Friday, November 7, 2025

Krafton Inc. to Franchise 'BGMI Mobile' IP After Dominating India [Interview]

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2025-11-03 17:30:00
Updated
2025-11-03 17:30:00
"Our top priority is the IP franchising of Battlegrounds Mobile India (BGMI). We aim to expand the BGMI intellectual property beyond the game itself, making it prominent through offline channels and other media," said Sean (Hyunil) Sohn, head of Krafton Inc.'s India branch, in an interview with reporters at a hotel in New Delhi, Republic of India.
After five years in the market, BGMI has surpassed 240 million cumulative users. This year alone, BGMI esports content has reached 481.7 million views. Sean (Hyunil) Sohn, who has set unprecedented records for a Korean game company in the Republic of India, shared these achievements during a recent meeting with journalists.
"Large-Scale Investment in a Rapidly Growing India"
BGMI has become the benchmark for high-performance smartphones in the Republic of India, ushered in a golden age of esports, and established itself as a cultural phenomenon inspiring many Indians to aspire to become esports athletes or work in the gaming industry. The Indian government has recognized BGMI's potential to drive the gaming sector and is now actively supporting the industry at a national level. Krafton Inc. has positioned itself as a key player in the Indian gaming industry by investing at least $50 million (approximately 71.3 billion KRW) annually, running incubation programs, and signing Memorandums of Understanding (MOU) with state governments to foster the gaming ecosystem.
Regarding these large-scale investments, Sean (Hyunil) Sohn explained, "No other market is experiencing this level of economic growth, so for Krafton Inc., it is a natural step." He added, "We are recognized as a tech and game content company, and we plan to leverage opportunities to drive further growth." Currently, the Republic of India ranks fourth globally in GDP and maintains an annual economic growth rate exceeding 5%.
With the legal ban on real-money gaming in August, which had been a major genre in the Republic of India, BGMI is now facing new opportunities. Sean (Hyunil) Sohn remarked, "In the long term, the Indian gaming market will at least catch up to the size of the Korean market. Social perceptions in India are shifting, with games increasingly seen as affordable and healthy leisure activities."
Diversifying Business by Acquiring Local 'Nautilus Mobile'
BGMI's journey was not always smooth. The game faced temporary bans and was forced to suspend operations due to misunderstandings fueled by anti-China sentiment. Nevertheless, it ultimately earned the status of a 'national game' in the Republic of India. Sean (Hyunil) Sohn described their success in the Indian market as 'fortunate.' He explained, "While it is easy to attract users in India due to the large population, it is much harder to retain them and generate revenue. Indian users are value-conscious consumers who carefully consider cost-effectiveness."
In March, Krafton Inc.'s India branch acquired Nautilus Mobile, the developer of the popular cricket game Real Cricket, for approximately $14 million (about 2.02 billion KRW). This move marks the next step in successfully gamifying cricket, the Republic of India's national sport. Beyond BGMI, Krafton Inc. is committed to developing new franchise IPs to achieve further success.
In the mid- to long-term, Krafton Inc. is focused on diversifying its business in the Republic of India. The company aims to invest in related sectors and promising enterprises, as well as pioneer new markets through collaborations. Sean (Hyunil) Sohn emphasized, "We are exploring various possibilities to uncover new opportunities in India, such as collaborating on advertising or audio story platforms using the BGMI IP."
wongood@fnnews.com Reporter