South Korea Wants More Chinese Game Approvals

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South Korea Wants More Chinese Game Approvals

South Korea plans to expand Chinese game licence approvals in 2026, boosting K-culture exports and investing ₩1 trillion in media and content.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Feb 2, 2026

South Korea Wants More Chinese Game Approvals

South Korea is set to request expanded approvals for its games in China as part of the country’s 2026 economic growth plan. The government’s strategy highlights games as a central component of its broader K-culture export agenda, positioning them alongside film and other media content.

The Ministry of Economy and Finance, together with other government agencies, outlined the plan under the “Attractive Growth Led by Culture” policy framework. South Korea intends to use established Korea–China ministerial channels to seek more ISBN approvals for games while also advocating for improved access for Korean films in the Chinese market.

Key discussions are expected during the Korea–China Economic Ministers’ Meeting in the first quarter of 2026, with follow-up talks at the Korea–China Trade Ministers’ Meeting later in the year. These meetings will serve as the main platform for negotiating expanded approvals and market access.

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Supporting Game Development and Exports

As part of the strategy, the government plans to support the domestic gaming industry through development initiatives and export diversification. Measures include increased funding for indie game development, region-specific testing for international releases, and detailed localisation strategies to help South Korean games reach wider audiences.

Financial support will also play a significant role in the 2026 plan. A new ₩50 billion ($34 million) Content Future Strategy Sectors Fund has been established, alongside a broader investment of ₩1 trillion ($687 million) through the National Growth Fund. These initiatives aim to strengthen South Korea’s position as a global cultural exporter and provide resources for both games and film projects.

Historical Context of Game Licences in China

The push for expanded ISBN approvals comes after years of limited access for South Korean games in China. In 2017, the deployment of the THAAD missile defence system, in partnership with the United States, led to an unofficial freeze on new game licences from China. Over the past few years, however, some South Korean titles have resumed approval, allowing publishers to re-enter the market.

The 2026 strategy reflects Seoul’s ongoing effort to strengthen the international reach of K-culture, with games now considered as vital to cultural and economic growth alongside other media forms.

Future Outlook for South Korean Games

Industry observers expect the 2026 strategy to create new opportunities for developers, particularly in the indie sector and for games targeting international audiences. By combining government support with strategic negotiations in China, South Korea aims to reduce reliance on a small number of markets and expand its global presence. The plan also indicates a broader focus on digital content, including emerging technologies such as web3 gaming and interactive media.

Source: PocketGamer

Make sure to check out our articles about top games to play in 2026:

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Frequently Asked Questions (FAQs)

What is South Korea’s goal for Chinese game licence approvals in 2026?
The government aims to increase ISBN approvals for South Korean games in China to support exports and promote K-culture internationally.

How much is South Korea investing in media and content in 2026?
South Korea plans to invest ₩1 trillion ($687 million) in media and content, including a ₩50 billion ($34 million) fund for future strategy sectors.

Why were South Korean games previously restricted in China?
Access was limited after the deployment of the THAAD missile defence system in 2017, which led China to unofficially freeze new game licences for South Korean titles.

What support will the government provide for game development?
The plan includes funding for indie development, region-specific user testing, localisation measures, and export diversification strategies.

Does the strategy include emerging technologies like web3?
While the focus is on games and media broadly, the strategy also aligns with trends in digital content, including web3 gaming initiatives.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Educational, Reports

updated

February 2nd 2026

posted

February 2nd 2026

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