Search results for Playtime
Games & Commerce
Game industry woos users with classics over new titles
A growing “classic” trend is sweeping the game industry as revenue and playtime increasingly concentrate on older titles despite a rising number of new releases. Data from Steam show record first-half sales, while the share from that year’s new games declines. Similar patterns appear in South Korea’s PC cafes. Publishers are reviving early versions of proven intellectual property, citing lower risk amid soaring development costs, while some warn of limits to nostalgia-led strategies.
Finance
Hana Bank runs partner event for minor customers with \'One Pick\' account
Hana Bank is offering a one-time integrated pass for kids cafes to minors who newly open its dedicated \'One Pick\' account, it said on Sunday. The campaign runs through the end of August via the event page in the Hana OneQ app. The account pays up to 2.0 percent annual interest on up to 5 million won of the daily final balance. Passes can be used at about 60 directly operated stores nationwide until end-October.
Games & Commerce
AI use in games expands beyond dev tools to live services as policy support grows
As AI use in the game industry expands from development tools to live services, the South Korean government is moving to expand support and refine systems. At a policy seminar in Seoul, NC AI and Krafton presented AI applications in game creation and live operations, including asset tools, lipsync, esports forecasting, anti-cheat and an AI companion. The Culture Ministry outlined funding plans and work on a draft AI content promotion law.