

While that is a proof point of the wider market in Asia - neither Line nor Kakao Talk is yet to gain serious visibility in Europe or the US - Kakao Talk is, more than any other chat app, yet to replicate its domestic success overseas.

Line’s ‘Channel’ service, which allows in-app games, is available worldwide has seen impressive pick-up. LINE Birzzle, its most successful title, recorded more than 10 million downloads within 97 days, that’s after racking up 2 million within 24 hours. Kakao Talk users can download titles and play with each other inside the messaging app, while they can also share scores and other features among their Kakao Talk friends. Players can buy virtual items and make in-app purchases using Kakao Talk’s virtual coins, ‘Chocos’. Kakao Games works much like that of Japanese mobile chat rival Line. SundayToz-made Anipeng passed 20 million downloads in Korea, topping the free app and top grossing chart for Google Play in Korea, while NextFloor’s Dragon Flight racked up 11.6 million downloads in the country within one month.

Indeed, it picks out two such examples - 30-man-strong SundayToz, and Next Floor, which has 5 employees - to highlight that potential. It proposes that, rather than publishing to app stores, developers use its Kakao Games API to make their content compatible with the service, which allows for two player gaming via the service. Kakao believes that the app store can act as a more effective and efficient ecosystem for developers - particularly indie and small studios - that may be short on staff or marketing budgets, and/or looking for an alternative to Google Play or Apple’s App Store.
