An average monthly takeover of South Korea's online gaming business

Source: Internet
Author: User
Keywords Boom online games
This year, South Korea's domestic online gaming industry is the hottest topic of mergers and acquisitions. Mergers and acquisitions have been a heat wave since the beginning of the year. January CJ Network Acquisition Seed9, July Entertainment virtues acquisition Joy Max Operation Rights, and without warning, in the second half of the 11 consecutive mergers and acquisitions projects.  The whole trend is still continuing. At the end of July, Nexon acquired gamehi23% shares and management rights and became the largest shareholder. China grand game 95 million dollar Acquisition "Dragon Valley" developers. After that, NHN announced the collection and Wisecat.  A spate of mergers and acquisitions. Mergers and acquisitions have ignited this year's market from both recent mergers and acquisitions, mainly for buyers seeking to acquire small and medium-sized enterprises, while mergers and acquisitions have different purposes. In order to increase assets and performance.  There are intellectual property rights, and there are purely for the development of the work. CJ Network, NCsoft, Neowiz and other companies have a certain development influence. The next step is to make sure that each piece is well hit. Another box-office hit, you need to add some fresh, development potential of the blood.  As a result, this year, the market Seed9, Nextplay, crspace Three well-known medium-sized enterprises have been more than three mega-enterprises to acquire the phenomenon. In June, NHN announced a high-profile formal acquisition of the famous studio Wisecat, which developed the baseball game "the heavy artillery." (previously this studio developed "heavy Artillery" for Neowiz) NHN game lineup, has been lack of sports games, the acquisition of Wisecat, can strengthen NHN the entire product line, expand NHN game in the whole field of the impact of the game.  and NHN Company also aimed at the "heavy artillery Hand" of the sequel, hoping to compete with Neowiz. At the same time, Nexon in the first half with two medium-sized Enterprises completed a merger, a takeover work, can be said to be spendthrift.  These two nexon into the new blood for the development of "King of the World" ndoors and the top ten online games "surprise" developers Gamehi. For the above two companies, Nexon official figures show that two companies earn at least 1 trillion won a year for Nexon.  This convincing data has also added to Nexon's stock market listing in Japan, while Nexon's share price has soared in the South Korean stock market.  Shanda game in the acquisition of the "Dragon Valley" developers, stocks all the way up to the merger between the company is also a part of this year's merger and acquisition of another aspect is the merger between large companies, the most famous will belong to NHN and net Zen between the powerful union.  In fact, the size of the two companies in South Korea are large enterprises, from a merger perspective, should be joint development, for long-term strategic objectives and major projects to prepare. There are also internal mergers in the IT industry that do not involve games. For example, the famous Korean publisher Jin Branch Company acquired YHK KOREA. Shooting gameHessian "Developers if, South Korean mobile phone business aroma Soft acquisition. South Korean online games in the second half of the forecast: There will be a monthly acquisition in the first half of this year have identified 11 cases, in fact, 6 in May, in May accounted for more than 50% of the transaction ratio. (Some of the acquisitions have not yet been formally announced, only signed) and from the date of publication, January and February were 2 acquisitions, 7 months, 1 (actually published on June 30), in March and June, one of the acquisitions.  Through this analysis, you can see that the second half of the year, there may be a case of an acquisition every month. In addition, some large companies in the main form of mergers and acquisitions of some small overseas companies to become their own overseas institutions.  For example, the entertainment and virtue companies in the global key customer service area to establish subsidiaries to expand their global influence.  [Attached: 2010 Game Enterprise Mergers and Acquisitions List unit: Won]  CJ Network: Acquisition of SEED9, purchase manarch30% Copyright NC: Acquisition of "Point Blank" developer zepetto30% shares "Lord of the Rings" Korean publisher Golden Branch: YHK Korea max shares Nflavor: merge Eaonsoft Nexon: Acquisition of Ndoors NCsoft: acquisition of Nextplay NHN: merged net Zen, merged two market capitalisation 400 billion Korean dollar neowiz:127 billion acquisition crspace Aroma billion acquisition soft:380 shares if50% billion acquisition GAM   EHI Management Rights Entertainment virtues: 69.3 billion acquisition Joy Maxjingyingq Grand games: 120 billion acquisition of "Dragon Valley" developers NHN: Acquisition of WISECAT right to operate the polarization of the Korean gaming industry is worrying South Korea's domestic mergers and acquisitions have a positive side, but there is also a worrying side.  A large amount of capital flow may lead to the lack of the company's capital chain, but also may lead to large companies more and more, small companies are threatened by the polarization of the phenomenon. In fact, in the merger and acquisition boom, many large companies have started to buy midsize companies as subsidiaries or studios, so that they can maintain the independent operations of the acquirer and keep the buyer healthy.  Perhaps such a method can avoid the widening of polarization. Relevant sources said that recently, the Korean gaming industry has no significant growth trend, but a few major companies within the industry restructuring. Talent training is also mainly dependent on these large companies.  Lack of innovation and lack of product diversity are beginning to show. However, through mergers and acquisitions, large game companies have improved their global influence, taking Nexon as an example, and by sharing, they have expanded their share of markets in Europe, America and Japan. At the same time, some industry insiders pointed out that this kind of concurrent collection is a "Klacka", large companies should be through the push ChenA new, better game to occupy the market, rather than simply relying on small and medium-sized enterprises to achieve this goal.  Innovation is also the focus of the future development of the game industry. Nexon through the expansion of Europe and the United States, Japan market influence more information please pay attention to play games Network (edit/Ming)
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