[gamescom 26] Korea Pavilion Achieves 120 Billion KRW in Consultation Value
[gamescom 26] 한국공동관, 1,200억 원 규모 상담액 달성
2026.09.02 14:34 UTC+9
AI Summary
KOCCA operated the Korea Pavilion at Gamescom 2026, achieving notable B2B and B2C success. Overseas user evaluations and meetings for small and medium-sized game companies were also conducted. KOCCA plans to continue supporting global expansion at upcoming international exhibitions.

The Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency (hereafter KOCCA) operated the Korea Pavilion at Gamescom 2026, held in Cologne, Germany, from August 26 to 30.
Through B2B exhibitions, they achieved 554 business consultations and a consultation volume of $85 million (approx. 120 billion KRW, based on an exchange rate of 1,406 KRW per dollar).
Participating companies in the B2B sector included Nanali, Devunlimit, Ludens, Myturn, Mayfly, Averton, NW, Nbox Games, Emotion Wave, Genisoft, Two Hands Interactive, Hardcoders, and Hypercent.
Among the participating companies, Ludens took part in the official Gamescom investment-linked program, the Gamescom Invest Circle. They gave presentations to global investors and sought opportunities for investment attraction and business cooperation.
This year, for the first time, B2C exhibition participation was supported through the Korea Indie Game Showcase in Gamescom. Participating companies included Mayfly, Studio BBB, Xylophone, Outdoor Unit Operation, Urban Oasis, Yeop Studio, Joyu Studio, Canopener, Team Flask, and Project Morum.
KOCCA provided buyer matching, market analysis data, and consulting on investment attraction and overseas expansion strategies. As a result, they achieved 554 business consultations and a consultation volume of $85 million (approx. 120 billion KRW, based on an exchange rate of 1,406 KRW per dollar). In the B2C exhibition, approximately 5,500 people participated in demos, and around 970 user feedbacks were collected.
Ahead of the opening of Gamescom, KOCCA conducted an overseas user evaluation (Focus Group Test, hereafter FGT) in Cologne, Germany, from August 22 to 25 to check the localization quality of domestic games.
The evaluation, conducted for games from 14 companies, secured a total of 972 overseas user evaluation (FGT) results. KOCCA will organize and provide the collected feedback to each participating company. Another overseas user evaluation (FGT) will be conducted at the Tokyo Game Show (hereafter TGS) held in September.
On August 25, a participating company meeting was held to revitalize the overseas expansion of domestic small and medium-sized game companies. Democratic Party lawmakers Cho Seung-rae and Kim Sung-hoe, Rebuilding Korea Party lawmaker Lee Hae-min, and People Power Party lawmaker Jung Yeon-wook attended to meet with domestic game industry officials and discuss difficulties in the overseas market expansion process, policy support, and institutional improvement measures.
Kim Sung-jun, head of the Game New Technology Division at KOCCA, stated, "Through this Gamescom, we were able to confirm the high interest and demand for K-games in the global market," and added, "We will further strengthen the step-by-step support system from preliminary market analysis to on-site promotion and post-event business networking so that domestic game companies can enhance their competitiveness in the global market."
KOCCA will also operate Korea Pavilions at major overseas game exhibitions in the second half of the year, such as the Tokyo Game Show (TGS) in September, the Brasil Game Show (BGS) in October, and Gamescom asia in Thailand.

문화체육관광부와 한국콘텐츠진흥원(이하 콘진원)은 8월 26일부터 30일까지 독일 쾰른에서 열린 게임스컴 2026(Gamescom 2026)에서 한국공동관을 운영했다.
B2B 전시를 통해 비즈니스 상담 554건, 상담액 8,500만 달러(한화 약 1,200억 원, 1달러당 1,406원 환율 기준)를 달성했다.
B2B에는 나날이, 데브언리밋, 루덴스, 마이턴, 메이플라이, 에이버튼, 엔더블유, 엔박스게임즈, 이모션웨이브, 지니소프트, 투헨즈인터렉티브, 하드코더스, 하이퍼센트가 참여했다.
참가사 중 루덴스가 게임스컴 공식 투자 연계 프로그램 '게임스컴 인베스트 서클(Gamescom Invest Circle)'에 참가했다. 전 세계 투자자를 대상으로 발표하고, 투자 유치와 비즈니스 협력 기회를 모색했다.
올해 처음으로 코리아 인디게임 쇼케이스 in 게임스컴을 통해 B2C 전시 참가를 지원했다. 메이플라이, 스튜디오비비비, 실로폰, 실외기 오퍼레이션, 어반오아시스, 엽스튜디오, 조유스튜디오, 캔오프너, 팀 플라스크, 프로젝트모름가 참여했다.
콘진원은 바이어 연계, 시장 분석 자료 제공, 투자 유치·해외 진출 전략 자문 등을 지원했다. 그 결과 비즈니스 상담 554건, 상담액 8,500만 달러(한화 약 1,200억 원, 1달러당 1,406원 환율 기준)를 달성했다. B2C 전시에는 약 5,500명이 시연에 참여했으며, 이용자 피드백 970여 건을 수집했다.
콘진원은 게임스컴 개막에 앞서 8월 22일부터 25일까지 독일 쾰른에서 국내 게임 현지화 품질을 점검하기 위한 해외 이용자 평가(Focus Group Test, 이하 FGT)를 실시했다.
14개사 게임을 대상으로 진행한 평가는 총 972건의 해외 이용자 평가(FGT) 결과를 확보했다. 콘진원은 수집한 의견을 참가사별로 정리해 제공한다. 9월에 열리는 도쿄게임쇼(Tokyo Game Show, 이하 TGS)에서도 해외 이용자 평가(FGT)를 한다.
25일에는 국내 중소 게임기업 해외 진출 활성화를 위한 참가기업 간담회를 개최했다. 조승래·김성회 더불어민주당 의원, 이해민 조국혁신당 의원, 정연욱 국민의힘 의원 등이 참석해 국내 게임업계 관계자와 만나 해외 시장 진출 과정의 어려움과 정책 지원, 제도 개선 방안을 논의했다.
콘진원 김성준 게임신기술본부장은 "이번 게임스컴을 통해 글로벌 시장에서의 K-게임에 대한 높은 관심과 수요를 확인할 수 있었다"라며, "국내 게임 기업이 글로벌 시장에서 경쟁력을 높일 수 있도록 사전 시장 분석부터 현장 홍보, 사후 비즈니스 연계까지 단계별 지원 체계를 더욱 강화해 나가겠다"라고 말했다.
콘진원은 9월 도쿄게임쇼(TGS), 10월 브라질게임쇼(Brasil Game Show, BGS), 태국 게임스컴 아시아(Gamescom asia) 등 하반기 주요 해외 게임 전시회에서도 한국공동관을 운영한다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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