We interview Hans Oh, the creator of S.Korean tabletop gaming with BoardLive, which is the leading Youtube board game channel in the country. We find out how they grew from a small channel and what are some of the boardgaming trends influencing S.Korea. Explore his journey, insights, and plans for future!
Q: Please give the readers a short introduction about yourself and about BoardLive.
Hi everyone, I am Hans Oh and I am one of the founder of Youtube channel BoardLive. BoardLive is Korea's leading board game channel, dedicated to showcasing the latest board games released in Korea through weekly livestreams. We consistently produce a range of content, including playthroughs, game rule explanations, and event coverage, as well as videos exploring TRPGs and various board game events.
Our channel covers a broad spectrum of games, from children’s and educational games to high-complexity, strategic gamer’s games, ensuring there’s something for everyone.
Q: What is your “origin” story, like: How did your interest in tabletop games start and why did you start the channel?
Our first broadcast took place on January 27, 2017, as a livestream featuring three games: Blitz, Sherlock 12, and Love Letter. At that time, we were primarily a video production company focused on corporate promotional videos. However, we wanted to create content of our own, and after some thought, we decided to focus on board games—a topic I’m truly passionate about.
Initially, we streamed games from a first-person perspective with two friends, and our live viewership was modest, around 3 to 5 viewers. Since we had full-time jobs, we could only commit to one weekly livestream. But as we continued, it became clear that explaining board game rules would be easier and more engaging through dedicated rule videos, which we aimed to keep short and concise.
Over time, more publishers approached us to showcase their games, which led us to develop our “Weekly New Board Games” segment. In this weekly livestream, we introduce the latest releases, helping our audience stay up-to-date with the ever-evolving world of board games.
Q: Share with our audience how did you become one of that largest tabletop influencer in Korea and how has life for you changed since the early days of your channel.
When we first launched our channel, we were pioneers—there were no other board game-focused channels in Korea at the time, so we were able to benefit from being early adopters in the space. Back then, most Korean board game videos were unedited and often featured someone casually explaining the rules while holding a smartphone. Our approach was different: we introduced polished, edited videos that explained games concisely, typically in under three minutes, which felt revolutionary.
Even now, many of our subscribers discover us through these rule videos. It’s always a fun experience to hear my own voice playing in board game cafes around the country! Although BoardLive is Korea's leading board game channel, with over 70,000 subscribers, I'm not recognized on the street. However, at board game conventions, many people do recognize and greet us, which is truly rewarding.
This support has enabled us to expand our efforts, even launching our own publishing label, “Hangom Games,” which eventually led to my current position as the Head of Marketing at Korea Board Games following their acquisition of our company.
Q. Singaporean audiences are very curious about the gaming culture in other countries. What is the tabletop culture in Korea like?
The Korean board game industry has seen remarkable growth over the past decade, evolving in several distinct areas.
First, board games are increasingly used in educational settings. For children accustomed to smartphones and the internet, board games offer an excellent way to engage them in face-to-face interactions that encourage critical thinking and communication. Teachers are recognizing this value and purchasing substantial amounts of board games to use in classrooms for their educational benefits.
Board game cafes are also experiencing a resurgence. While there was an initial boom in the early 2000s, interest waned within a few years. Now, board game cafes are once again thriving across the country, particularly through franchise chains. These cafes attract people who come not necessarily for board gaming itself but to spend quality time with friends, similar to going to the movies or a karaoke room. The games popular in these settings are typically very easy-to-learn party games that everyone can enjoy.
Lastly, the enthusiast market is growing rapidly. Since I started my channel, the availability of complex, gamer-oriented games in Korean editions has increased significantly, and more people are diving into these experiences. However, there’s a humorous side to this growth; while many people are buying more games, not everyone has the friends or time to play them, so there are plenty of collectors out there!
Q. Do you collaborate with other Korean tabletop content creators, or cultural organisations? How important is community support in the Korean tabletop industry?
We frequently collaborate with other board game creators. Sometimes, I appear on their channels, and sometimes they join us on ours. In fact, a few creators from other channels have even become key hosts on our channel. Given that the board game market here is quite small, most creators know each other well and maintain friendly relationships.
We also collaborate with companies, organizations, and institutions that may not be board game publishers but have experience developing board games. The board game community is a tremendous source of support for our channel, and we’re grateful to have such a strong network of creators and enthusiasts who contribute to our growth.
Q. Tell us more about your recent trip to Spiel Essen 2024. How are your impressions of the games that was presented during the show. Were there any significant differences to how they played compared to Korean games?
At Essen Spiel 2024, I noticed that, overall, game complexity seemed lower than in previous years. Even games geared toward more seasoned gamers felt a bit simpler, and the same trend applied to family games as well. This shift likely reflects a preference for games that avoid complex setups and extensive rules, making them more accessible and streamlined.
As for gameplay style, I didn’t observe any significant differences between Korean games and European ones in terms of play mechanics or experience. It appears that certain universal trends are influencing game design across regions.
Q. At Spiel Essen, there are many games from all over the world. What, in your opinion, is a distinct difference between games produced in Korea and those produced in U.S. and Europe.
In the past, there was a clear distinction between European-style Euro games and American-style thematic games. However, these boundaries are increasingly blending, creating more crossover in game mechanics and themes across regions.
One area where regional preferences remain distinct, though, is in illustration styles. For example, in Europe, diverse and even strange-looking monster designs are often seen as beautiful and intriguing, while such styles may not be as well-received in Korea.
In North America, there's a preference for cartoon-like styles unique to the region, while in Korea, watercolor-inspired illustrations tend to resonate more with the audience. These aesthetic preferences give each region's games a unique visual identity, even as gameplay styles converge.
Q. What are some of the biggest challenges you face as a tabletop content creator in Korea?
I believe that most of the board game enthusiasts in Korea are either subscribed to our channel or at least aware of it. To expand further, we need to focus on growing the overall board game community in Korea—something we’ve been actively working on for years.
Another approach is to reach out to a global audience. For this reason, we’ve started streaming live from Essen Spiel and have begun creating playthroughs and rule explanation videos in English. We’re excited to connect with board game fans around the world and share the unique perspectives and games from Korea with an international audience.
Q. Any future plans or upcoming events you’re excited to share with your audience?
Looking ahead, I’m eager to explore a broader range of content. One idea I’ve been wanting to try for some time is a survival-style show inspired by Netflix’s The Devil's Plan, but focused on board games. I’m also interested in creating unique entertainment programs, such as hosting a game like Pandemic in a large auditorium with a live audience.
These are just a few of the creative projects I hope to bring to life, adding new dimensions to board game entertainment.
Q: Where can your channel be found?
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