Credit Cards
Credit cards are extremely popular in South Korea. There are over 100 million cards in the marketplace, with an average of four cards per household. Further, 76% of retail payments are made with cards—even higher than in the US.
While Visa, MasterCard and Amex are widely used, local credit cards, including BC Card and Lotte Card, are quite popular in South Korea—close to the market share of international cards. Local cards are commonly co-branded with international brands like Visa, Mastercard—by co-branding with international brands, the local cards are more likely to be accepted internationally.
Mobile Payments and Digital Wallets
While South Korea struggled with the limitations of its Internet Explorer-based system, mobile created an opportunity to modernize ecommerce. Several large South Korean corporations developed mobile payment solutions, which were adopted quickly by a market that was eager for change.
Today, about two-thirds of South Korean e-commerce happens on mobile and the country ranks fourth worldwide for mobile ecommerce, according to eMarketer.
Kakao introduced Kakao Pay in 2014, a mobile digital wallet that shoppers used by registering via KaKaoTalk, a popular and free messaging app. It was adopted quickly—according to Kakao Pay, the system is used by over half of South Korea’s population of 50 million, processing upwards of three trillion transactions a month.
Kakao Pay was initially only available to domestic companies. This has recently changed, with Xsolla among the very first companies that can offer Kakao Pay to game developers and studios outside of South Korea.
Naver, Korea’s leading portal site operator, launched mobile payment system Naver Pay in 2015. According to eMarketer, Naver Pay is the most popular mobile payment app, used by 58.6% of the South Korean market. Xsolla is adding support for Naver Pay, with expected roll out in 2020.
Another popular app is Payco, which accounts for 30% of South Korean mobile payments, according to eMarketer. Payco is known for being among the first local payments to connect to Google Play and YouTube. This unique advantage will drive further growth; the payment system has already reached more than five million downloads and enabled $1.5 billion in payments. In fact, its success has created a “turnaround” of sorts for its parent company, NHN Entertainment, which had been struggling before launching Payco.
TOSS eWallet is another widely-used solution. With an audience of 11 million users and 20 million downloads, it works with all South Korea’s financial institutions. TOSS’ differentiator is security—according to self-reported statistics, the payment system has had zero security incidents related since its launch.
QR Code Payments
Another emerging but notable payment type in South Korea is the QR code payment. It’s a simple option where shoppers simply scan barcodes that connect to their bank accounts.
The popular Kakao Pay launched a QR payment service in 2018, which was adopted quickly. As of December 2018, Kakao QR Pay had 190,000 partner stores, handling three trillion in transactions.
Recognizing the opportunity to eliminate card payment processing costs for small merchants, the South Korean government launched its own QR payment app called Zero Pay. Adoption was slow initially, so the government created competitive incentives to boost transactions. Consumers were offered a 40 percent tax deduction for spending 25 percent of their total income through Zero Pay.
The popularity of QR payments also caught the attention of South Korean credit card companies. BC Card, Shinhan Card and Lotte Card recently teamed up to launch a QR code scan payment service of their own.
While still relatively new, it’s likely that these QR payment systems will draw more transactions away from credit cards.
Pre-Paid and Gift Cards
South Korea also has a very developed system of pre-paid/gift cards. According to Xsolla transaction data, these cards are as popular as mobile payments (16% market share). Their appeal can be attributed to several factors:
Cash
While older generations still use it, cash is on the decline in South Korea. A survey by the Bank of Korea reported that households were carrying 33 percent less cash in 2018 compared to 2016. Along the same lines, cash accounted for only 20 percent of all payments in South Korea in 2018. It’s not just a consumer-driven shift; the Bank of Korea has made efforts to phase out cash from the market to reduce the cost of producing new currency.
Applying for Game Ratings
Game developers apply for ratings by completing a number of online documents. In most cases, if you are a non-local game developer, you’ll need to apply with a local distributor as a publisher or proxy.
There is a cost to apply for ratings, too, which varies depending on several factors, including the game platform, genre and even language. When a game is developed for both the computer and console, a separate rating is required for each platform, with a separate cost for each.
Also, it’s important to know that when your game is updated you are required to notify GRAC or GCRP of changes within 24 hours. You’ll receive either a “notification of rating maintenance” which affirms the current rating, or a “notification of rating renewal” which indicates your game must apply for a rating again. These notifications take about seven days.
An exception for mobile games:
Mobile games are self-rated, which means you can assign your mobile games ratings without the online application. That said, you need to be sure to give your game the appropriate rating—failure to do so can result in a fine.
For more details on South Korean game ratings, cost and the application process, an English-language resource is available here: https://www.grac.or.kr/english/
How Rating Systems Are Enforced
In South Korea, online game ratings offer more than just a guideline—ratings determine a gamer’s ability to access a specific game.
Age authentication is typically handled in one of two ways. Players choose if they want their mobile carrier to determine their ability to access a game—the more common process—or they can enter an i-PIN, an Internet Personal Identification Number that is obtained by registering on a South Korean government site.
To support authentication, game developers must integrate both flows into their game’s authentication rules. This process can be made easier with the right partner. For instance, Xsolla has integrated both mobile carrier and i-PIN authentication and is fully compliant with the South Korean personal identification process.
Ready to maximize revenue opportunities? Reach out to our experts and learn how to start earning more and spending less.