* Bang urges new govt to revive start-up momentum
* Top billionaire with no chaebol connection
* High-school dropout, founded Netmarble after two failures
* Tencent investment in Netmarble has quadrupled to $2 bln
By Joyce Lee
SEOUL, May 8 (Reuters) - When mobile gaming firm Netmarble
Games 251270.KS debuts on Friday, its founder Bang Jun-hyuk
will be the only billionaire in South Korea's top-10 wealthiest
stock holders with no ties to the chaebol, the mainly
family-owned industrial conglomerates that dominate Asia's
fourth-largest economy.
Bang's is a rare Korean rags-to-riches story, and the
high-school dropout with two business failures on his resume
wants the state to revive support for start-up companies and
nurture a new crop of businesses as an alternative to the
economy's dependence on the industrial might of groups including
Samsung and Hyundai.
Leading candidates in the run-up to Tuesday's presidential
election have pledged to reform the powerful chaebol.
"If you look at start-ups these days, they're predominantly
about fried chicken delivery, which is worrying," Netmarble's
founder and chairman told Reuters. "We need start-ups that will
serve as a conduit for new business areas for our future."
Bang, 48, owns 24.5 percent of Netmarble, which priced its
$2.3 billion initial public offering at the top of the range.
That would make him worth around $2.9 billion and rank him sixth
in South Korea's richest stock holders, according to data
provider FnGuide.
Bang is part of a generation of South Korean technology
entrepreneurs that founded start-ups from the late 1990s when
state investment helped create one of the world's most wired
nations. Non-chaebol companies founded around then include
internet portal Naver 035420.KS and game developer NCSOFT
036570.KS .
"When people of my generation founded start-ups, it wasn't
because we were talented, but because the ground was prepared,"
Bang said.
"The government had a very clear vision of growing Korea
into an IT superpower and sowed the seeds of a good start-up
ecosystem. We got new infrastructure, state-driven venture
capital and rules like exceptions to mandatory military service,
which drove talent into start-ups."
"It's regrettable such support has become fainter in the
last few years."
DROPOUT TO SUCCESS
Born into a relatively poor family, Bang dropped out of high
school and unsuccessfully founded two start-ups, one of which
was an online movie streaming business similar to Netflix
NFLX.O .
"Looking back, there were many new businesses like movie
streaming where Korea was ahead of others, and they were spun
out of high-speed internet and other infrastructure we had," he
said. "But it was very difficult to succeed as there were not
many people who were betting on such future businesses at the
time."
"When you fail twice, there's nothing left. You've hit
bottom not only economically, but mentally... You start
thinking, am I stupid? Is this all I am?"
With just $90,000 in seed money from acquaintances, Bang
founded Netmarble in 2000 with eight employees. The firm is now
worth 13.3 trillion won ($11.8 billion) and its 3,000 employees
generate 1.5 trillion won in annual sales.
Netmarble aims to be among the world's top five games
companies by 2020, with 5 trillion won in annual revenue, partly
through acquisitions. urn:newsml:reuters.com:*:nL4N1F8399
Even this start-up, though, struggled to break through.
Netmarble was the country's first to distribute other firms'
computer games and offer free-to-play games. In 2004, Bang sold
a majority stake to conglomerate CJ Group, and stepped down from
operations in 2006 due to health issues.
Five years later, CJ asked him to come back as the company
was floundering with a series of 19 failed games - 11 flops and
eight that never made it to the market - and an operating loss
of 2.1 billion won.
SMARTPHONE VISION
Bang had already been preparing a mobile games start-up
before the call. He had seen how many phone manufacturers were
shifting production lines to smartphones, which then accounted
for only a tenth of the mobile market, and he saw the
smartphone's potential as a hand-held computing device.
Long-time employees at Netmarble were sceptical when Bang
told them the company would move into mobile games and hit 1
trillion won in revenue within five years. At the time,
Netmarble had annual sales of around 200 billion won.
"We looked at each other, mystified," said Park Sei-jin, the
company's public relation's chief. "One trillion won sounded
very remote."
Such were the doubts that no one volunteered for the new
mobile games division, so Bang had to appoint one of his
personal staff to the team. Bang spent much of his time
convincing computer game developers to switch to mobile games.
By 2013, Netmarble had its first hit game, "Everybody
ChaChaCha", and soon had a growing list of multiplayer mobile
hit games, drawing several investment offers.
Bang said he declined these as he wanted to wait and
ultimately have Tencent Holdings 0700.HK as a partner.
"Tencent is No. 1 in China... If we're going to do business
in the large China market, I thought it would be good to have a
partner who's strong in China. Almost all strong companies in
China offered, but we chose Tencent," he said.
Following Netmarble's IPO, Tencent's $500 million investment
in 2014 is now worth around $2 billion.
($1 = 1,127.5900 won)
<^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
App for Eikon users on S.Korea's presidential election (paste in
search window) cpurl://apps.cp./cms/?navid=36988
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^>
(Editing by Miyoung Kim and Ian Geoghegan)
((jungyoon.lee@thomsonreuters.com; +82 2 3704 5609; Reuters
Messaging: jungyoon.lee.thomsonreuters.com@reuters.net))
Keywords: NETMARBLE IPO/FOUNDER