G P R N 11-B551505-000008-10
[Naju Office] Korea Internet & Security Agency (KISA) 9 Jinheung-gil, Naju, Jeollanam-do, 93000 Republic of Korea (58324) TEL : 82-1544-5118 [Seoul Office] IT Venture Tower, 135 Jungdae-ro, Songpa-gu, Seoul, Korea, (05717) TEL : 82-2-405-5118
[Branch (Seocho Office)] Seocho-ro 398, Seocho-gu, Seoul, Korea (06619) TEL : 82-2-405-5118 9 791186 720066 www.kisa.or.kr ISBN 979-11-86720-06-6 Notes
The numbers in the tables of statistics are rounded; therefore, the totals indicated may differ the actual sum of all values.
The 2 0 1 7 Korea Internet White Paper is a collection of the domestic and international issues and trends of 2 0 1 6.
2017 Korea Internet White Paper | Message from the Publisher
“Faced with the transition to an intelligent information society, we must determine the direction of our distant future.”
Futurist Kurzweil predicted in his book Singularity is Near that by the "law of accelerating returns," there will be an exponential increase in the speed of development, and thus the speed of development in the 21st Century will be 1,000 times that of the 20th Century. The incredible development speed can be experienced firsthand in our reality, beyond just theories in textbooks. Before we have even overcome from the shock of Alpha Go, which made us think "machines are better than humans," we are facing a more evolved Alpha Go and AI technology in our daily lives. We have gone from treating machines as something that provides assistance to humans to asking ourselves with fear: "In what area could humans possibly be better than machines?" The next 10 years will be a critical era to determining the survival and perpetuation of the human race for the next 100 years. As humans who will have to live in an intelligence information society where social and economic systems will be based on Artificial Intelligence instead of ICT in the near future, we must lay out our future directions before it is too late. As a measure to realize a humanistic intelligence information society, the Ministry of Science and ICT and Korea Internet & Security Agency have established and are carrying out tasks concerned with responsible technology, equal access, fair competition, information sovereignty, ethics and dignity, protection and utilization, and data protection/security management. The 2017 Internet White Paper, the 18th white paper from our institution, diagnoses the basic issues for the future internet era and goes through related policies and technical suggestions with the initiative of planning for a human-oriented future society. In particular, it goes into depths on industries of the future like artificial intelligence, block chain, etc. and it has strengthened its part on the economic and legal aspects such as improving regulations for the development of convergence industry. I trust that the white paper will serve its purpose as valuable material that helps with preparing the future, and that through this we can accelerate the growth of the national economy and become a central country of the Fourth Industrial Revolution. I express my gratitude to the writers, editors, and the related personnel who have given this white paper all their time and effort.
President of Korea Internet & Security Agency Kim Suck-hwan 2017 Korea Internet White Paper
Message from the Publisher 3 History of Internet in Korea 8 Infographic 12 Top 10 Internet News of 201 6 18
Part 1 1. Internet Economy 30 A. Data Economy 30 Industry B. Platform Economy 31 C. Internet Startup 32 and Service 2. Internet Industry 34 A. Status of the Internet Industry 34 B. e-Payment Services 36 C. Financial Services 37 D. e-Commerce 38 E. O2O and Sharing Economy 40 F. Online Advertising 42 3. Internet Service Convergence 44 A. IoT 44 B. Cloud 44 C. Artificial Intelligence 46 D. Virtual Reality 47 4. Internet Information Service 50 A. Search Engine 50 B. Communications 51 C. Contents 54 D. Internet Media 64 E. Location Based Service (LBS) 65 F. Big Data Service 66 G. Mobile Application 68 5. Internet Service in the Public Sector 70 A. Services for the General Public 70 B. Services for the Private Sector 71
Part 2 1. Internet Usage 76 A. Individual and Household 76 Utilization B. Business 79 2. Internet Environment 80 A. Improving Internet Environment 80 B. Internet Culture 82 3. Internet Service Convergence 89 A. Data Protection 89 B. Personal Information Protection 91
Part 3 1. Internet Infrastructure 96 A. Backbone Network 96 Infrastructure B. Subscriber Networks 98 C. Research Networks 100 D. Next-Generation Internet 103 2. Internet Address Resource 105 A. IP Addresses and AS Numbers 105 B. Domain Names 106 C. Domain Name System (DNS) 107 3. Internet Technology 109 A. Standardization Trend 109 B. Authentication Technology 111 C. Certified e-Document Center and Certified Electronic Address 113 4. Legal System For Internet 115 A. Internet Promotion 115 B. General Information Protection 116 C. Personal Data Protection 118 D. User Protection 119 E. Internet Regulations 119
1. Internet Governance 124 Part 4 2. Cooperation on International Data Protection 126 International 3. Cooperation on Personal Data Protection 127 Cooperation 4. International Internet Status 129 A. Internet Usage 129 B. International Index Status 132
List of Major Internet-related Organizations 136 Appendix List of Domestic ISPs (as of March 201 7) 138 Abbreviations 143 Organization Abbreviations 146 About the KISA 149 2017 Korea Internet White Paper | Table
[Table 1-1-1] Volume of Data Industry 31 Revenue of Online Comics Production and [Table 1-4-11] 62 Distribution Businesses AI Platforms by Top Three [Table 1-1-2] 32 Telecommunications Businesses [Table 1-4-12] Web-Drama Accumulative Ranking 63 Commercialization and Investment Result Permit Issued / Registration of Domestic [Table 1-1-3] 33 [Table 1-4-13] 66 of K-Global Startup LBS Providers (As of 2016) [Table 1-2-1] Classification of the Internet Industry 34 2016 Market Volume for Big Data [Table 1-4-14] 67 According to Market [Table 1-2-2] Revenue of Domestic Internet Industry 35 [Table 1-4-15] Revenue of Domestic App Market by Store 68 [Table 1-2-3] Revenue of Internet Base Industry 35 Internet Services for Enterprises in the [Table 1-2-4] Revenue of Internet Support Industry 35 [Table 1-5-1] 72 Public Sector [Table 1-2-5] Revenue of Internet Application Industry 36 Informatization for Marginalized Groups [Table 2-2-1] 83 [Table 1-2-6] 37 Compared to Average Citizens By Year Number of Users Registered at Internet [Table 2-2-2] Trend in Cyber Criminals 84 [Table 1-2-7] Banking of Financial Institutions (Based 38 Reviews by the Korea Communications on Year-end) [Table 2-2-3] 87 Commission Number of Uses Registered at Mobile [Table 1-2-8] 38 Detected Websites With Malicious Code Banking of Financial Institutions [Table 2-3-1] 90 By Year Volume of Online Shopping Transactions [Table 1-2-9] 39 Comparison Between BcN and Giga (2013∼2016) [Table 3-1-1] 99 Internet Service Volume of Retail Sales and Online [Table 1-2-10] 39 Number of Internet Addresses Per Shopping Transaction(2013~2016) [Table 3-2-1] 105 Country (as of 2017. 4) Counseling and Dispute Resolution of [Table 1-2-11] 40 Number of Registered National Domains e-Commerce by Year [Table 3-2-2] 107 (as of 2017. 5) [Table 1-2-12] Sharing Economy Service 42 Dispute Resolution Registered to Internet [Table 3-2-3] 107 Volume of Domestic Advertisement Address Dispute Resolution Committee [Table 1-2-13] 43 Market Main Activities of Internet-Realted ICT [Table 3-3-1] 110 Average Revenue Per Broadcasting Standardization Forum [Table 1-4-1] 55 Company and Employee (2014) [Table 3-3-2] Distribution of Alternative Means For RRN 112 Revenue of the Online Digital Market [Table 1-4-2] 56 Volume of e-Documents at the Certified within the Movie Industry [Table 3-3-3] 114 e-Document Center [Table 1-4-3] Domestic Animation Industry 57 Enactment and Revision of [Table 3-4-1] 115 Average Revenue of the Animation Internet-related Laws(2016. 1~2017. 3) [Table 1-4-4] Industry per Business and Employee (as 58 Revision Status and Major Points of the of 2015) "Act on Promotion of Information and Revenues of Online Music Distribution [Table 3-4-2] Communications Network Utilization and 117 [Table 1-4-5] 58 Businesses Information Protection, Etc." (2016~2017. [Table 1-4-6] Domestic Game Industry Status 59 5) Revenue per Business in the Game Internet Usage Rates and High-speed [Table 1-4-7] 60 [Table 4-4-1] 130 Industry Internet Subscription Rates [Table 1-4-8] Revenue of e-Learning Service Providers 61 [Table 4-4-2] Korea Ranking in ICT Related Index 132 ICT Development Index Ranking (based [Table 1-4-9] e-Learning by Consumers 61 [Table 4-4-3] 133 on the year presented) [Table 1-4-10] Domestic Comics Industry 62 2017 Korea Internet White Paper | Table
Rates of Recognition, Usage, and Usage Male/Female Internet Usage and User [Figure 1-2-1] 41 [Figure 2-1-3] 77 Intention for O2O Services Count (over 3 years old) First Plans for Cloud Development and Internet Usage and User Count By Age [Figure 1-3-1] 45 [Figure 2-1-4] 78 Public Tasks Group Global Artificial Intelligence Sales Average Hours of Internet Usage (for [Figure 1-3-2] 47 [Figure 2-1-5] 78 (2016~2025) people over 3 years old) [Figure 1-3-3] Domestic VR Market Outlook 48 [Figure 2-1-6] Household Internet Usage 79 QC Market Share of Domestic PC Search ActiveX Usage for Top 100 Domestic Web [Figure 1-4-1] 50 [Figure 2-2-1] 81 Engine Sites QC Market Share of Domestic Mobile Trend in Smartphone Addiction By Year [Figure 1-4-2] 51 [Figure 2-2-2] 85 Search Engine / Age Group [Figure 1-4-3] Weekly SNS Usage 52 Reports on Infringement of Personal [Figure 2-3-1] 92 Information [Figure 1-4-4] Weekly SNS Hours 52 Connection Network Structure by IX (as [Figure 1-4-5] Last Used Instant Messaging 53 [Figure 3-1-1] 97 of 2017. 5) Instant Messaging Age and Gender [Figure 1-4-6] 53 Number of Internet Users and Internet Demographic [Figure 4-4-1] 129 Usage Rates in the World E-mail Usage According to Age and [Figure 1-4-7] 54 [Figure 4-4-2] Internet Usage by Country 130 Gender Demographic Wired High-Speed Internet Subscribers [Figure 1-4-8] IPTV Subscribers (2009~2016) 64 [FIgure 4-4-3] per 100 People in OECD Member 131 [Figure 1-4-9] Domestic Big Data Market Volume 67 Countries (as of 2016. 6) [Figure 1-4-10] Installed Apps by Category (n=321) 69 Wireless High-Speed Internet Pattern in Internet Usage and Number of [Figure 4-4-4] Subscribers per 100 People in OECD 131 [Figure 2-1-1] 76 Internet Users (over 3 years old) Member Countries (as of 2016. 6) [Figure 2-1-2] Recent Internet Usage 77 Internet service was launched in Korea after the establishment of the History of System Development Network in 1982, and it rapidly grew in 1994 when it was commercialized. In 2013, the number of Internet users in Korea Internet in exceeded 40 million, and became the first country to launch WiBro and HSDPA commercial services. In 2016, Korea has announced the longterm Korea comprehensive plans of intelligence information society in response to the Fourth Industrial Revolution, and has taken a leap to becoming the world's best intelligence information powerhouse. 1981 1989
1981 ~ 1984 1985 ~ 1989
1982 1985 •Launched the first Internet service •Launched the email service in Korean Industry· • 1983 Launched the PC communication service [Dacoml] •Launched the first information search service 1987 Service • 1984 Launched the H-Mail service •Launched the first commercial email service •Launched the PC banking service [Dacom] 1988 •Launched a commercial PC communication service [Chollianl] •Launched a private bulletin board service [The FiRST] •Developed an antivirus software following the first virus [Brain] attack •Launched the EDI service [Dacoml]
1982 1985 •SDN [TCP/IP] established [Seoul National University - •Connected to the SDN-PACNET [Asia-Pacific Infrastructure Korea Institute of Electronic Technology] academic research network] 1983 1986 •Connected to SDN-EUNET/UUCPNET [Technical, •The first IP address [128.134.0.0] assigned in Korean academic information exchange network] •Introduced the Korean domain [.kr] •Launched the PSTN data service 1988 •Opened an overseas public data network •Connected to the SDN-MHSNET [academic network] 1984 1989 •Connected to SDN-CSNET [information science net- •Launched an educational network [KREN], and a work] research network [KREONet] •Opened the PSDN DACOM - Net for the first time •Established the SON-HANA network [Korea Telecom: KT]
1981 1985 •Korea Telecom was established •Established a promotion plan for the national Policy administration network 1982 •Korea Data Communication Corporation was •Held the first international computer network- established related conference [PCCS) •Established the first basic plan for administrative 1986 computerization •Enacted the Act on the Expansion and Promotion of the Use of the Information and Communication 1983 Network •Enacted the Framework Act on Telecommunications [used the term 'information communication' for the 1987 first time] •The Korea Computerization Agency was launched •Established the business plan for the key national •Established the first basic plan for the key national network project network 1984 •Formed the computer network mediation committee •Formed the key national network mediation committee 1994~1996 1997~2000
Launched the commercial Internet Launched the commercial broadband service (1994) Internet service (1998) The Ministry of Information and Com- The number of Internet users exceeded munication was founded (1994) 10 milion (1999)
1990 2000
1990 ~ 1993 1994 ~ 1996 1997 ~ 2000
1991 1994 1997 •Launched the online issuance •Introduced a commercial Internet service [KT] •Launched the Internet stock trading service service for a copy of the “resident •Introduced a text-based MUD game for the first time •Launched a free Internet service, including search engine and registration” •Launched the first government agency websites email services [Chongwadae, etc.] •Launched the first Internet portal service [Netsgo] 1995 1998 •Launched the ‘WWW’ service •Launched the first commercial broadband Internet service •The first Internet cafe [Netscafe] was opeded [Thrunet] •Introcuced the Internet newspaper and broadcasting •Launched the e-government service service [Joongang Ilbo and KBS] 1999 1996 •Launched the ADSL service [Hanaro Telecom] •Launched the ISDN Internet service •Launched online banking service •Launched the first e-commerce and webzine services •Introcuced the first graphic-based MUG game •Held an information EXPO
1990 1994 1997 •The SDN-HANA network was •Introcuced commercial ISPs •Launched a dedicated private circuit service connected to the IP-based Inter- [KT, Dacom, iNet etc.] •Launched high-speed national Internet services net in the US • 1995 The number of PC communication users exceeded 3 million 1993 •Established a PC-Internet connection 1999 •Launched a comprehensive ad- •Established KIX and launched related services •The number of Internet users exceeded 10 million ministrative information network • 1996 The first IPv6 address was designated •Opened a public ISDN network 2000 •Opened a commercial ATM exchang network •The Korean ISP Association was founded
1990 1994 1998 •Established the Comprehensive •The Ministry of Information and Communication was •Established an advancement promotion plan for an information Measures for the Information founded and communications network Society • 1995 Established a plan for the promotion of PC communication and Internet usage 1992 •Established a comprehensive plan for super highway •Established the second basic information and communication infrastructure 1999 plan for the key national network •Enacted the Framework Act on Informatization •Established Cyber Korea 21 project Promotion •Enacted the Framework Act on Electronic Commerce and •Established the Act on Promotion •The Korea Internet Safety Commission was founded Digital Signature Act of Information and Communica- •The Korea Network Information Center [KRNIC] was founded tions Network Utilization 1996 •Established the first basic plan for promotion 2000 1993 informatization •Completed the second stage of the super highway communica- tion network project •Established the basic plan for •Organized an informatization promotion committee • the formation of super highway •The Korea Information Security Agency [KISA] was Enacted the Software Industry Promotion Law and Knowledge information communication founded Information Resource Management Act infrastructures •Established the guidelines for personal information protection •Promoted the top 11 initiatives for e-government •The Korea IT Industry Promotion Agency [KIPA] was founded 2001~2005 2006~2008
Korea was ranked No . 1 for the establishment of its broadband networks [2001] Launched the world's first WiBro and HSDPA services Enacted the Information Established the basic plan for u- Korea (2006) Communications Network Act [2001] Implemented the Restrictive Identification System [2007) The number of broadband Internet subscribers exceeded 10 million [2002] The Korea Communications Established "e- Korea Vision 2006" [2002] Commission was founded (2008) Established "Broadband IT Korea Vision 2007" [2003] Held the OECD Ministerial Meeting on the future of the Established "IT839 Strategy" [2004] Internet economy (2008) The number of Internet users exceeded 30 million [2004] Launched commercial VoIP services [2005] 2001 2010 2001 ~ 2005 2006 ~ 2008 2009 ~ 2010
2001 2006 2009 •The number of onLine banking users exceeded •Launched the world's first WiBro and HSDPA •The number of VoIP subscribers exceeded 6.5 10million services million •Introduced the Internet content class service •The volume of online shopping mall transactions •The number of mobile banking users exceeded 2002 exceeded KRW 13 trillion 10 million • • Launched the mobile application service for The size of the Korean game market exceeded the issuance of civil affairs documents 201 0 KRW3 trillion 2007 •The number of real-time IPTV service sub- 2003 •Launched the second-level .kr domain scribers exceeded 3 million •Launched the VDSL [20Mbps] service [QuickDom] service •The number of smartphone subscribers •Launched the mobile banking service •The total volume of e-commerce transactions exceeded 7 million •Launched the Korean.kr service exceeded KRW500 trillion •The amount of Wibro exports reached KRW1 2008 trillion 2005 •The number of the .kr domain registrations •Launched a commercial VoIP service exceeded 1 million •The number of mobile banking subscribers •The number of online banking subscribers exceeded 1 million exceeded 50 million • Industry·Service Launched a commercial IPTV service
2001 2006 2009 •Ranked as the world's No. 1 in the establishment •Ranked as the world's No. 1 in ITU DOI •Ranked as the world's No. 2 in the ICT of the broadband network (OECD) •Launched the FTTH service Development Index •Began the Giga Internet pilot project 2002 2007 • •DDoS occurred on July 7th The number of broadband subscribers exceeded •Ranked as the world's No. 1 in ITU DOI 10 million households • 2010 • Achieved the international standardization of Ranked as the world’s No. 1 in the penetration of WiBro/DMB ITU • broadband Internet Ranked as the world's No. 1 in the UN eGovernment Development Index and 2003 2008 eParticipation Index •The Internet security incident occurred on January 25th •The number of broadband Internet subscribers •Completed the BcN foundation establishment 2004 exceeded 15 million project •The number of Internet users exceeded 30 million •Expanded the commercialization and coverage •Promoted the pilot BcN project of WiBro Wave2 2005 •Ranked as the world’s No.1 in the ITU Digital Infrastructure Opportunity Index [DO] •Launched a pilot in-flight Internet service [Korean Air] •Established the international WiBro· standards [IEEE]
2001 2006 2009 •Implemented the Act on Promotion of Information •Established the basic plan for u-Korea •The Korea Internet and Security Agency [KISA] and Communications Network Utilization and •Established the measures for the prevention of was founded Information Protection the illegal use of other people’s names in online •Established a mid- to long-term broadcasting 2002 gaming and hacking communication network development plan •Established e-Korea Vision 2006 •Held the first Korea Internet Awards •Established the primary and secondary wireless Policy 2003 2007 Internet activation promotion plan •Held the 36th ICANN meeting in Seoul • •Implemented the Restrictive Identification System Established the Broadband IT Korea Vision 2007 •Established the comprehensive cloud computing 2004 •Introduced i-PIN, an alternative measure for RRN registration activation plan •Established the IT839 strategy •The Korea IT International Cooperation Agency 2010 • Established the basic plan for the establishment of BcN [KIICA] was founded •“☎118 Counseling Center” was founded 2005 2008 •Established the IPv6 transition promotion plan • Established the basic plan for the promotion of •The Korea Communications Commission was founded •The Internet Cooperation Forum was founded IPv6 distribution • •Established a comprehensive promotion plan • Held the OECD Ministerial Meeting on the future Implemented the real name verification of the Internet economy for the activation of the Internet ad market system for Internet civil affairs application •Enacted the Internet Multimedia Services Act •The Korea Internet Dream Star was founded 2009~2010 2011~2012 2013~2014 2015~2016
Ranked No. 2 in the ICT Development Launched a commercial LTE The number of domestic The number of online banking users Index [2009) service [2011] Internet users exceeded 40 exceeded 110 million million (2013) Ranked No. 1 in the UN e-Government Celebrated the 30th Ranked No.1 in the DECO Open, Useful, Development anniversary of the launch of Launched a commercial IPv6 Reus-able [OUR) Data Index Index and e-Participation Index [2010) the Internet in Korea (2012). service (2014) Announce the long-term comprehensive plans The number of smartphone subscribers Launched a Giga Internet of intelligence information society in response exceeded 7 million (2010) service (2014) to the 4th Industrial Revolution
2011 2016 2011~2012 2013~2014 2015~2016
2011 2013 2015 •Launched a commercial LTE service •The number of domestic Internet users •The number of online banking users exceeded 110 million + (SKT/LG U ] exceeded 40 million •The number of broadband Internet subscribers exceeded 20 •Launched the "(Korea)" domain service •The number of domestic mobile messenger million •The number of smartphone subscribers [KakaoTalk] users exceeded 120 million •The number of LTE subscribers exceeded 41 million exceeded 20 million •Domestic mobile messengers started •The size of the Korea game market exceeded KRW TO trillion •The number of online banking users exceeded entering the foreign markets [Line, etc.] 2016 70 milLion 2014 •Mobile telecommunications service subscribers in Korea •The number of mobile banking users exceeded surpassed 55 million 20 million •Launched a commercial IPv6 service •Go match between Alpha Go and Lee Sedol • The number of IPTV subscribers exceeded •Internet usage rate among senior citizens aged 60 or over 2012 10 million • was 51.4%, and user count surpassed 5.053 million The number of smartphone subscribers •The number of LTE subscribers exceeded •Korea’s first Internet-only bank has emerged, and has exceeded 30 million 36 million surpassed 0.3 million in subscribers •The number of IPTV service subscribers •The transaction volume of mobile e-commerce surpassed exceeded 6 million the PC shopping transaction volume, going over KRW 35.5 •The number of LTE subscribers exceeded trillion won 15 million •Gachon University Gil Medical Center opened the AI Cancer Center
2011 2013 2015 •Ranked as the world's No. 1 in the ICT •Ranked as the world's No. 1 in the ICT •Ranked No. 1 in the DECO OUR Data Index Development Index ( as of 2010) Development Index [as of 2012) •Reclaimed the world’s No. 1 ranking in the ICT Development •Established the LBS Business Support •DDoS occurred on March 20th [affecting Index as of 2014 Center financial world and broadcasting companies) •Confirmed the distribution method of 700MHz frequencies •Ranked as No. 1 in the category of the •APT occurred on June 25th [affecting •Korean Internet speed ranked No. 1 for 7 consecutive quarters wire-less broadband Internet subscribers government and public agencies] •The Korean team won the DARPA Robotic Challenge per 100 people [OECD) •Held a bidding for LTE frequencies allotment •The Korean team won at the DEF CON Hacking Conference •DDoS occurred on March 4th 2016 •Completed the allotment of IPv4 2014 •Launched a commercial Giga Internet •Korea has ranked 1st in ICT Development Index for 2 2012 service consecutive years • •Marked the 30th anniversary of the launch of • Constructed the world’s first 5G demonstration service network Ranked as the world's No. 1 in the UN •Korea has ranked 1st in Internet speed for 13 consecutive the Internet in Korea e-Government Development Index for three • quarters The number of broadband Internet consecutive years •Constructed LPWA network dedicated to IoT around the subscribers exceeded 18 million •Connected to the international IPv6 line country •Ranked as the world's No. 2 in the ICT •Finished the IPv6 commercialization by domestic mobile Development Index as of 2013 networks •Launched an open platform shared by the financial institutions
2011 2013 2015 •Established the promotion plan for the activation •Opened the Phishing Response Center •Established the K-ICT strategy of the NFC-based mobile smart life •Launched the Ministry of Science, ICT and •Enacted the Cloud Development Act service Future Planning •Enacted the Information Security Industry Promotion Act •Established a pan-government cloud computing •Enforced the Amendments of the policy council Information Communications Network Act 2016 •Implemented the Act on the Protection of •The Internet Startup Alliance was founded •Announce the long-term comprehensive plans of intelligence Personal Information •Announced the Guidelines for the Internet information society in response to the Fourth Industrial •Introduced a mobile ad platform certification Search Service Revolution system •Expand the subjects obligated to pass ISMS (Information 2014 Security Management System) certification to include 2012 •Held the ITU Plenipotentiary Conference in Busan medical and educational institutions •The Korea Internet Governance Alliance was •The Multilateral Internet Governance •Open a support center for FinTech security and founded Alliance was founded authentication technology •The Day of Information Security was designated •Opened the IoT Innovation Center •Launch Cybersecurity Alliance For Mutual Progress (CAMP) [second Wednesday of July] •Opened the Comprehensive IPv6 Support Center •Establish the mobile app accessibility guideline 2.0 (KS X •Launched the prohibition of RRN 3253:2016) KCS (Korea Certification Standard) •Launched a TFT for the improvement of •Run a robo-advisor test bed ecommerce regulations Foreign and Domestic Internet Usage
(unit: %, 1000 people) Internet usage in Korea
Internet user count 43,636 Internet usage 40,080 41,118 41,940 37,010 37,180 38,120 34,910 35,590 36,190 36,580 33,010 88.3 82.1 83.6 85.1 76.5 77.2 77.8 78.0 78.4 72.8 74.1 75.5
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 *Aged 3 years or over
(Unit : %, 1 million people)
Internet user count 3,488 International Internet usage 3,207 2,931 2,660 Internet Usage 2,459 2,014 2,216 1,561 1,751 1,365 47.1 1,024 1,151 43.8 37.2 40.5 34.8 20.6 31.7 15.8 17.6 29.2 23.1 25.6 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 P
p : estimate
Internet Usage by Country Internet usage ▼ (Unit : %)
96.8 96.3 93.5 93.3 93.1 92.9 92.7
Norway | Denmark | Bahrain | Japan | Netherlands | catarrh | Finland
92.0 91.2 90.6 89.9 88.5 88.4 88.2
England | United Arab| Sweden | S. Korea | Canada | Estonia |New Zealand Emirates
*Aged 16-74 years according to ITU standards Internet Address Status
IPv4, IPv6 and AS Number Adoption Status
USA Korea
IPv4 Number IPv4 Number 1,612,439,040 112,430,33 6 6 th
IPv6 Number IPv6 Number 1st 11th 43,601(/32) 5,251(/32) AS Number AS Number 25,130 1,023 17th
Domain Registration of Key Countries
Germany
domain 1st .de Domestic domain Number of registrations 16,122,229 registration
(Unit : cases) Two-level system (English.kr / Korean.kr / Korean.한국) 359,007
Three-level system 2nd UK 3rd Netherlands 18th Korea (co.kr / or.kr etc.) domain .uk domain .nl domain .kr Number of registrations Number of registrations Number of registrations 717,094 10,012,729 5,684,155 1,076,101 Mobile is Strong
Internet Wireless Internet 97.7 Access Method
Share of internet users accessing (Unit : %) internet through wireless internet Wired Internet Using wireless internet from mobile phones, such as 3G/LTE 97.2
76.0 Using wireless internet with 74.1 a certain range, such as WiFi
*Aged 3 years or over, multiple answers Using wireless internet, 4.8 such as WiBro
*Aged 3 years or over, multiple answers
Internet Banking (PC/Mobile) Status (Unit : 1,000 case, 1 billion KRW)
Internet banking (PC/Mobile) Mobile banking performance 1-year growth rate 1-year growth rate performance (daily average) for internet banking for mobile banking
Number of use Amount used
87,503 26.2 % 78,022 %
25.2 53,093 40,286.9 42,424.7 42,393 1-year comparison
% 2,496.2 3,149.4 5.3 12.2 %
1-year comparison 2015 2016 2015 2016 (Unit : 1 million won)
Transaction volume by online shopping businesses(2014~2016)
KOSTAT, Korea statistics portal online shopping trend 2017
Mobile shopping
2014 2015 2016 14,869,803 24,856,980 35,544,592 +8,310,170 +9,987,177 +10,687,612
126% 67% 43 % 1-year 1-year 1-year comparison comparison comparison
Internet(PC) shopping
2014 2015 2016 30,432,684 29,198,635 30,072,455 -1,505,544 -1,234,049 873,820
International advertisement cost for PC and Mobile
(Unit : 1 million dollar, %)
PC Mobile
2015 Advertising 2015 Advertising costs 98,852 costs 52,759 Share 65.2% Share 34.8%
2016 Advertising 2016 Advertising costs 98,092 costs 77,959 9.5% 9.5% Share Share 55.7% drop 44.3% rise Data Protection
Distribution Site Exploit Site Total 1,370 9,674 11,044 Number of detected websites with malicious code in 2016
1.1% Information leakage 0.4% Bitcoin (Mobile device information, Smishing) 0.2% DDos 3.7% Information leakage 0.2% Key logging (PC information, game account, % Backdoor account information) 0.0
3.7% File creation (Dropper, Downloader) 75.7% 4.6% Etc Information leakage 2016 (Farming and 5.0% Ransomware Financial Malware Type Information) 5.4% Remote control
Number of Counseling Sessions on Personal based on cases registered Information Infringement at Privacy Protection Center
(Unit : cases) 200,000 177,736 180,000 166,801 158,900 160,000 152,151 140,000 122,215 120,000 98,210 100,000 80,000 54,832 60,000 39,811 23,333 35,167 40,000 25,965 18,206 20,000 0 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Smishing Response System
Collection Investigation Analysis Response
Internet Static analysis
KISA personnel in charge of the business Web crawling Dynamic analysis Verification SMS or URLl suspicious Suspicion Suspicious app Analysis Block of Smishing URL (APK) result request Collection Collection Investigation Analysis Response ISP/ channel Server Server Server Server MSO
Collecting smshing URL web crawling Malicious app information Static analysis analytics report
URL auto-extraction Statistics, Download app(APK) Dynamic analysis Information sharing
Mobile Emergency Cyber Cure System
Mobile Mobile communication Infected device Malicious app detection KISA company user
3 Information on malicious 5 Curing infected app distributors malicious app and remedies
External report, etc. System administrator 1 Malicious app detection Mobile cure operating system
Spacing response 2 Malicious app 4 Identify infected system analysis device 2017 Korea Internet White Paper | Top 10 Internet-Related News of 2016
Top 10 Internet News of 2016
01 Artificial Intelligence, the Key Player of the Fourth Industrial Revolution
The boom of artificial intelligence (AI) triggered by "Alpha Go," has hit the international community, including Korea. In October of 2015, Alpha Go gained worldwide attention by defeating Fan Hui 2p, and then subsequently conquered the game of Go by defeating Lee Sedol 9p in March 2016, and Ke Jie 9p in May 2017. The series of events have brought forth a sort of "shock" that what people thought was the realm of human mind has been conquered by a machine, artificial intelligence. However, it has also inspired 1
18 a lot of technological developments based on AI. After Alpha Go, artificial intelligence has spread in all directions including remote medical diagnosis, drug development, smart assistant, machine translation and interpretation, autonomous vehicle, smart factory, household robot, caretaking of infants and senior citizens, etc. At large ICT international events such as "CES 2017" and "MWC 2017" held early 2017, actual products and services using artificial intelligence have been launched in large quantities, and artificial intelligence is rapidly penetrating people's lifestyles. Industries related to artificial intelligence are also growing rapidly and are considered the key player of the fourth industrial revolution, which has set itself as the global paradigm after the Davos Forum in 2016. IDC, a market intelligence provider, predicted that the global artificial intelligence market will grow from $127 billion (KRW 142.8 trillion)in 2016 to about $165 billion (KRW 185.5 trillion) in 2017. In addition, Digieco estimated that the domestic artificial intelligence market will reach KRW 11.1 trillion by 2020. Compared to global firms like Google and IBM, Korea's artificial intelligence is still only in its infancy. According to IITP, Institute for Information & Communications Technology Promotion, compared to United State, the country with the best technology on artificial intelligence, Korea has only 75% of US's technological prowess. This is about a 2 year technological gap. Ministry of Science and ICT (MSIT) plans to invest KRW 163 billion to support research and development (R&D) in 2017, a 47% increase from the previous year (KRW 110.6 billion).
02 Accelerated Development of Autonomous Vehicles
The competition on autonomous vehicles is heating up. Top ICT giants are joining in with the automobile manufacturers around the world. Overseas, Intel and Qualcomm have followed Google and Apple into the development of autonomous vehicles, and domestically, Samsung and LG have also followed Naver into the competition. The competition to dominate the initial market is also high. IHS, a market intelligence provider, expected that if autonomous vehicles were to be released in 2020, 230,000 units will be sold in 2025 and 11.8 million units will be sold in 2035. In addition, Boston Consulting Group 2 19 2017 Korea Internet White Paper | Top 10 Internet-Related News of 2016
predicted the market volume will be $42 billion in 2025. In particular, because the development of autonomous vehicles cannot be carried out independently, there has been active alliance between the automobile manufacturers and the ICT companies. Chrysler and Google have revealed an automobile of their joint efforts in December 2016, and Toyota and Naver will present their own autonomous vehicle in 2017. The Korean government is also actively supporting the development of autonomous vehicles. In 2016, Ministry of Land, Infrastructure and Transport has declared the autonomous vehicle one of 7 new growing industries, and is showing enthusiasm to develop related technology. Also, they are speeding up the commercialization of autonomous vehicles by temporarily authorizing test drives of autonomous vehicles starting from Hyundai Motors in 2016, closely followed by those of Seoul National University, KAIST, Naverlabs, Mando and Samsung. The standardization process for the commercialization of autonomous vehicles has also started to take off. In 2016, 12 automobile manufacturers including Hyundai Motors, Toyota and Nissan (Japan), GM (US), Volkswagens and BMW (Germany), and Volvo (Sweden), and 27 international IT companies including Qualcomm and Uber formed a global consortium and are currently involved with its activities.
03 5G, the Next-Generation Network That Makes Imagination Come True
The era of next-generation network 5G is approaching. 5G has a transmission speed of at least 20Gbps (20 gigabytes per second), which is a core infrastructure for realizing dream technology such as artificial intelligence, autonomous vehicle, mixed reality (MR), and the Internet 3 of Things (IoT). This is a speed in which 2.5GB Ultra High Definition (UHD) movies can be downloaded in just one second. In order to commercialize 5G, telecommunications equipment and service providers around the world are already competing in technology development. In particular, SK Telecom, KT, and LG U+ are aiming at 5G commercialization by 2019, a step ahead of the international community's goal of commercialization by 2020. As a result, their progress is becoming visible. In June 2016, SK Telecom
20 and Ericsson jointly built and successfully demonstrated the 5G trial network. KT also successfully conducted the 5G field test on the Airport Railway in May 2017. Experts predict that 5G will become more refined from 2018. The Korean government and KT are preparing to display 5G-based realistic media at the Pyeongchang Winter Olympics in February 2018. With this service, it is possible to watch athletes performing at the Pyeongchang Olympics on a 360-degree virtual reality screen in a car on the streets of Seoul. Multidimensional image services to select a desired point of view will also be provided.
04 Hyper-Connected Society and the Next-Generation Internet Address System (IPv6)
With the Fourth Industrial Revolution, the importance of the IPv6 address system is increasing in the hyper-connected society where all human beings, things and environments are connected. The global IT research firm Gartner predicted that by 2020, 26 billion IoT devices will be connected to the Internet, and the global IT company Cisco estimated that some 50 billion devices will be connected to the Internet. Thus the IPv6 address is a next-generation internet address system introduced to overcome the quantitative limitations (depletion of address) of the IPv4 system. Research on IPv6, which has been attracting attention as the next-generation internet address system, has been going on in various countries around the world for a long time. Leading countries like Belgium, Switzerland, and the US have already implemented IPv6 in mobile carriers, and global IT services like Google, YouTube, and Facebook are also preparing for the IPv6 future by launching IPv6 services. Domestic companies have also built IPv6 network services around mobile carriers. Starting with SK Telecom launching the first mobile IPv6 commercial service in Korea in 2014, KT and LG U+ have also followed suit. Meanwhile, Korea Internet and Security Agency (KISA) and Korea Telecommunications Operators Association (KTOA) cooperated with major internet service providers (ISP) to promote the interoperability of IPv6 and IPv4. Through this, the government has made a turning point in the expansion of IPv6 by solving the difficulty of creating a IPv6 network base, among other efforts to spread IPv6. In addition, 10 million IPv6 users in 4 21 2017 Korea Internet White Paper | Top 10 Internet-Related News of 2016
Korea are now able to receive smooth IPv6 services, and a foundation for the growth of various services and contents of the next generation network has been created. It is expected that domestic internet companies will lead the global internet market with international standard technology based on this foundation.
05 The First Year of Popularization of MR
Mixed Reality (MR) has met its first year of popularization. The concept is a combination of Virtual Reality (VR) and Augmented Reality (AR) and follows both their characteristics, with increased immersiveness and decreased disparity from reality, Between entertainment-oriented VR and AR lacking killer contents, MR is emerging as a new driving force with innovative user interface (UI) and practical contents. Since it is not yet fully commercialized, it does not have a clear difference from VR and AR, but the predominant opinion is that it has a higher possibility for future growth. ARC, a global market intelligence provider, predicted the MR market to grow from KRW 779.2 billion in 2016 to KRW 10,981.1 billion in 2021, and the annual average growth was expected to reach 70%. The possibility of MR commercialization has been confirmed with demo videos from an American startup company Magic Leap. Magic Leap released a demo video of a giant whale leaping from the floor of a gym, and the 5 students in the gym witnessed the virtual whale without any additional device. Some business MR content has already been commercialized. One example is JAL, which employs Hololens for staff training and inspections. Currently Microsoft (MS) and Intel are leading the MR market. They have set off to dominate the market with "Hololens" (Microsoft) and "Project Alloy" (Intel), which are wearable devices in the form of an HMD (Head-Mounted Display) that feature MR. MR is expected to be applied to fields that require immersive content experience, such as game, education, film and tourism. Experts voice that the most crucial thing for MR commercialization is killer contents like the AR game "Poketmon GO."
22 06 O2O, Optimized Consumption for Me Anywhere
O2O (Online to Offline) service is spreading quickly. Following food and grocery delivery, O2O has deeply penetrated daily life, from shopping, moving, real estate/accommodation, finance, medical care, pet services, parking, laundry, vehicle management to even lawyers and accountants. The market is also growing at a fast pace. At the end of last year, KISA and Digieco predicted that the domestic O2O market would reach KRW 321 trillion in 2017 and KRW 1,081 trillion in 2020. With its high growth potential, not only startup companies but also ICT giants like Naver and Daum Kakao have entered the market. Naver opened a service called "Window" which lets customers purchase 3800 instore products online. Daum Kakao is providing a platform that connects Daum Kakao users and O2O services. Convenience stores, with stores all over the country and high user accessibility, are also emerging as the new platform for the O2O market. As a result, in 2016 there has been active engagement between online marketplaces and convenience stores. Experts predict that the evolution of O2O will continue in 2017. In particular, it will go beyond connecting online and offline services and become a "concierge" service that provides services optimized for the consumer's lifestyle and preference.
07 Commercialization of Biometric Security
Biometric security using fingerprint, iris, veins, face, etc. is on its way to being commercialized. The cost of infrastructure, which has been pointed out as a major stumbling block to the expansion of biometric security, has been solved by the launch of smartphones with biometric authentication
23 6 2017 Korea Internet White Paper | Top 10 Internet-Related News of 2016
features. With the expansion of FinTech, digital identity verification has become a pressing issue, and financial institutions including commercial banks have begun to implement biometric security. Saumsung Electronics introduced the world's first iris scanner with Galaxy Note 7, which has been discontinued in 2016, and subsequently implemented the fingerprint sensor, iris scanner and face recognition system on Galaxy S8 in 2017. There was also active introduction of biometrics in the financial sector. Commercial banks like Shinhan and KB have implemented biometric authentication from 2016, and are launching services that enable financial transactions with veins, iris and even by voice only. Related markets are growing at an incredible pace. According to Tractica, a market intelligence firm, the global biometrics market is expected to grow at annual average rate of 25.3%, from $2 billion in 2015 to $14.9 billion by 2024. Domestically, the biometrics market is expected to grow 9.2% annually and reach KRW 414.7 billion by 2018. President Moon's pledge to abolish the National Public Key Infrastructure is still controversial, but in the perspective that it eliminates ActiveX, and that it simplifies the digital signature and authentication process, it is a good news for biometric authentication. Biometric authentication is a safe and convenient process, but its leakage can be more detrimental than that of personal information. Unlike passwords, biometric data cannot be changed. Recently, Chaos Computer Club (CCC), a German association of hackers, released a video hacking Galaxy's S8's iris scanner using nothing more than a laser-printed photograph and a contact lens. Stronger security and legislative system is required to meet the needs of the popularization of biometric security. 7
24 08 Spread of Internet-only Bank and Fintech
Korea's first Internet-only bank has emerged. In December 2016, K-Bank won approval from the nation's Financial Services Commission and started business in April 2017. In July, KakaoBank made its debut. It is the first time in 25 years a bank has opened in Korea after Peace Bank of Korea in 1992. The launch of these two banks have created a great impact in the financial community. As of July 31, 2017, K-Bank exceeded KRW 690 billion in receipts (e.g., savings) and KRW 630 billion in loans. Although the KakaoBank was still in its early stages, it had KRW 344 billion in 8 receipts and KRW 333 billion in loans. With such performance from Internet banks, traditional banks are on edge, launching products with high savings interest rate or lowering the interest rate for loans. They are also improving services, such as launching digital channels similar to those of the Internet-only banks. The consensus is that FinTech is reconstructing the financial industry by taking over even the core financial businesses. It has gone farther than just cooperation between ICT companies and financial institutions to maximize the efficiency of financial services, instead applying innovate technology like block chain, artificial intelligence, bidirectional user interface and Big Data processing to create a new financial ecosystem. In addition, financial companies, insurance companies, securities companies, electronic payment companies, retailers, startup companies are participating in the Internet banks as shareholders. Financial companies have overcome their exclusive attitude and started to actively engage with FinTech startups. Commercial banks have started programs to support FinTech startups, and some have even transformed themselves to "platform companies" working together with startups. With such collaboration among related businesses, the outlook for FinTech is very bright. Frost&Sullivan, a market intelligence provider, estimated that FinTech market in the Asia-Pacific region
25 2017 Korea Internet White Paper | Top 10 Internet-Related News of 2016
will reach $71.9 billion by 2020. Meanwhile, Statista estimated the world's FinTech transaction volume will grow to $5.33 trillion by 2020.
09 Fake News, a New Social Issue
So-called "fake news," which is made of facts that are made up or difficult to identify, is becoming a social problem. At the end of 2016, amidst political confusion, fake news like "113 police officers injured and 50 police buses trashed at the candlelight vigil," and "List of Cabinet to be selected when candidate X is elected" spread through Facebook and Kakaotalk. Even after the early presidential election on May 9, 2017, fake news was rampant. The fake news is affecting countries world wide, not just Korea. Fake news was prevalent during the French presidential elections. United States media even evaluate that fake news played a significant role in the Trump and Hillary presidential elections. Such news not only creates confusion, but also financial losses. Digieco analyzed that the financial losses due to fake news amount to KRW 30.9 trillion each year. Thus the international community is at war with fake news. US President Mr. Trump even argued that the media is spreading fake news against him, and advocated an "Intel Committee" that will determine the integrity of news. In Korea as well there is growing opinion that there needs to be something done about fake news. As some of such measures, the National Assembly proposed a law on prevention and containment of fake news.
9 26 10 Platform Economy, an Engine for the Fourth Industrial Revolution
Platform economy has met its era, where supply and consumption between economic agents happens on digital platforms. Accenture, a market consulting company, estimated the digital economy to take up 25% of the entire global economy in 2020, due to the rapid transition in the market. The platform economy is also closely related to the Fourth Industrial Revolution. Unlike the previous industrial revolutions, the Fourth Industrial Revolution is about creating value through platforms. Therefore, the expert opinion is that the key players of the Fourth Industrial Revolution can only be companies that construct or utilize the platform. International giants like Google, Apple, and Amazon have already entered the competition to lead the platform economy. Traditional businesses as well are rapidly transforming themselves into platform businesses. A traditional manufacturer GE used IoT sensors and B2B solution platforms to enable optimal control of their equipments and preemptive maintenance of facilities. Tokyo Electric Power Company put sensors on their turbines and power plants so that they can predict equipment malfunctions by analyzing the data. Telecommunications companies like AT&T are also promoting platform businesses based on their network specialties. Domestic companies as well are launching themselves into the international platform market. Search portals like Naver and Daum Kakao are actively expanding their platforms, and Samsung is trying various methods to build global platforms through mobile OS or artificial intelligence. Hyundai is trying to transform into a platform company in the eco-friendly automobile and autonomous vehicle field. 10
27
Part 1 Industry and Service
1. Internet Economy
2. Internet Industry 3. Internet Service Convergence
4. Internet Information Service
5. Internet Service in the Public Sector 2017 Korea Internet White Paper | Part 1 Industry and Service
1. Internet Economy
A. Data Economy
Data economy refers to an ecosystem composed of members who play different roles in data production, infrastructure provision, and research in the process of collaborating to access and utilize data (European Commission, Building a European Data Economy, 2017 ). In other words, various market participants acting to create value from data through the developments of various applications to improve everyday life, such as traffic sign management or remote medical examinations, constitute data economy. The data economy encompasses the entire data market, where the products and services of digital data processed from raw data are exchanged. This includes the generation, collection, storage, processing, distribution, and delivery of data processed by digital technology (IDC, European Data Market, 2014). In Korea, the data market size provided by Kdata, a similar concept to the data economy, was KRW 13,355.5 billion in 2015, and is expected to grow 2.5% and reach KRW 13,683.2 billion in 2016. The annual average growth rate of the data industry, which consists of data solutions, data construction/consulting, and data services, has been 8.0% since 2010 (Ministry of Science and ICT, Korea Internet and Security Agency, Summary of the 2016 Data Industry, 2017) The size of the data solution market was KRW 1,412.4 billion in 2015, which includes data collection, data architecture, DBMS, data management, data quality management and data platform. DBMS had the largest size, with KRW 572.7 billion, and then data management follows with KRW 357.4 billion. As for data construction/consulting market, data construction amounted to KRW 5,414.2 billion in 2015, a majority of the market. Data service consists of data trade, information, and data analysis, and information was the majority of the market with KRW 5,817.1 billion.
30 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 16 31 ’ 2017 , y CAGR 10~ ’ 16 ’ Rate 15~ Growth ’ (Unit:KRW 100 million) 100 (Unit:KRW p of 2016 Data Industr y exchange exchange of various economic te te an AI platform like Amazon's ned interest in AI, with government uture lifestyle technology like Smart ng. As the AI becomes a hot issue, in in SF films, such as robots, AI, IoT ment of ICT that blurs the boundary boundary the blurs that ICT of ment des des direct/indirect economic effects. Summar
, nd increase customer loyalty, while at on a platform. Commercial transaction peting for an upper hand in this market. hnologies are businesses hnologies realized, platform he voice-recognition AI secretary market. KISA , MSIT [ 37,407 43,180 47,715 49,985 53,730 55,280 55,651 0.7% 6.8% Volume of Data Industry :estimate The Go match between Lee Sedol and Alpha Go resulted in heighte The reason platform economy is blooming is in the rapid develop Platform economy refers to an economic area formed through the Total 86,374 95,115 105,519 113,032 124,678 133,555 136,832 2.5% 8.0% p Category 2010 2011 2012 2013 2014 2015 2016 B. Platform Economy * [Table 1-1-1] between the online and offline world. Technology that was only and autonomous vehicles, are becoming the reality. As these tec that enable their implementation are also on the rise. activities, such as production, consumption, and distribution, and advertisement make the majority, but the concept also inclu the three telecommunications services in services are Korea fiercely com the three telecommunications task and projects focused on AI and AI-related platforms emergi The common strategy for all three of these "Alexa" in companies the isface of to fierce creaglobal competition to preoccupy t The plan is to gather all their services into the AI platform a the same time nurturing AI as a key weapon that can encompass f Home, Home, Smart Car and Smart City. Consulting Data Service 42,242 43,218 47,317 52,258 57,329 64,151 66,305 3.4% 7.8% Data solutionData 6,725 8,717 10,487 10,789 13,619 14,124 14,876 5.3% 14.1% DataConstruction/ 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-1-2] AI Platforms by Top Three Telecommunications Businesses
Business Division Main Activity "AI Tech Lab" under Future Upgrading AI service "Nugu" and directing the AI SK Telecom Technology development "AI Tech Center" under Developing AI-integrated TV GiGA genie and KT Convergence Technology nurturing human resources LG U+ AI Service Part Launching AI service in late 2017 and perfecting SW
[Financial News, Dominate the AI Platform ... Competition Rising for Top 3 Telecommunications Companies, 2017]
C. Internet Startup
Startup business is gaining worldwide attention. Due to the rapid growth and spread of telecommunications infrastructure, the supply and demand of services based on it is increasing explosively. Korea's startup ecosystem is also stabilizing with the support of the government. According to Korea Venture Business Association, 7,700 venture businesses in 2003 increased to more than 30,000 in December of 2015, and reached KRW 215.9 trillion in profits and 8.6% in annual average increase rate. The rapidly growing Korean startups are actively finding their way into the international market with their accumulated technology and strengthened global competitiveness. According to the 2016 Startup Investment Trends in Korea, by Platum, a media for startup companies, official investments to domestic startup companies in 2016 amounted to KRW 1.0078 trillion, a 24% increase from the previous year's KRW 811.9 billion. National IT Industry Promotion Agency is operating a program called "K-Global Startup Program" which selects startup companies with creative ideas and jointly incubates them for five months with international and domestic leading companies like IBM or Naver. This project was originally conducted by the Korea Internet and Security Agency (KISA) since 2010, and was given to National IT Industry Promotion Agency in 2016 to cover all ICT fields and strengthen their overseas connection, with the ultimate goal of systematically fostering globally competitive startup companies [Table 1-1-3].
32 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 33 2016 , NIPA [
], 2015 , MSIT [ 2 6 23 21 32 18 56 158 2 9 23 27 30 11 10 112 5202935404547221 - - 170.3 84.2 37.2 39.9 56.41 388.01 Commercialization and Investment Result of K-Global Startup K-Global of Result Investment and Commercialization Startups Category 2010 2011 2012 2013 2014 2015 2016계 합 Number of Number of Number of Businesses 100 million) 100 Commercialized Investment (KRW (KRW Investment Supported Teams Supported [Table 1-1-3] 2017 Korea Internet White Paper | Part 1 Industry and Service
2. Internet Industry
A. Status of the Internet Industry
The internet industry, which is represented by the overall economic activities generated from the Internet based on information technologies, can be largely divided into three categories: base industry, support industry, and application industry [Table 1-2-1].
[Table 1-2-1] Classification of the Internet Industry
Main Sub Category Third-level Category Category Smartphone, DTC, computer (desktop, notebook, medium and large Internet terminal computers, other compact computers), set-top box, etc. VoIP, videophone, pair and coaxial cable transmission system, photo Base Transmission equipment transmission system, signal converter, multiplication system, etc. Industry Wired LAN equipment (router, network switch, hub, etc.) wireless LAN Network equipment equipment (access point, etc.), subscriber’s modem (optical modem, xDSL modem, etc.), network security equipment, etc. System S/W Security S/W, IT operation and management S/W, middleware S/W, etc. Support IT system management Industry IT system management, hosting service, IT support service, etc. and support services Integrated digital service network (ISDN), Internet phone, Internet Wired and wireless backbone service, leased line service, high-speed Internet network access service service, mobile communication service (data), portable Internet (WiBRo), wireless LAN Optional network service, Internet-based access service, Internet Network access service management service, Internet support service, etc. Application Industry High-speed faxing service, credit card information system (CCIS), online reservation service, electronic data interchange service, remote Application service communication service, electronic payment service, online information processing service, etc. Webcasting, Internet media, Internet gaming, online education, Content service provision of specialized information, provision of digital image, provision of digital sound, provision of digital publication, etc.
[Korea Association for ICT Promotion]
Internet market volume in 2016 was KRW 95,235.7 billion, a 1.1% decrease from 2015's KRW 96,269 billion, and the annual average growth rate since 2012 was 3.3%. More specifically, the size
34 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] ] ] 35 2016 2016 2016 , , , y y y 1-Year 1-Year 1-Year 1-Year Growth Rate Growth Rate Growth Rate 6.2 7.0 9.4 8.2 4.9 7.4 12.8 5.5 -2.9 -6.8 -2.8 -11.7 -2.0 1.1 -12.5 -2.3 (Unit:KRW 1 billion, %) billion, 1 (Unit:KRW %) billion, 1 (Unit:KRW (Unit:KRW 1 billion, %) billion, 1 (Unit:KRW CAGR CAGR CAGR ICT Product Surve ICT Product Surve ICT Product Surve y, y, y, p p p the previous year, and with a a with and year, previous the 131 2016 2016 2016 (2.8) 3,109 (0.3) (19.2) 13,115 (80.8) 1,080 (17.0) (42.1) (96.9) (40.9) 16,224 37,708 38,919 40,093 ICT Suve ICT Suve ICT Suve
, , , p NIPA NIPA NIPA [ [ [ p p 2,947 128 (19.4) 12,211 (80.6) (2.4) (0.3) 1,075 (97.3) (15.7) (45.8) (38.5) 15,158 42,863 37,045 44,066 (19.2) 2,694 (80.8) 11,305 131 (2.3) (0.3) 1,063 (97.5) (14.7) (35.7) 46,014 (49.6) 13,999 47,208 34,047 2,154 (16.3) (83.7) 11,028 147 (2.4) (0.3) 1,134 (97.3) (51.6) (14.3) (34.1) 46,383 13,182 31,507 47,664 (15.0) 1,921 (85.0) 10,848 997 223 (2.3) (0.5) Revenue of Internet Base Industry Internet of Base Revenue Revenue of Internet Support Industry of Support Internet Revenue Revenue of Domestic Internet Industry Internet of Domestic Revenue (97.2) 42,412 (15.1) (51.7) (33.2) 12,769 27,973 43,632 Total 12,769 13,182 13,999 15,158 16,224 6.2 7.0 p:estimate, ( ) percentage p:estimate, rate growth average annual CAGR:2012∼2016 p:estimate, ( ) p:estimate, percentage rate growth average annual CAGR:2012∼2016 p:estimate, ( ) p:estimate, percentage rate growth average annual CAGR:2012∼2016 Total 43,632 47,664 47,208 44,066 38,919 -2.8 -6.7 Division 2012 2013 2014 2015 Total 84,374 92,353 95,254 96,269 95,236 3.1 -1.1 Base * * [Table 1-2-4] * * 2.8% 2.8% annual average decrease rate. [Table 1-2-2] of the base industry was KRW 38,919 billion, 11.7% smaller than * * [Table 1-2-3] IT System System IT Device Device Device Internet Internet Network Division 2012 2013 2014 2015 Support Industry Industry Industry Division 2012 2013 2014 2015 Management Application Application Transmission System Software 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-2-5] Revenue of Internet Application Industry (Unit:KRW 1 billion, %)
1-Year Category 2012 2013 2014 2015p 2016p CAGR Growth Rate Wired/Wireless 9,887 9,871 9,782 9,743 10,158 0.7 4.3 Access Service (35.3) (31.3) (28.7) (26.3) (25.3) Network Access 4,205 6,883 8,484 9,655 10,649 26.1 10.3 Service (15.0) (21.8) (24.9) 26.1) (26.6) Application 4,160 4,465 4,724 5,090 5,472 7.1 7.5 Service (14.9) (14.2) (13.9) (13.7) (13.6) 9,721 10,288 11,057 12,557 13,814 Content Provider 9.2 10.0 (34.8) (32.7) (32.5) (33.9) (34.5) Total 27,973 31,507 34,047 37,045 40,093 9.4 8.2
* p:estimate, ( ) percentage * CAGR:2012∼2016 annual average growth rate [NIPA, ICT Suvey, ICT Product Survey, 2016]
B. e-Payment Services
In the FinTech industry, electronic payment services refer to convenient payment services via mobile devices when paying for goods or services online and offline. The most representative method is paying with a mobile device or a mobile card that enables users to use a payment service via their smartphones. Remittance in the FinTech industry refers to convenient fund remittance by using one’s mobile device with the existing account number, mobile phone number, email address, or a certain SNS ID. In order to encourage FinTech startups, out government revised the "Enforcement Decree of the Electronic Financial Transaction Act" and regulations on electronic financial transactions in May 2016, lowering the minimum capital of small electronic financial institutions, with less than KRW 3 billion transactions per quarter, to KRW 300 million from KRW 1000 million. Financial Supervisory Service (FSS) abolished the mandatory use of Accredited Certificate in early 2015, but financial accountability is still unclear in the case of electronic financial transactions. On the other hand, developed countries clearly hold FinTech institutions accountable for any financial accidents so that the FinTech companies are responsible for their security. Domestic financial transactions amounted to KRW 109.8 trillion, 22.1% more than last year's KRW 89.9 trillion. Payment gateway service (KRW 79.9 trillion) increased by 24.1%, prepaid payment instruments (KRW 7.4 trillion) and Escrow deposit (KRW 19.3 trillion) increased by 23.3% and 30.4%, respectively.
36 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 37 2016 , Growth Rate Service y 2015 ervisor (Unit:KRW 1 trillion, %) trillion, 1 (Unit:KRW p ding. ding. For social commerce sites, from 2015 [Table 1-2-7]. [Table 2015 from ed. ed. Overall, as the number of new rted rted a convenient transfer system, r credit cards. FinTech companies .54 .54 million, a 5.4% increase from a a mobile based transfer service, so ply for remittance and pick up the Financial Su Financial , KRW , 2.5 the trillion), KRW transaction [ er er money from their registered bank omers, omers, a 4.6% increase from 2015, nternet banking services of 17 financial ased, electronic finance transactions also - - 0.1 0.3 0.7 133.3 1.6 3.9 4.4 4.4 2.5 -43.2 4.9 5.1 5.7 6.0 7.4 23.3 37.3 37.3 46.9 54.4 64.4 79.9 24.1 Electronic financial transaction amount transaction financial Electronic Total 51.7 66.5 78.0 89.9 109.8 22.1 From From 2015, the electronic payment service is continuously expan At the end of 2016, the number of customers registered to the i Service Payment Category 2011 2012 2013 2014 Instrument C. Financial Services Financial C. In the electronic bill presentment and payment department (EBPP In department the and bill electronic payment presentment amount decreased by 43.2% as the number of transactions decreas companies registering for the electronic finance business incre increased. where where customers only need to enter a 6-digit password to transf account to the site. Home shopping services have also launched have also introduced a service where users can use an app to goods ap from commercial banks, as well as using it for payment. customers can purchase with their bank accounts as well as thei as well as not accounts only do they run bank electronic payments but their they have also with sta purchase can customers institutions (cumulative sum for overlapping customers) was 122 2015. More specifically, 114.76 million people were retail cust and 7.78 million were corporate customers with a 9.7% increase [Table 1-2-6] Instruments Electronic Bill Bill Electronic Debit Payment Escrow Escrow Deposit 7.9 10.6 13.4 14.8 19.3 30.4 Presentment and Payment Gateway Gateway Payment Prepaid Payments 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-2-7] Number of Users Registered at Internet Banking of Financial (Unit:1,000 people, Institutions (Based on Year-end) 1,000 cases, %)
Difference Division 2013 2014 2015(A) 2016(B) Growth Rate (B-A) Retail 89,788 96,825 109,760 114,755 4,995 4.6 Corporate 5,704 6,363 7,093 7,783 690 9.7 Total 95,492 103,188 116,853 122,538 5,685 4.9
[The Bank of Korea, 2016 Domestic Internet Banking Service, 2017]
Meanwhile, the number of customers registered to mobile banking reached 78.36 million, a 2.4% increase from 2015, due to the increase in smartphone-based mobile banking. In particular, mobile banking based on smartphones, starting from December 2009, exceeded the 70 million mark with 74.68 million users, which is a 15.3% increase from 2015. 61 percent of customers registered for internet banking also registered for smartphone-based mobile banking service [Table 1-2-8].
[Table 1-2-8] Number of Uses Registered at Mobile Banking of Financial (Unit:1,000 people, %) Institutions
Difference Growth Category 2013 2014 2015(A) 2016(B) (B-A) Rate Smartphone 37,185 48,203 64,791 74,675 9,884 15.3 -based IC chipㆍVM 12,749 11,905 11,770 3,687 -8,083 -68.7 Total 49,934 60,108 76,561 78,362 1,801 2.4
* VM (Virtual Machine) refers to internet banking programs downloaded on the mobile device. [The Bank of Korea, 2016 Domestic Internet Banking Service, 2017]
D. e-Commerce
In 2016, Korea's online shopping transaction amounted to KRW 65.6 trillion, a 21% increase from the previous year. In the past 5 years, the aggregate transaction of e-commerce has been increasing 18~20% annually. According to A.T. Kearney's Future of Retail (2016), it is expected to grow by 19.7% each year until 2020, and become the fastest growing retail business in Korea.
38 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] ] 39 1 2017 2017 , , d d (Unit:%) Tren Tren g g %2 in in pp pp (Unit:KRW 1 million)1 (Unit:KRW 2016 1,058 4% 8 he expansion of delivery services. Transaction Share Rank nd car accessories (13%) accounted e grocery section was the fastest growing, Korea Statistics Portal Online Sho Korea Statistics Portal Online Sho
, , KOSTAT KOSTAT [ [ 4,278,521 5,175,481 6,670,644 8,328,391 13% 3 4,104,898 4,962,096 5,879,888 7,169,564 11% 4 38,497,861 45,302,487 54,055,617 65,617,046 (2013~2016) Volume of Retail Sales and Online Shopping Transaction Transaction Shopping Online and Sales Retail of Volume Volume of Online Shopping Transactions (2013∼2016) Total 38,497,861 45,302,487 54,055,617 65,617,046 Books 1,196,149 1,280,404 1,151,195 1,340,629 2% 12 Others 1,614,427 1,469,073 1,708,314 1,717,568 3% 17 Flowers 45,654 43,719 31,622 38,970 0% 16 Year 2013 2014 2015 2016 Software 59,728 58,431 50,226 58,619 0% 15 Groceries 3,288,965 3,610,886 5,242,803 7,067,762 11% 5 Cosmetics 2,100,463 2,668,957 3,519,393 5,171,317 8% 6 Accessories Various Services 640,200 960,393 1,157,221 1,349,225 2% 11 Sport and Leisure 1,638,745 1,899,092 2,093,674 2,520,543 4% 9 Product Category Product 2013 2014 2015 Travel and reservations (17%), fashion (16%), household goods a Agricultural Products Agricultural 1,132,350 1,170,952 1,434,163 1,730,738 3% 10 CD, Video, Instruments 152,792 162,549 168,803 205,055 0% 14 Travel and Reservations 6,418,903 8,382,610 9,788,412 11,288,326 17% for the largest portion of online shopping transactions, and th with annual average 30% increase over the last 4 years due to t [Table 1-2-9] [Table 1-2-10] Fashion-related Products 6,280,654 7,346,479 8,451,957 10,231,630 16 1-Year Growth Rate(%) Growth 1-Year - 18 19 21 Household Goods and Car Household Electronics and Computer and Accessories 3,083,543 3,413,900 3,543,025 3,986,279 6% 7 Telecommunications Device Telecommunications Office Supplies and Stationary 514,550 470,926 452,858 471,376 1% 13 Volume of Online Shopping Shopping Online of Volume Transactions (KRW 1 million) 1 (KRW Transactions Products for Babies and Children 1,947,320 2,226,539 2,711,418 2,94 2017 Korea Internet White Paper | Part 1 Industry and Service
KISA is operating an e-Commerce Mediation Committee according to the "Framework Act on Electronic Commerce" Article 32. Number of registered dispute resolution cases in 2016 was 1,035, 42.4% less than the previous year. The transfer of the e-Commerce Mediation Committee to another institution led to a disruption in their automatic counseling service, which caused the decrease in the number of counseling sessions. The automatic counseling service has been rearranged and has started service again from January 2017. Every year from 2011, the Fair Trade Commission has been doing a complete inspection of online shopping malls against any regulation violations. Thus, online shopping malls have been complying to the "Act on the Consumer Protection in Electronic Commerce, Etc." and actively trying to settle disputes with their own CS (Customer Satisfaction) service, which has also led to the decrease in numbers.
[Table 1-2-11] Counseling and Dispute Resolution of e-Commerce by Year (Unit:case, %)
Category 2010 2011 2012 2013 2014 2015 2016 Counseling 17,993 22,829 24,915 48,415 44,814 29,489 5,604 Dispute Resolution 4,521 4,546 5,596 6,758 3,382 2,267 1,305
* The number of counseling sessions decreased due to former automatic counseling system being put to a stop. It opened again after reconstruction in January 2017. [KISA, 2016]
E. O2O and Sharing Economy
1) O2O
O2O (Online to Offline, Offline to Online) service is a business that creates value by connecting online customers with offline service providers, and is a field where one can really experience the Fourth Industrial Revolution firsthand. The Fourth Industrial Revolution, which merges the digital world and the analog world, is evolving through the O2O service platform. Offline services such as calling cabs, designated drivers, food delivery, accomodations, real estate, and even domestic workers are connected with customers online. The O2O service is encouraging the market transition from supply-centered to demand-centered. 2016 marked the year when the pros and cons of O2O services were revealed as the market reached maturity, and cases of venture investment decreasing, laws failing to regulate, and O2O services failing to self-sustain themselves emerged.
40 6. 2.6
Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix 13.3 5.6 24.6 ] 10.6 y Fashio d n 7 41 -relate Surve (Unit:%) 0.5 y Food/ drink- related , 84% of 0.2 (cafe,etc.) 6.2 ces 5.1 store Large ital Econom 0.4 (department g Supermarkets 8.1 Space Sharing 11.4 2016 Di their their O2O service platforms has been expanding its O2O
cal businesses and inefficient 1.4 , Intent to Use O2O in the Future 12.2 advantage advantage in this aspect. unched an O2O service. Previous KISA Car delivery) delivery) is 76.6%, taxi 63.1%, [ g g of daily life services like food offline service providers participating. participating. offline providers service 10.6 tes of recognition, usage and usage 0.5 is 53.6%, taxi 37.2%, accomodations sportation service while opening up other 7.2%, 7.2%, large supermarkets and department 2016 Digital Economy Survey 12.6 Lifestyle Used 6.9 0.9 and 13.1 Healthcare Caretaking O2O Service Experience 7.5 Car 0.8 Sharing 17.2 13.8 Home Sharing 1.9 31.9 Estate 26 O2O Service Recognition Service O2O 8.5 44.8 37.2 27.2 Rates of Recognition, Usage, and Usage Intention for O2O Servi for Intention O2O Usage and Usage, of Recognition, Rates 63.1 Taxi Accomodations Real 53.6 31.5 Food (delivery) 76.6 Large platform businesses announced that they would be opening There has also been a case where an offline service provider la According According to the Korea Internet and Security Agency's service to lifestyle services, is planning to focus on the tran the on focus to planning is services, for smaller O2O businesses on 2016. November Daum Kakao, which lifestyle to service lifestyle service platforms for other companies. quality quality assurance. Offline service-based O2O services have the These These O2O services have had problems such as dispute between lo O2O O2O services were mostly created and run by IT companies, with [Figure 1-2-1] [Figure Internet Internet users are aware of O2O services, and are very acceptin (delivery), taxi, accomodations, real estate, etc. Survey on ra intention for all O2O services show that accomodations recognition 44.8%; usage for for food food (delivery) ( is 31.5%, taxi 2 store markets 10.6%; usage intention rates for food (delivery) 26%. 2017 Korea Internet White Paper | Part 1 Industry and Service
2) Sharing Economy
Sharing economy is the concept of collaborated consumption of goods. In other words, it means to maximize economic utility by sharing goods or real estate like cars, apartments, books and toys and making the most of one's resources. Resource owners can increase efficiency and profit by sharing idle resources with others, and consumers can use less money to own or use goods or services for a certain period of time. The sharing economy differs from commercial economy in that it is not operated by the market principles of supply and demand, but is created by a community sharing trustworthy goods and services. Sharing economy is driven by profit, but instead of utilizing acquired assets it utilizes idle resources so consumers can participate in both the consumption and supply of the sharing economy.
[Table 1-2-12] Sharing Economy Service
Category Transaction Method Shared Resource Example Automobile, bicycle, solar Socar, Green Sharing Users share product or service energy, etc. Car, etc. Auction, barter market, exchange Re-distribute products to those Auction, Barter market, voting, free voucher who need them G-market, etc. exchange, etc. Shared space, job search, travel Collaborative Collaboration by community Albamon, experience, knowledge, Community users Wizrom, etc. crowdfunding
[Hana Institute of Finance (2015), Change in Industry Ecosystem with Expansion of Sharing Economy, reconstructed.]
F. Online Advertising
Online advertisement became the dominant advertisement medium of Korea in 2012, surpassing network TV and growing at a fast pace of average 28.3% annually since the 2000s. On the other hand, the mobile advertisement market growing with the spread of smartphones, reached KRW 1 trillion in 2015 from KRW 210 billion in 2012. In 2016, it overtook Internet advertisements and became the second biggest advertising medium next to TV. It is expected that it will become the dominant advertisement medium, even surpassing cable TV in 2017, and lead the growth of the domestic advertisement market.
42 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 43 p 2016 , k Yearboo g (Unit:KRW 1 million) 1 (Unit:KRW Internet services, with Korea's % % and 36.5% of their profits from 5% 5% of total profit. Cheil Worldwide 2016 Advertisin [ Volume of Domestic Advertisement Market Total 93,854 95,893 96,477 107,270 108,832 111,651 Mobile 2,100 4,600 8,391 12,802 17,453 21,493 Internet 19,540 20,030 18,674 17,216 16,372 15,358 Billboard 9,105 9,645 9,362 10,051 10,091 10,268 :estimate Magazine 5,076 4,650 4,378 4,167 3,780 3,662 Broadcast 36,072 35,712 34,880 42,281 39,999 40,345 Production 5,418 5,810 5,850 5,742 6,425 6,005 Online advertisement is the core revenue of companies providing Newspaper 16,543 15,447 14,943 15,011 14,712 14,520 p
representative search portals Naver and Daum Kakao earning 73.8 advertisements, respectively. Overall, advertisement takes up 6 * [Table 1-2-13] Category 2012 2013 2014 2015 2016 2017 2017 Korea Internet White Paper | Part 1 Industry and Service
3. Internet Service Convergence
A. IoT
IoT has been drawing attention as technology that will lead the future hyper-connected society, which enables users to exchange data in real-time by attaching a sensor onto everything, from people to things. In the case of Korea, Korean Communications Committee announced "Basic Plans for Machine to Machine Communications Infrastructure," to strengthen the global competitiveness of IoT and promote their services. Through this plan they aimed to identify a service model led by the public sector, develop core technology for machine to machine communications, promote domestic/international standardization, and revise related laws. Later in May 2014, the Ministry of Science and ICT (MSIT) presented "Basic Plans for Machine to Machine Communications" with the initiative to nurture 350 IoT SMBs (Small to Medium Businesses) and construct a creative and active IoT ecosystem. In the following October, they announced "IoT Security Roadmap" to realize the world's most secure nation, and in December, they announced plans to promote IoT R&D for both base technology and standardization. In December 2015, the government prepared a detailed strategy for the "Basic Plans for Machine to Machine Communications" through the "Strategy for a Leading K-ICT IoT Nation." Key strategies include financial support for businesses in key fields, reduction in development cost, and strengthening the infrastructures. A budget of KRW 250 billion has been allocated for this plan. Meanwhile, "Global IoT Private/Public Consultation Group," launched in May 2015 and "IoT Innovation Center" under KISA put continuous effort to build and promote an IoT ecosystem as a part of 3-year economic innovation plan and K-ICT strategy. Also, they are promoting the IoT ecosystem and export of SMBs through partnership between the government and the private sector.
B. Cloud
The NIST of US defines cloud computing as "a model for enabling ubiquitous, convenient, on-demand network access to a shared pool of configurable computing resources (e.g., networks, servers, storage,
44 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix d ] 45 2015 , t men p pport Plans." To preemptively ’s and IT specialists. 2% increase from the previous previous the from increase 2% The The government established "First s necessary, and pay accordingly. ugh the "Act on the Development gulations gulations such as finance, medicine the vision of "Becoming a Leading Leading a "Becoming of vision the released with minimal management ices in November 2015, and presented r words, a cloud is a computing model ion is slow, because of concerns about 015 to 535 in 2016, 182 more businesses) will prepare a one-stop cloud procurement First Basic Plans for Cloud Develo
, MSIT [ ③Provide a safe environment for cloud computing clouds favor to regulations Review ④ ⑤ Support innovation of SMBs and industries ⑥Strengthen technological competitiveness of cloud computing services cloud of export Encourage ⑦ specialists cloud Nurture ⑧ centers data of competitiveness Strengthen ⑨ ① Encourage the public sector to use commercial use to sector public the Encourage ① cloud system cloud governmental to transition the Accelerate ② for a smart government ) Korea's cloud market is growing rapidly, but it is still base 3 Strategies and 9 Public Tasks First Plans for Cloud Development and Public Tasks Tasks Public and Development for Cloud First Plans 3. Createan ecosystem for growthof cloud industry 1. Preemptive implementation Preemptive 1. of cloud computing by the sector public 2. Expand cloud computing in the private sector 2016 Survey of Cloud Industry The volume of Korea's cloud market was KRW 1.19 trillion, a 55. a trillion, 1.19 KRW was market cloud Korea's of volume The Later the government established "2017 K-ICT Cloud Computing Su Korea started to officially support this form of computing thro year. Cloud businesses have also increased 51.6% (from 353 in (NIPA, 2 implement cloud computing in the public sector, the government system and demonstrate projects in fields of improving cloud and re education, and promote nationwide awareness targeted at CEO of Cloud Computing and Protection of its Users" in March 2015. [Figure 1-3-1] [Figure Basic Plans for Cloud Development (2016~2018)" with related off three strategies and nine tasks to be completed before 2018 for Cloud Nation by 2021" [Figure 1-3-1]. applications, and services) that can be rapidly provisioned and effort or service provider interaction." that enables (www.nist.gov) the user to In borrow its othe resources, expand as much a on IaaS. Businesses using clouds are increasing, but the expans 2017 Korea Internet White Paper | Part 1 Industry and Service
business associativity, cost, and security. Domestic businesses like KT (Iaas), Duzon Bizon (Saas), and Ecount (SaaS) are strengthening their hand in the market by increasing their cloud profit. Of all the package software businesses (207, over KRW 8 billion in profit), only 4.3% (Duzon Bizon, Hancom, and other seven) are providing SaaS, but the transition is rapid, as in the case of Handysoft, Knowledge Cube, Kaoni (Groupware), Forseers (Digital Document), Hancom (Office). Also, domestic Saas Companies are utilizing global IaaS like AWS to expand their customer pool to the international community.
C. Artificial Intelligence
2016 will be a milestone year in the history of artificial intelligence (AI). Until now, AI had been a thing of scientific fiction, but from 2016 it has become a reality for even the normal population. The trigger for this phenomenon was the "Google DeepMind Challenge Match" in Seoul, in March 2016. This did not just make a name for artificial intelligence. It brought AI into applications and services that people use in their daily lives. Alpha Go became a watershed in the history of AI. As Google shifted itself from a "mobile-first" company to an "AI-first" company, many domestic companies are following this trend. SK Telecom announced "We will become the best in AI technology in the international market, not just in Korea. We will focus all the technological powers and partnership of the group and its affiliated companies to AI." Naver and Daum Kakao as well have declared it their number one task. Naver announced that it will invest KRW 100 billion to AI. Daum Kakao's Kim Bum-soo became the representative for KakaoBrain, to lead the company's AI strategy. Also, domestic companies are participating in the AI platform competition. Naver introduced "Clova" at the Mobile World Congress (MWC) 2017, in Barcelona, Spain. Naver is also using the strategy to create a Clova ecosystem using the voice-recognition based AI secretary. For this, they presented Clova Interface Connect, and Clova Extensions Kit. Samsung acquired Viv Labs, an AI platform developer, in October 2016. Samsung voice-recognition AI assistant Bixby in Galaxy S8 was developed with this. Market intelligence provider IDC presented a report in November 2016 stating the AI system market will have a 55.1% annual average growth rate. The market size will grow from $8 billion in 2016
46 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 47 Tractica [ (Unit:$1 million) (Unit:$1 icted the domestic AI market . different fields, Korea's VR is VR and AR will market exceed sted it will be KRW 2.2 trillion on in 2025 [Figure 1-3-2]. er words, Korea has an advantage n n software, platform and contents. its infancy. There is much attention arch, but they all predicted that the n n concept, technology and ecosystem, o o be aware of a digitally constructed to reality, VR differs in that it creates creates it that in differs VR reality, to illion). illion). Tractica predicted the of volume the AI international 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 $ - bout KRW 55 tr $5,000 $40,000 $35,000 $30,000 $25,000 $20,000 $15,000 $10,000 Global Artificial Intelligence Sales (2016~2025) Sales Intelligence Artificial Global There is not much research on the domestic AI market. MSIT pred Specific numbers vary greatly on which institution did the rese Virtual Reality (VR) refers to technology that enables people t Korea VR AR Industry Association anticipates that the volume of Yet the prevalent opinion is that Korea's VR AR industry is in will grow to about KRW 6.4 trillion by 2017, in and Digieco 2020, foreca KRW 11 trillion in 2025, and KRW 27.5 trillion in 2030 D. Virtual Reality D. [Figure 1-3-2] [Figure market will increase from $643.7 million in 2016 to $36.8 billi $36.8 to 2016 in million $643.7 from increase will market to to $47 billion in 2020 (a market will grow at a fast pace. fast a at grow will market reality. If Augmented Reality (AR) is about adding virtual data many from emerging are companies VR global while particular, In a 100% fictional situation. Yet they both have common grounds i and thus many see them as related markets. KRW 1 trillion in 2016, and reach KRW 5.7 trillion in 2020. to it, but not enough investment or content development. In on oth VR hardware, but has less competition in terms of applicatio 2017 Korea Internet White Paper | Part 1 Industry and Service
limited to games and 360°visual entertainments. Thus, there are voices that Korea first needs to build an environment for startup companies to enter the market, such as supporting content development. Building a safe environment and constructing an ecosystem for popularization are also important tasks. In 2016, the Ministry of Strategy and Finance, Ministry of Science and ICT, Ministry of Culture, Sports and Tourism, and Ministry of Trade, Industry and Technology have jointly set up plans to nurture the VR industry.
[Figure 1-3-3] Domestic VR Market Outlook (Unit:KRW 1 million)
57,271
40,028
27,999
19,601 13,735 9,636 6,768
20142015 2016 2017 2018 2019 2020
[MSIT, Korea VR AR Industry Association, 2015]
According to this, from 2016 to 2017, private and public sectors are planning to invest KRW 60 billion and promote the equal development of CPND like device, SW, contents and services, as well as dominating the platform. The government will select a growing VR field/platform to focus on and give it package support, including technology development, content development and export. It will also support large projects of VR-related industries such as construction, medicine, tourism, sports, and education/training. Also, it will support the discovery of new markets for VR-integrated contents. Furthermore, it will promote the development of base/applied technology as well as standardization and patents. It will establish an R&D roadmap for the development of technology necessary nurture the VR industry and create a VR ecosystem, and support the development of core technology such as VR/AR platform technology, spacial awareness, virtual object enhancement, and See-Through devices according to the roadmap. The plan includes creating a VR base and strengthening global competition. It will also nurture
48 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix 49 to build a VR cluster. industry nvigorate the VR industry. development. In addition, Nuri Dream cate the 3D/CG artists and art/creative art/creative and artists 3D/CG the cate structure like equipment, post-production majors on VR creation. It also supports strengthening the infra system and distribution necessary for VR filming, creation, and Square was created to support the residency of VR companies Finally, and the government also plans to ease the regulations to i specialists with technological or intellectual prowess, and edu 2017 Korea Internet White Paper | Part 1 Industry and Service
4. Internet Information Service
A. Search Engine
The QC (Query Count) of domestic search engines in December 2016 shows that Naver leads the PC search engine market with 75.3%, Daum (15.4%) and Google (7.4%) comes after. Naver and Daum's usage decreased by 1.7% and 0.9%, respectively, but Google's increased by 0.9%. Meanwhile, Zum, which had an 1.2% market share in 2014, had less than 0.1% in 2016.
[Figure 1-4-1] QC Market Share of Domestic PC Search Engine (Unit:%)
<2015. 12> <2016. 12>
Others 1.9% Google Google 6.5% 7.4% Daum Daum 16.5% 15.4%
Naver Naver 77.0% 75.3%
[KoreanClick, www.koreanclick.com]
In the mobile search engine market, Naver kept its ground while Daum's market share slightly decreased and Google's market share slightly increased. In December 2016, Naver's market share in the mobile search engine market was 75.3%, with Daum (16.1%) and Google (7.3%) following.
50 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 51 (Unit:%) www.koreanclick.com , Naver 75.3% "Facebook" (61.4%), Camp , female 65.4%), and for age age for and 65.4%), female , ek (average 2.8 per day) and our our each week. (1 to less than rage, an hour and three minutes d it within the past week. o less than 20 times" (15.1%). ars old used the Social Networking KoreanClick [ (91.5%) and the 30s (83.9%), 40s he users. Next followed "more than he "more users. followed Next 1%), "Naver Blog" (10.6%) followed. Google 7.3% Daum 15.4% Others 2.0% Naver 75.3% <2015. 12> <2015. 12> <2016. 6.2% Google Daum 16.1% QC Market Share of Domestic Mobile Search Engine Search Mobile of Domestic Share Market QC The The SNS usage for people over 6 years old was 19.6 times per we Meanwhile, the research showed that people used SNS for, on ave The most used SNS service was found to be "KakaoStory" (71.1%). According to KISA, 6 out of 10 (65.2%) Internet users over 6 ye The The SNS user demographic was similar for both sexes (male 65.0% 1)SNS 20 times" (30.4%), "5 to less than 10 times" (17.6%), and "10 t "10 and (17.6%), times" 10 than less to "5 (30.4%), times" 20 the answer "less than 5 times" was the highest, with 36.9% of t groups, of people in their 20s 36.9% had the highest with percentage of users (69.5%), highest, 6~19 years the old was (57.5%) followed. times" 5 than "less answer the every week, and 38.2% answered that they used it more than an h 2 hours: 21.4%, more than 2 hours: 16.8%) Mobile's "Band" (42.1%), "Instagram" (23.4%), "Naver Cafe" (11. Service (SNS) at least once within the past year, and 56.9% use 56.9% and year, past the within once least at (SNS) Service B. Communications [Figure 1-4-2] [Figure 2017 Korea Internet White Paper | Part 1 Industry and Service
[Figure 1-4-3] Weekly SNS Usage (Unit:%)
Average weekly SNS Usage 19.6 times more than less than 20 times 5 times 30.4 36.9
5 to less than 10 to less than 20 times 10 times 15.1 17.6
* SNS usage for people over 6 years old [KISA, 2016 Survey on Internet Usage, 2016]
[Figure 1-4-4] Weekly SNS Hours (Unit:%)
Average weekly SNS hours 1 hour 3 minutes 2 hours less than or more 15 minutes 16.8 31.0 38.2%
1 to less than 2 hours 21.4
15 to less than 30 minutes 14.2
30 minutes to less than 1 hour 16.5
* Internet users over 6 years old [KISA, 2016 Survey on Internet Usage, 2016]
2) Instant Messaging
According to KISA, over 92.5% of internet users over 6 years old have also used instant messaging within the past year. Meanwhile, 8 out of 10 (81.6%) used instant messaging "within past 24 hours." As for its usage rate, "less than average 10 times a day" took the majority (less than 5 times: 29.4%, 5 to less than 10 times: 24.1%). "More than 10 times a day" was 46.5% (10 to less than 20 times: 22.1%, 20 to less than 30 times: 11.1%, more than 30 times: 13.2%). Using "smartphones" for instant messaging was more than 90% for all age demographic, and as for "desktop," its rate was high for people in their 20s (34.0%) and 30s (28.3%). Meanwhile, messaging using "smartpad" was also relatively higher for people in their 20s (3.8%) and 30s (3.5%).
52 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] ] 53 2015 2016 2016 2016 , , 48.4 (Unit:%) (Unit:%) ge ge over over 70 36.1 80.3 72.3 92.5% on Internet Usa on Internet Usa y y 95.0 ed e-mail within the ed within past e-mail one 90.8 n n women (53.7%), and according Instant messaging users mplementary role even in the face 55.9% 55.9% of people had used it within 2016 Surve 2016 Surve 98.6 never used never 7.2
, , 97.0 KISA KISA [ [ 99.5 81.6 98.8 99.8 within past 24 hours past within 20s 30s 40s 50s 60s 99.6 82.5 81.2 years old years 92.0 90.8 ears old ears old y y 93.0 Instant Messaging Age and Gender Demographic Gender and Age Messaging Instant Last Used Instant Messaging Messaging Instant Used Last 1 week ~ 1 month 0.9 month 1 ~ 1 week 3 months ~ 1 year 1.0 1 year ~ 3 months 90.9 24 hours ~ 1 week 8.8 1 week ~ 24 hours 1 month ~ 3 months 0.2 92.5 All Male Female 6-19 disuse for more than 1 year 0.3 1 year than more for disuse 90.9 Traditional communication method of e-mail still retains its co According to KISA, the e-mail usage rate (rate of people who us who people of (rate rate usage e-mail the KISA, to According E-mail usage according to gender was higher for men (64.1%) tha (64.1%) men for higher was gender to according usage E-mail 3) E-mail of constant expansion of messengers and SNS. the the past 24 hours. year) was 59.1% among internet users over 6 years old, and the Internet users over 6 6 over users Internet * Internet users over 6 6 over users Internet * * 1-4-6] [Figure [Figure 1-4-5] [Figure 2017 Korea Internet White Paper | Part 1 Industry and Service
to age, the usage was 91.3% for people in their 20s, 85.5% for people in their 30s, and 70.2% for people in their 40s. 54.6% of e-mail users over 6 years old used e-mail at least once a week for personal reasons other than work ("at least once a day" 17.9%, and "at least once a week" 36.7%). Meanwhile, 8 out of 10 employees (81.7%) used e-mail for work, and among them 40.0% of people used it "at least once a day" and 39.4% people used e-mail "at least once a week."
[Figure 1-4-7] E-mail Usage According to Age and Gender Demographic (Unit:%)
2015 91.3 2016 87.8 85.5 82.3
70.2 64.2 64.1 64.8 59.2 59.1 53.9 53.7 42.0 44.7 40.6 37.7
19.4 12.6 10.7 5.7
All Male Female 6-19 20s 30s 40s 50s 60s over 70 years old
* Internet users over 6 years old [KISA, 2016 Survey on Internet Usage, 2016]
C. Contents
1) TV / Visual Media
Total revenues of domestic broadcast industry in 2015 was KRW 16,463 billion, 4.4% increased from the previous year's KRW 15,824.8 billion. Among them, IPTV had the highest growth with 28.3% from the previous year. The growth is due to more people registering for IPTV, and resulted in stunting the growth of cable broadcasting companies. Their revenues decreased 3.7% from last year.
54 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix
] y per 55 (KRW 1 (KRW million) 2016 Average Revenue , Employee s Statistic per (KRW 1 (KRW million) , the total revenue Average Revenue Company 2015 and making more 2015 Korean Content Industr W W 412.5 billion. The revenue (KRW 1 (KRW million) Revenue venue of internet VOD increased tent Agency, No. of (person) Employees illion, illion, a 7.6% increase from ----- 91 4,503 2,259,023 24,824 502 19 85 10,773 567 127 52 128 2,667 51 21 532 7,282 1,143,498 2,149 157 2016 Korean Movie Industry Report No. of (company) Companies IPTV 3 577 1,908,798 636,266 3,308 Station IPTV CP IPTV 26 - 265,486 10,211 - Sub-total 1Sub-total 340 29 549,612 549,612 577 1,617 2,174,284 74,975 3,768 Sub-total 71Sub-total 14,378 4,111,452 143 57,908 4,631 286 2,261,690 15,816 488 Multimedia Multimedia BroadcasterBroadcaster 52 14,293 4,100,679 78,859 287 Independent Independent Satellite Digital Digital Satellite Comprehensive Broadcast Relay Program Provider Program Program ProviderProgram 178 15,170 6,222,446 34,958 410 Mobile Multimedia Cable Broadcaster Broadcasting (DMB) Satellite Broadcaster Satellite 1 340 549,612 549,612 1,617 Total 954 42,378 16,462,982 17,257 388 Category Average Revenue Per Broadcasting and Company Employee (2014) Cable TV According to the Korean Film Council's Production for Internet for Satellite TV Satellite Terrestrial TV Terrestrial The revenue for the digital online market increased 23.2% to KR to 23.2% increased market online digital the for revenue The for TV Channel [Ministry of Sports, Culture and Tourism and Korea Creative Con Creative [Ministry Korea and of Sports, Tourism Culture and of IPTV and digital cable TV (TV VOD) increased by 28.3% and by re 16.7%, leading the overall growth of the industry. than KRW 2 trillion a year since 2014. since year a for trillion the 2 Korean film industry was KRW 2,273 KRW b than [Table 1-4-1] Program Production Program Production Independent ProgramIndependent 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-4-2] Revenue of the Online Digital Market within the Movie Industry (Unit : KRW 100 million, %)
2012 2013 2014 2015 2016
Division1) 1-Year 1-Year 1-Year 1-Year 1-Year Revenue Growth Revenue Growth Revenue Growth Revenue Growth Revenue Growth Rate(%) Rate(%) Rate(%) Rate(%) Rate(%) IPTV and Digital 1,310 44.0 1,737 32.6 2,254 29.7 2,609 15.7 3,347 28.3 Cable Internet VOD (Mobile+N 618 23.4 729 18.0 499 -31.5 582 16.7 679 16.7 Screen) Package 230 -22.8 210 -8.7 218 3.0 158 -27.4 99 -37.3 Total 2,158 26.3 2,676 24.0 2,971 11.0 3,349 12.7 4,125 23.2
[Korea Film Council (KOFIC), 2016 Korean Movie Industry Report, 2017]
2) Animation
According to the 2016 Korean Contents Industry Statistics by Ministry of Sports, Culture and Tourism and Korea Creative Content Agency, 376 businesses and 4,728 employees were in the animation industry. The total revenue was KRW 610.2 billion, gross value was KRW 218.2 billion and value added ratio was 35.8%. Exports amounted to $126.57 million and imports amounted to $7.01 million. As works of commercial success emerged, revenues for animation creation increased and so did the number of 2D animation subcontracts, which used to be the core of the animation industry. As a result, there was a high increase in the overall revenue of the animation industry. The number of animation businesses increased from 341 in 2011 to 376 in 2015, and grew 2.5% annually in the last 5 years. The revenue grew 3.7% annually, from KRW 528.6 billion in 2011 to KRW 610.2 billion in 2015. Gross value decreased 1.6% compared to the previous year, and has decreased 0.6% annually.
1) * IPTV and Dital Cable TV(TV VOD):VOD service platform using set-top box e.g. KT Olleh TV, Digital Cable TV etc. (includes some mobile revenues) *internet VOD: PC and mobile-based VOD service platform / web-cloud sites e.g. Naver N Store *Package:Revenues for DVD and Blu-ray
56 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix
] y 57 Import (1,000$) 2016 , s Statistic Export (1,000$) r business with KRW RW 1,225 million, and the the and million, 1,225 RW (%) 6 6 million as average revenue 2015 Korean Content Industr Ratio Value Added tion, the averages revenue was e highest revenue per business highest sales per employee with b-category, animation production er employee with KRW 71 with million. KRW er employee e e was 516 KRW million per business tent Agency, Value Gross (KRW 1 (KRW million) (KRW 1 (KRW million) Revenue (people) Employee 7.4 5.0 8.9 -1.6 - 9.4 2.7 2.5 0.4 3.7 -0.6 - 2.2 0.4 Business (company) illion. Animation distribution and distribution PR had illion. the Animation pe revenue lowest Domestic Animation Industry 2011 341 4,646 528,551 223,109 42.2 115,941 6,896 2012 341 4,503 521,005 219,999 42.2 112,542 6,261 201320142015 342 350 4,502 4,505 376 560,248 520,510 221,750 4,728 219,232 39.6 610,175 42.1 115,652 218,202 109,845 6,825 6,571 35.8 126,570 7,011 Rate(%) Category In terms of the third-level category, animation creation had th The average revenue per company in the animation industry was K per employee. As for animation distribution, the average revenu and KRW 147 million per employee. For online animation distribu KRW 764 million per business and KRW 95 million per employee. had KRW 1,341 million as average revenue per business and KRW 9 KRW and business per revenue average as million 1,341 KRW had average sales per person was KRW 97 million. In terms of the su KRW KRW 212 m with KRW 1,523 million, and online animation production had the 1,523 and production million, with KRW online animation 516 million, and animation subcontract had the lowest revenue p 1-Year Growth Growth 1-Year Growth Rate(%) Annual Average [Ministry of Sports, Culture and Tourism and Korea Creative Con Creative Korea [Ministry and of Tourism Sports, Culture and [Table 1-4-3] 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-4-4] Average Revenue of the Animation Industry per Business and Employee (as of 2015)
Average Average Revenue No. of No. of Revenue Revenue per per Sub-Category Third-level Category Businesses Employees (KRW 1 Business Employee (company) (person) million) (KRW 1 (KRW 1 million) million) Animation Creation 192 2,652 292,353 1,523 110 Animation Subcontract 110 1,748 124,245 1,130 71 Animation Online (Internet/Mobile) Production 16 47 9,964 623 212 Animation Production Sub-total 318 4,447 426,562 1,341 96 Animation Animation Distribution, 41 144 21,152 516 147 Distribution and PR Online Animation Online Animation 17 137 12,984 764 95 Distribution Service (Internet/Mobile) Total 376 4,728 460,698 1,225 97
[MSCT and KOCCA, 2016 Korean Content Industry Statistics, 2017]
3) Music
According to the 2016 Korean Content Industry Statistics, there was a total of 36,770 businesses and 77,490 employees in the music industry. Total revenue amounted to KRW 4,975 billion, gross value amounted to KRW 1,880.7 billion, and value added ratio was 36.4%. Total exports amounted to $ 381.02 million and imports amounted to $13.4 million.
[Table 1-4-5] Revenues of Online Music Distribution Businesses (Unit:KRW 1 million)
Annual Growth Rate Average Category 2013 2014 2015 Share (%) From 2013 Growth Rate (%) (%) Internet/Mobile Music 881,207 995,260 1,136,983 22.9 14.2 13.6 Service Digital Music Broker 97,694 102,632 107,732 2.2 5.0 5.0 Internet/Mobile Music Content Production and 80,186 81,156 83,310 1.7 2.7 1.9 Distribution (CP) Total 1,059,087 1,179,048 1,328,025 26.7 12.6 12.0
[MSCT and KOCCA, 2016 Korean Content Industry Statistics, 2017]
Digital music, in particular audio streaming, is becoming the norm for music consumption, because
58 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] cal Imports ($1,000) 59 2017 illion. illion. , s Statistic Exports y ($1,000) (%) Value llaboration with AI speakers. y had 13,884 businesses and other device or digital player. o was 47.1%. Added Ratio 2.2 2.2 billion, and KRW surpassed quickly, and music is considered audio streaming service through to be kept in mind. Meanwhile, sic is considered a crucial industry. rate in 2015, the net exports also % and recorded $ 3,214.62 million, million, 3,214.62 $ recorded and % 7.2% 7.2% and reached $ 177.49 m by Ministry of Sports, Culture and and Culture Sports, of Ministry by tistics on the industry. This is a 7.5% 7.5% a is This industry. the on tistics (KRW 1 (KRW million) 2016 Korean Content Industr
, Gross Value Gross (KRW 1 (KRW million) Revenue MSCT and KOCCA and MSCT [ from IFPI shows, digital revenues have finally surpassed physi (person) Employee -4.1 -7.9 7.5 7.1 - 8.1 7.2 -5.5 -4.1 5.0 4.8 - 7.8 -3.5 2016 Korean Contents Industry Statistics Business (company) Domestic Game Industry Status Industry Game Domestic Global Music Report 2011 17,344 95,015 8,804,740 4,184,893 47.5 2,378,078 204,986 2012 16,189 95,051 9,752,538 4,568,089 46.8 2,638,916 179,135 201320142015 15,078 14,440 91,893 13,844 9,719,683 87,281 80,388 9,970,621 4,545,896 10,722,284 5,047,597 4,711,118 46.8 2,715,400 47.1 47.3 172,229 3,214,627 2,973,834 177,492 165,558 Rate (%) Category According According to the 1-Year Growth Growth 1-Year The most exciting change in the recent music industry is the co As the AI speakers are launched for the first time in Korea, mu Annual Average Growth Rate (%) 4) Game in this way anyone can listen to music with smartphones without As the 2016 With the development of AI and IoT, new platforms are emerging emerging are platforms revenues in new 2015. IoT, and AI of development the With a content to be readily applied to new platforms. KT's "GiGA genie" speaker and SKT's "NuGu" speaker is providing "genie music" and DaumKakao's "melon," respectively. [Table 1-4-6] Tourism and Korea Creative Content Agency, Korea's game industr 8,338 employees as of 2015. Total revenue amounted to KRW 10,72 10 trillion for the first time since they started to gather sta increase increase from the previous year. The exports also increased 8.1 increased compared to 2014. Yet, the increase in imports needs needs imports in increase the Yet, the opening $ 3 billion era. exports also by Imports increased 2014. to Since the export growth compared rate was larger than the import growth increased gross value amounted to KRW 5.475 trillion and value added rati 2017 Korea Internet White Paper | Part 1 Industry and Service
Game production and publication took up 84.1% of all the game industry revenue with KRW 9,016.1 billion. On the other hand, game distribution was 15.9% and its sales was KRW 1,706.1 billion. Game production and publication grew 6.2% annually for the last 3 years, proving continuous growth. The growth for game distribution business, however, is fluctuating. In 2015, the revenue increased compared to 2014, but is still lower than the revenue of 2013.
[Table 1-4-7] Revenue per Business in the Game Industry (Unit:KRW 1 million, %)
1-Year Growth Category 2013 2014 2015 Rate Online Games 5,452,283 5,542,468 5,280,353 △4.7 Mobile Games 2,327,680 2,913,646 3,484,406 19.6 Game Production Video Games 93,617 159,806 166,091 3.9 and PC Games 37,967 33,668 37,861 12.5 Publication Arcade Games 82,492 52,848 47,428 △10.3 Sub-total 7,994,039 8,702,436 9,016,139 3.6 Internet Cafe Business 1,661,800 1,227,696 1,660,400 35.2 Game Arcades 63,844 40,489 45,745 13.0 Distribution Sub-total 1,725,644 1,268,185 1,706,145 34.5 Total 9,719,683 9,970,621 10,722,284 7.5
[MSCT and KOCCA, 2016 Korean Content Industry Statistics, 2017]
5) e-Learning
According to the National IT Industry Promotion Agency (NIPA)’s 2016 e-Learning Industry Status Survey the growth for the 2016 domestic e-learning sales have been relatively stagnated, only 0.1% increase from last year with KRW 3,487.5 billion. Of all the e-learning industry revenue, service businesses take up 69.8%, or 2 out of 3, and then content (20.2%) and solution (9.9%) follows. In the case of content and solution, their sales decreased from 2015.
60 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] ] 7 61 2017 2017 , , ) ) 1-Year Growth Rate Reconstructed Reconstructed ( (
(Unit:KRW 1 million, %) million, 1 (Unit:KRW y y (Unit:KRW 100 million, %) million, 100 (Unit:KRW ted based on the spendings 1,581.6 billion, 0.2% higher nly KRW 8.9 billion more than than more billion 8.9 KRW nly se in 2015. ports ports was $29.35 million and ted to KRW 919.4 billion, the the billion, 919.4 KRW to ted gs. 224 billion, or 6.5%. Their share in 2015, 8,145 businesses and ional institutions spent KRW 171.8 KRW 1,451.4 billion, 42.3% of the the of 42.3% billion, 1,451.4 KRW Public Sector Total Status Surve Status Surve y y Industr Industr g g Institution Educational 2016 e-Learnin 2016 e-Learnin
, , NIPA NIPA [ [ 2016 Korean Contents Industry Statistics 2014 2015 2016 Revenue of e-Learning Service Providers e-Learning by Consumers Individual Business Revenue Share Revenue Share Revenue Share 2015 2016 2015 2016 2015 2016 2015 2016 2015 2016 Individual customers took up 46.1% of the market, spending KRW According According to MSCT's The 2016 domestic market according to consumer category, estima A) Webtoon 6) Web 6)Contents Web in the market is small, but it is an increase from 2014 spendin 2014 from increase an is it but small, is billion, or 5.0%, and government/public market institutions spent KRW the in than than the previous year. Businesses are estimated to have spent they Together, market. spent of 88.4% the entire Educat market. 2015. This is a large disparity from the KRW 274 billion increa billion 274 KRW the from disparity large a is of e-learning consumer pool, amounted to This KRW 3,428.7 billion, o 2015. a much less amount of $6.72 million was imported. was million 13,000 $6.72 employees were in the comics industry. of The revenue amoun amount gross value was 362 less billion and value added much ratioa was 39.4%. Ex Total 32,141 100.0 34,851 100.0 34,875 100 0.1 [Table 1-4-8] [Table 1-4-9] Service 22,650 70.5 24,491 70.3 24,750 69.8 1.1 Content 6,457 20.1 6,894 19.8 6,789 20.2 -1.5 Solution 3,034 9.4 3,466 9.9 3,336 9.9 -3.7 Share 46.1 46.1 42.4 42.3 5.0 5.0 6.5 6.5 100 100 Category Spending 15,778 15,816 14,498 14,514 1,695 1,718 2,227 2,240 34,198 34,23 Category 2017 Korea Internet White Paper | Part 1 Industry and Service
[Table 1-4-10] Domestic Comics Industry
Value Revenue Gross Value Business Employee Added Export Import Category (KRW 1 (KRW 1 (company) (person) Ratio ($1,000) ($1,000) million) million) (%) 2011 8,709 10,358 751,691 307,558 40.9 17,213 3,968 2012 8,856 10,161 758,525 313,877 41.4 17,105 5,286 2013 8,520 10,077 797,649 322,569 40.4 20,982 7,078 2014 8,274 10,066 854,837 336,854 39.4 25.562 6,825 2015 8,145 10,003 919,408 362,028 39.4 29,354 6,715 1-Year Growth -1.6 -0.6 7.6 7.5 - 14.8 -1.6 Rate (%) Annual Average -1.7 -0.9 5.2 4.2 - 14.3 14.1 Growth Rate (%)
[MSCT and KOCCA, 2016 Korean Content Industry Statistics, 2017]
In 2015, 13.5% of the gross revenue came from domestic online comics production and distribution at KRW 123.9 billion, with 23.5% annual average increase since 2013's KRW 81.2 billion. Among these, internet comics service was highest with 59.6% and grew 58.5% compared to the previous year. The sales and market share of internet/mobile comics content production and publication(CP) are decreasing each year, marking KRW 21.6 billion (21.3%) in 2014 and KRW 25.6 billion (20.6%) in 2015.
[Table 1-4-11] Revenue of Online Comics Production and Distribution Businesses (Unit : KRW 1 million)
Annual Market 1-Year Average Category 2013 2014 2015 Share Growth Growth (%) Rate (%) Rate (%) Internet/Mobile Comics Content Production and 18,017 21,564 25,578 20.6 18.6 19.1 Distribution (CP) Internet Comics Content 46,641 59,482 73,852 59.6 24.2 25.8 Service Mobile Comics Content 16,566 20,153 24,458 19.7 21.4 21.5 Service Total 81,224 101,199 123,888 100.0 22.4 23.5
[MSCT and KOCCA, 2016 Korean Content Industry Statistics, 2017]
62 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix ] 63 2017 y, (2015), visual web content illion views. moticon and emoji usage is ts, Internet-based web-drama as of 2nd week of Ma week of 2nd as e epitome of "snack culture," ave made its way into popular r has created a page dedicated , webtoons are also being actively ne of the web-drama platforms 3 to 23 in 2014, and 67 in 2015. s well as those of popular celebrities like web-drama and web animation. s to produce and distribute their work ConsTV uitable uitable for Internet or mobile media [ ame ame characters, toys, stationary, cosmetics Trend and Plans for Visual Web Content Web-Drama Accumulative Ranking Accumulative Web-Drama As As the communication online or through smartphones increases, e As As the patterns of media consumption changes for the young adul 1 Heart ofYour Sound The OpenAir On 2016.11.07 ~ 41,289,661 7 Bank Choco 6 Air On ~ 2016.02.15 12,132,084 2Physique Positive 6Air On ~ 2016.10.31 39,526,378 345Jeon Do for Falling Door Next EXO You I Order 6 16Air On ~ 2015.10.26 16 2015.05.28 ~ 2015.04.09 35,071,717 21,222,499 Air On ~ 2015.07.05 15,870,606 68 Splash Splash LOVE9 Broke We Up First Kisses Seven 10 8 2015.12.10 10 On Air ~ 12,750,758 Air On 2016.12.05 ~ 2015.06.29 On Air~ 11,360,587 11,755,514 10Ring the of Queen OpenAir On ~ 2017.03.09 11,251,647 After the first web-drama Love in Memory by Kyobo in 2013, Nave C) Character B) Web-Drama produced. According to KOCCA's is continuously on the rise, and dramas based on web-novels and culture. It is expanding beyond emoticons into stuffed dolls, g or popular business. webtoon characters, mobile SNS emoticon characters h character the and lifestyle brands. In addition, emerging markets for encouraging creator is also growing. As the usage for characters as emoticons grows, a grows, emoticons as characters for usage the As growing. also Rank Title Episodes Period Views refers to a series of video episodes within ten or so minutes s minutes so or ten within episodes video of series a to refers rather than TV. Naver TV Cast. Recently, popular web-dramas even have over 10 m 10 over have even to web-drama in 2013 and is actively investing in web-dramas web contents popular and has experienced a growth in quantity, with Recently, 7 created in 201 From late 2015 Cast. to early 2016, TV 110 web-dramas were uploaded to o Naver With ten or so minutes of running time, web-drama has become th [Table 1-4-12] 2017 Korea Internet White Paper | Part 1 Industry and Service
D. Internet Media
1) IPTV
IPTV legally belongs to the pay TV category. In the past couple of years, IPTV users have continually increased, thus increasing sales. In 2013, revenue increased 33.5% from the previous year. Its high growth rate is letting it catch up with cable TV. The 5.75 million difference between cable TV households and IPTV households in late 2014 decreased to 3.03 million in August 2015. In 2016, the number of households registered for IPTV increased to 13.59 million and its share in the pay TV industry went up to 44.7%. In 2017, the growth stagnated due to the market being saturated, but number of subscriptions are still going up because of subsidiaries and brand competition. According to the Broadcasting Market Competition Survey, a total of 30.85 million households were registered to a broadcaster, and households using IPTV or satellite broadcasting were over half of this number at 16.34 million households.
[Figure 1-4-8] IPTV Subscribers (2009~2016) (Unit:million people)
15 LG U+ 60 SK Broadband KT 44.7 50 12 Market Share 42.7 39.1 33.9 40 9 27.8 30 22.5 6 17.4 20 11.8 3 10
0 0 20092010 2011 2012 2013 2014 2015 2016
[MSIT (2016), Meritz Securities Co. (2017)]
2) Mobile OTT
Change in Online/Mobile Video Trend by KOCCA shows that people spent an hour and seven minutes watching broadcasting media other than TV. This is a 10 minute increase from 2013. As for the pay TV mentioned with IPTV, SK Broadband offers an OTT service; the former Hoppin and B tv Mobile re-branded into the platform Oksusu. With 18 sports channels, 15 sports-related
64 Part 1 Industry and ServicePart 2 Utilization Part 3 InfrastructurePart 4 International CooperationAppendix
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