AI services company, said Monday that its research on multilingual automatic dubbing has been accepted for presentation at EMNLP 2025, one of the field’s leading conferences. The company’s study introduces an end-to-end dubbing framework that uses large language models to synchronize translated audio with the timing and rhythm of the original video — a longstanding challenge for automated dubbing systems, which often produce speech that finishes too early or too late relative to on-screen mouth movements. The research paper outlines a three-step pipeline combining speech-to-text, machine translation and text-to-speech modules. Eastsoft says it has enhanced the translation process with two LLM-driven techniques: “speech length adjustment” and “speech pause integration.” The first predicts how long translated speech should be in order to match the original speaker’s timing, while the second incorporates natural pauses — including breaths and short breaks — to create more humanlike rhythm in dubbed audio. Together, the additions aim to move beyond literal translation to generate dialogue that feels more natural across languages. According to Eastsoft, the system improved synchronization accuracy by 24 percent and multilingual user satisfaction by 12 percent compared with existing commercial AI dubbing tools, including the company's current products. “We are moving closer to producing naturally dubbed videos in multiple languages that preserve the speaker’s original pace and rhythm,” the company said in a press release. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-11-17 15:42:46
  • Wemade rolls out Legend of YMIR worldwide, blending epic battles with crypto rewards
    Wemade rolls out 'Legend of YMIR' worldwide, blending epic battles with crypto rewards SEOUL, October 28 (AJP) - South Korean game developer Wemade announced on Tuesday the global launch of its new multiplayer online role-playing game, Legend of YMIR. The game is now available in 170 countries, excluding South Korea and China. Set in a mythical world torn apart after the fall of the gods, Legend of YMIR follows warriors fighting to restore order amid chaos. Players can engage in large-scale server battles and experience a new “Partners Server” model, which allows communities to manage and grow their own servers on both mobile and PC platforms. At the heart of the game’s design is a blockchain-based economy. Players can earn “gWEMIX,” an in-game currency that can be exchanged on a one-to-one basis with WEMIX Coin, Wemade’s cryptocurrency. Victorious clans in server battles will collect a share of gWEMIX as tax from all other servers, blending competitive gameplay with tangible rewards. To mark the launch, Wemade is hosting an airdrop event on its blockchain gaming platform, WEMIX PLAY, distributing NFT-based in-game items to participants. Players can also take part in the “Hero Qualification” event, which offers rewards for completing in-game missions. Wemade said it plans to host a global tournament, the YMIR Cup, to determine the strongest server across all regions. The company, best known for its MIR franchise, continues to expand its footprint in blockchain-integrated gaming as it seeks to attract a global audience to its play-and-earn ecosystem. * This article, published by Aju Business Daily, was translated by AI and edited by AJP. 2025-10-28 16:40:48