Healing game content challenges the global market

Naju-si, Jeollanam-do–(Newswire) November 25, 2021 — Korea is one of the world’s leading gaming powerhouses. It has the world’s fourth-largest mobile game market and its export share is overwhelming. According to the ‘2019 Second Half of 2019 and Annual Content Industry Trend Analysis Report’ released by the Ministry of Culture, Sports and Tourism, the game industry accounted for 66.9% of the domestic content industry’s exports, and achieved a performance of about $7.25 billion, an increase of 8.8% compared to the previous year. Exceeds Article 8. It is actually playing a role as a driving force in the export market for the content industry. Game companies are not stopping their efforts to show their power in the global market leaving their home screens.

In Jeollanam-do, support projects for nurturing the game industry ecosystem are booming. The Jeonnam Information Culture Industry Promotion Agency is recruiting competent companies for the ‘Market Entry Production Support Project (Corporate Growth Type)’ to expand the Jeonnam game industry base and strengthen the domestic and overseas competitiveness of tangible game-related companies as part of the 2021 Jeonnam region-based game industry promotion project. did. And there is Nitros (CEO Won-seok Lee), who has been recognized for his potential and skills.

Nitros is an indie developer focused on mobile game development. He continued to challenge various genres such as rhythm, defense, role-playing games, and simulations. Currently, he is concentrating on healing management simulation games through support projects. Although the scope of meaning of ‘healing’ is wide, in games, it generally refers to content that can achieve a sense of accomplishment without ‘competition’. Typically, it is a form of interaction by raising crops, collecting crops, or helping each other in management and exchanging actions with other players.

The game is based on fishing, which is loved as the best leisure sport. The size of the game is also small, less than 50M, providing users with a light feeling of use that is not burdensome. The heavy system adopts a simplified and intuitive way of playing. It enhances interest by giving new challenges and goals to games that might otherwise be monotonous. It offers the convenience of being able to achieve quickly without spending a lot of time on the game.

Above all, it is the desire to complete a mobile game that allows you to experience relaxing and emotional healing just by watching. CEO Won-seok Lee said, “I wanted healing content that anyone, regardless of age or gender, could easily and conveniently enjoy away from the fierce daily life and competition.” The desire for healing is also in line with the management philosophy of Nitros.

Nitros, which is also continuously analyzing the market, develops contents so that the contents of the same IP can be enjoyed on other platforms after the game is released. It is expected that it will be a learning tool for foreigners and multicultural families who are interested in Hangeul, as well as allowing parents and children to enjoy it together as a Hangul education application. A webtoon based on a healing game is also serialized. It is Nitros’s unique strategy to promote the company and increase sales by influx of different age groups from its competitors. After the domestic service, there is also a plan to focus on global services.

Nitros is taking one step at a time through corporate growth support projects. CEO Won-seok Lee said, “The Jeonnam Global Game Center support project is like a danbi for indie game companies.” However, he confessed, “The period of the support project is short, less than one year, and after the project is over, it will be a very difficult time.” It is evaluated that the six-month period is short and lack of permanence to produce high-quality content. Nevertheless, he said, “I am very grateful and happy to have been selected for the project.”

Nitros’ ambitions as a game developer in Jeonnam are exceptional. I am determined to set an example by completing a successful project. The goal is to encourage competitive companies from other regions to visit Jeollanam-do. It is an attitude to seek ways to cooperate with game developers in the Jeollanam-do region through various monetization models and to grow independently.

Jeonnam Global Game Center Overview

Jeonnam Global Game Center is nurturing tangible games combined with immersive media infrastructure, and supports it with the goal of establishing an ecosystem for the Jeonnam game industry and fostering global game companies.

Website: http://www.jcia.or.kr

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