Jeonnam Game Industry Promotion Project, Supported Companies Increase by 13.3% Compared to Last Year
전남 게임산업육성사업, 지원기업 전년보다 13.3% 증가
2025.12.31 14:15 UTC+9
AI Summary
JICIA's 2025 project hit 18.97 billion KRW in total revenue. Supported studios secured major global deals in Japan and Southeast Asia. The focus shifts to long-term growth and generative AI talent.

The Jeonnam Information & Culture Industry Promotion Agency (JICIA) has announced its key achievements for the 2025 Regional Game Industry Development Project.
Through this initiative, the supported local game firms generated a total revenue of 18.97 billion KRW, while creating 144 new jobs. Both figures exceeded their initial targets. The number of supported companies also increased, with 34 unique entities participating—a 13.3% increase from the previous year—while total revenue grew by 22.5%.
The Jeonnam Global Game Centre strengthened its overseas publisher and investor networks this year, with a focus on Japan and Southeast Asia. By supporting local game companies' participation in events such as the Tokyo Game Show and Thailand Game Show, as well as global IR demo days, the agency helped pave the way for local studios to enter international markets.
As a result, five export contracts were signed, with values reaching millions of dollars. NewSalt’s 'Spin Hero' secured a deal with a Thai publisher for a Southeast Asian rollout, while Superflux signed a major studio deal with a US firm for its blockchain-based gaming content.
In terms of content production support, the agency facilitated the development of over 20 titles through various schemes, including multi-year support, game enhancement, IP-based projects, and beta version development. The multi-year support model is particularly significant, as it has established a stable pipeline that carries a game from planning through to commercialization.
Talent cultivation and startup growth were also notable. A generative AI curriculum, conducted in partnership with Unity, saw 140 graduates, many of whom have since found employment at local game firms or launched their own ventures.
Lee In-yong, President of the agency, remarked, "This year’s results carry weight beyond just the numbers. It marks a turning point, providing the foundation for our local game studios to build their own competitive edge and venture into the global market."

전남정보문화산업진흥원(이하 진흥원)은 2025년 전남 지역기반 게임산업육성사업 주요 성과를 발표했다.
2025년 지역기반 게임산업육성사업을 통해 지원한 지역 게임기업 총 매출은 189억 7,000만 원이며, 고용 창출은 144명이다. 두 항목 모두 목표치보다 높은 수치를 기록했다. 지원기업 수도 증가했다. 중복을 제외한 지원기업 수는 34개사로 전년 대비 13.3% 늘었고, 매출은 22.5% 증가했다.
전남글로벌게임센터는 올해 일본과 동남아시아를 중심으로 해외 퍼블리셔·투자 네트워크를 강화하고, 도쿄게임쇼와 태국게임쇼 참가, 글로벌 IR 데모데이 등을 통해 지역 게임기업 해외 판로 개척을 지원했다.
그 결과 수출 계약 5건을 체결했고, 계약 규모는 수백만 달러에 달한다. 뉴솔트의 '스핀 히어로'가 태국 퍼블리셔와 동남아 진출 계약을 맺었고, 슈퍼플럭스는 블록체인 기반 게임 콘텐츠로 미국 기업과 대형 스튜디오 계약을 체결했다.
콘텐츠 제작지원에서도 스타게임 다년도 제작지원, 게임 고도화 제작지원, IP 활용 제작지원, 베타버전 제작지원 등을 통해 게임 20여 종 이상이 개발됐다. 다년도 제작지원은 기획, 개발, 상용화까지 이어지는 구조를 정착시켰다는 점에서 의미가 크다.
인재 양성과 창업 성과도 두드러졌다. 유니티와 협력한 생성형 AI 기반 교육과정은 140명이 수료했고, 이 중 일부는 지역 게임기업에 취업하거나 신규 창업했다.
진흥원 이인용 원장은 "올해 성과는 단순한 숫자 이상의 의미가 있다"며 "지역 게임기업이 스스로 경쟁력을 갖추고 글로벌 시장으로 나갈 수 있는 토대를 마련했다는 점에서 전환점이 됐다"고 말했다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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