Hangame
Overview
Hangame (한게임) is a representative online and mobile game portal service in South Korea founded in 1999 by entrepreneur Kim Beom-su, and it is currently operated by NHN Corporation. Starting with web board games (Go-Stop, poker, Go, etc.), it expanded into casual games, MMORPGs, and mobile games, and is a platform that led the early popularization of the domestic game industry. It is evaluated as having established a membership-based integrated game platform model under the concept of 'games anyone can easily enjoy.'
Main Content
Founding and History
Hangame was launched in April 1999 by founder Kim Beom-su, who came from Samsung SDS, under the name 'Hangame Communications.' At the time, in the PC communication and early Internet environment, it gained explosive popularity by offering web board games such as Go-Stop and poker for free. In 2000, it merged with the company of founder Lee Hae-jin, who was operating Naver, and NHN (Next Human Network) was launched; Hangame, together with Naver, served as one of NHN's two main pillars. In 2013, as NHN split into Naver and NHN Entertainment (now NHN), the game business was transferred to NHN Entertainment, which later changed its name to NHN and continues to the present.
Main Services and Games
Hangame's core services are largely divided into three branches. First, web board games, representative examples being Hangame Shin Matgo (New Go-Stop), Hangame Poker, Hangame Baduk (Go), and Hangame Seven Poker. These established themselves as national games enjoyed by all age groups and formed the stable revenue base of Hangame. Second, casual and puzzle games such as Tetris, Sacheon-seong, Omok (five-in-a-row), and social games of the Anipang type were offered. Third, in the massively multiplayer online role-playing game (MMORPG) field, NHN attempted to secure even the hardcore gamer base by publishing large titles such as 'TERA' and 'ArcheAge.' In addition, Hangame operated various supplementary businesses such as PC bang-based game distribution, game portal advertising, and item payments.
Business Model
Hangame's initial growth engine was a 'free game + paid items' structure. While providing the games themselves for free, it introduced a free-to-play (F2P) model that sold avatars, items, game money (Hangame Money), etc. for a fee, setting a standard for the domestic game market. In particular, for web board games, regulatory issues surrounding game money charging and exchange structures were continuously raised, leading to revisions of the Game Industry Promotion Act and strengthened regulations on web board games. Hangame responded with payment limit management, strengthened identity verification, and the introduction of youth protection systems.
Platform Expansion
Hangame attempted a transition from a desktop-centered portal to a mobile game platform. Through the 'Hangame Mobile' app, it ported web board games and casual games to smartphones, and Hangame Poker and Hangame Matgo, etc., maintained high usage rates on mobile as well. In addition, NHN diversified its business beyond games by seeking synergies with adjacent businesses such as cloud, payment (Payco), and advertising.
Recent Trends
As of 2024–2025, Hangame maintains its identity as a traditional web board powerhouse while responding to mobile-centered restructuring and changes in the regulatory environment. In the domestic web board game market, institutional changes continue, such as payment limit restrictions due to gambling concerns and the reorganization of the youth protection system following the abolition of the shutdown system, and Hangame is taking a strategy that emphasizes fostering a healthy game-playing culture and responsible operation. In addition, NHN is maintaining its game business as a stable cash cow while promoting integration with new businesses such as cloud, fintech, and content, reorganizing its group portfolio. In the global market, attempts to export Hangame's web board and casual game expertise centered on Asian regions such as Japan and Taiwan continue, and moves to incorporate generative AI and cloud technology into game operations and customer service are also observed. Meanwhile, along with discovering new casual and social games targeting the mobile-native generation, strengthening service stability for the existing user base is being pursued in parallel.
Related Topics
- [[NHN]]
- [[네이버]]
- [[웹보드 게임]]
- [[한게임포커]]
- [[김범수]]
- [[게임산업진흥에관한법률]]
- [[부분유료화]]
- [[테라]]