Mumbai: <\/strong>South Korean game developer Krafton Inc<\/a>, which has created the popular multiplayer battle royale game PlayersUnknown Battlegrounds<\/a> (PUBG<\/a>), plans to invest $100 million<\/a> or more this year in Indian startups<\/a>, its chief executive told ET.

PUBG Mobile was one of the Chinese apps that India had banned in June 2020 following border hostilities with China.

Krafton<\/a> launched Battlegrounds Mobile India (BGMI), which is similar to PUBG, last year. Since the launch, BGMI has hit 100 million registered users, Changhan Kim<\/a> said.

“It was unfortunate that PUBG Mobile was banned in India. After the ban, we made tremendous efforts and launched BGMI last July, which has been curated specifically for the Indian audience,” Kim said.

Krafton has become an active investor in media, gaming, and entertainment startups.

In the last one year, it has deployed $100 million across seven startups, including Pratilipi,
Nodwin Gaming<\/a>, and Kuku FM.

“While BGMI is performing well in India, we are also focused on the IP, media, and entertainment sector as a whole for holistic growth. We expect that overall investments in the rest of 2022 and next year will be equal to or larger than $100 million,” he said.

Despite the downturn in the global and Indian financial market, Krafton will support existing portfolio companies. “We also think that it's a good chance to score good deals in this market,” Kim added.
\"\"
<\/span><\/figcaption><\/figure>
The Korean Stock Exchange-listed company posted $405.7 million in quarterly revenue, according to its consolidated financial statements for the first quarter of this year.

This was a record high revenue for any quarter, up 17.8% quarter-over-quarter and 13.5% higher year-over-year.

International markets (outside South Korea) drove 95% of its first-quarter revenue this year. BGMI has sustained an uptrend of market share and sales in India, it said.

“I cannot say that the sales efficiency is really great compared to the number of users in India. I think we're witnessing in India a similar circumstance that we have seen with the Chinese market 15 years ago. We are also putting our utmost efforts to become the most beloved game in the long term rather than focusing on short-term profit,” Kim said.

The success of crypto play-to-earn (P2E) games like Axie Infinity has led to the emergence of multiple startups in the sector. Additionally, non-fungible tokens (NFTs) are seen as tools fuelling the in-game economy by several in the Web3 and gaming industry.

Kim said NFTs, metaverse, augmented and virtual reality gaming are technologies that are worth exploring but the company is not solely looking to focus on Web3 gaming.

In India, mobile gaming and sports media platform
Nazara Technologies<\/a> is planning a foray into Web3 gaming. Similarly, sports NFT startups like Fancraze and Rario are looking at gaming to expand the utility of their NFTs.

While Krafton may explore Web3 to enrich the user experience, Kim said its focus will remain on gaming.

“People are talking a lot about the P2E concept. But that is not the direction that Krafton will take. Games should be fun to play, not a thing to do to earn something. We think that there are certain areas where game production technologies can have synergistic effects with Web3 technologies,” Kim said. “...lots of gaming companies have their own idea about it, in terms of interoperability, I think will take a long time to get there,” he added.

Krafton appointed Sean Hyunil Sohn as CEO of its India operations.

The company also plans to increase its workforce by 40-50% in the next one year.

“We are hiring at the management side. Given the size and scale of BGMI, we need to hire more talent and are hiring for marketing, management, and e-sports to localize efforts,” Kim said.
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PUBG制造商Krafton线为印度100美元+科技创业公司

Krafton推出战场移动印度(BGMI),类似于PUBG,去年。自推出以来,BGMI达到1亿注册用户,Changhan Kim说。

Apoorva米塔尔
  • 更新在2022年6月15日08:19点坚持
孟买:韩国游戏开发商Krafton公司,创造了流行的多人大逃杀游戏PlayersUnknown战场(PUBG),计划投资1亿美元在今年印度公司,其首席执行官告诉等。

PUBG移动是中国应用之一,印度已经禁止在2020年6月后与中国的边境战争。

Krafton推出了战场移动印度(BGMI),类似于PUBG,去年。自推出以来,BGMI达到1亿注册用户,Changhan金说。

“不幸的是,PUBG移动在印度是被禁止的。禁令后,我们作出了巨大努力,并发起BGMI去年7月,已策划专门为印度观众,”金说。

广告
Krafton已经成为一个活跃的投资者在媒体,游戏,娱乐公司。

在过去的一年,它已经部署了1亿美元在七个创业公司,包括Pratilipi,Nodwin游戏和新西兰果鸠调频。

“虽然BGMI表现良好在印度,我们也集中在IP,媒体和娱乐行业整体增长作为一个整体。我们预计总投资在2022年馀下时间和明年将等于或大于1亿美元,”他说。

尽管全球经济衰退,印度金融市场,Krafton将支持现有的投资组合内的公司。“我们也认为,这是一个好机会得分好的交易在这个市场,”金说。

韩国证券交易所上市公司发布的季度收入4.057亿美元,根据其今年第一季度的合并财务报表。

这是一个任何季度创纪录的收入,则上涨了17.8%,较上年同期高出13.5%。

国际市场(韩国)外开今年第一季度收入的95%。BGMI持续上升趋势的市场份额和销售在印度,它说。

“我不能说销售效率是真正伟大的印度用户数量相比。我认为我们正在目睹在印度类似的情况下,我们看到中国市场15年前。我们也把我们的最大努力成为最受欢迎的游戏在长期而不是专注于短期利润,”金说。

广告
的成功密码play-to-earn (P2E)游戏像Axie无穷导致多个初创公司在该行业的出现。此外,加以标记(非功能性测试)被视为工具推动游戏内经济的几个Web3和游戏产业。

Kim说非功能性测试、metaverse、扩充和虚拟现实游戏是值得探索的技术,但该公司不仅仅是寻求关注Web3游戏。

在印度,手机游戏和体育媒体平台Nazara技术计划进军Web3游戏。同样,体育非功能性测试公司像Fancraze和Rario看着游戏扩大非功能性测试的工具。

虽然Krafton探索Web3丰富用户体验,金正日表示,其将继续关注游戏。

“人们谈论很多关于P2E概念。但这不是Krafton需要的方向。游戏应该好玩,不是挣些事情。我们认为某些地方游戏生产技术可以与Web3技术协同效应,”金说。“…很多游戏公司都有自己的想法,互操作性而言,我想需要很长时间,”他补充道。

Krafton任命孙肖恩Hyunil为其印度业务的首席执行官。

该公司还计划增加其劳动力的40 - 50%在接下来的一年。

“我们正在招聘管理方面。鉴于BGMI的大小和规模,我们需要雇佣更多的人才和招聘营销、管理、和电子竞技本地化的努力,”金说。
  • 发表在2022年6月15日08:19点坚持
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Mumbai: <\/strong>South Korean game developer Krafton Inc<\/a>, which has created the popular multiplayer battle royale game PlayersUnknown Battlegrounds<\/a> (PUBG<\/a>), plans to invest $100 million<\/a> or more this year in Indian startups<\/a>, its chief executive told ET.

PUBG Mobile was one of the Chinese apps that India had banned in June 2020 following border hostilities with China.

Krafton<\/a> launched Battlegrounds Mobile India (BGMI), which is similar to PUBG, last year. Since the launch, BGMI has hit 100 million registered users, Changhan Kim<\/a> said.

“It was unfortunate that PUBG Mobile was banned in India. After the ban, we made tremendous efforts and launched BGMI last July, which has been curated specifically for the Indian audience,” Kim said.

Krafton has become an active investor in media, gaming, and entertainment startups.

In the last one year, it has deployed $100 million across seven startups, including Pratilipi,
Nodwin Gaming<\/a>, and Kuku FM.

“While BGMI is performing well in India, we are also focused on the IP, media, and entertainment sector as a whole for holistic growth. We expect that overall investments in the rest of 2022 and next year will be equal to or larger than $100 million,” he said.

Despite the downturn in the global and Indian financial market, Krafton will support existing portfolio companies. “We also think that it's a good chance to score good deals in this market,” Kim added.
\"\"
<\/span><\/figcaption><\/figure>
The Korean Stock Exchange-listed company posted $405.7 million in quarterly revenue, according to its consolidated financial statements for the first quarter of this year.

This was a record high revenue for any quarter, up 17.8% quarter-over-quarter and 13.5% higher year-over-year.

International markets (outside South Korea) drove 95% of its first-quarter revenue this year. BGMI has sustained an uptrend of market share and sales in India, it said.

“I cannot say that the sales efficiency is really great compared to the number of users in India. I think we're witnessing in India a similar circumstance that we have seen with the Chinese market 15 years ago. We are also putting our utmost efforts to become the most beloved game in the long term rather than focusing on short-term profit,” Kim said.

The success of crypto play-to-earn (P2E) games like Axie Infinity has led to the emergence of multiple startups in the sector. Additionally, non-fungible tokens (NFTs) are seen as tools fuelling the in-game economy by several in the Web3 and gaming industry.

Kim said NFTs, metaverse, augmented and virtual reality gaming are technologies that are worth exploring but the company is not solely looking to focus on Web3 gaming.

In India, mobile gaming and sports media platform
Nazara Technologies<\/a> is planning a foray into Web3 gaming. Similarly, sports NFT startups like Fancraze and Rario are looking at gaming to expand the utility of their NFTs.

While Krafton may explore Web3 to enrich the user experience, Kim said its focus will remain on gaming.

“People are talking a lot about the P2E concept. But that is not the direction that Krafton will take. Games should be fun to play, not a thing to do to earn something. We think that there are certain areas where game production technologies can have synergistic effects with Web3 technologies,” Kim said. “...lots of gaming companies have their own idea about it, in terms of interoperability, I think will take a long time to get there,” he added.

Krafton appointed Sean Hyunil Sohn as CEO of its India operations.

The company also plans to increase its workforce by 40-50% in the next one year.

“We are hiring at the management side. Given the size and scale of BGMI, we need to hire more talent and are hiring for marketing, management, and e-sports to localize efforts,” Kim said.
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