Company
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Third Culture Content, Inc.
Broadcasting Startup Story Other
- Third Culture Content is a global television and film production company headquartered in Los Angeles and Seoul. TCC is actively developing and producing an expansive slate of projects with talented creatives, filmmakers, and storytellers from the US, Canada, South Korea, India, Japan, Thailand, Taiwan, Hong Kong, Indonesia, Vietnam, Singapore, Malaysia, and the Philippines.
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Guarantable
Startup Immersive Content
- Guarantable is a global ticketing technology company building transparency and trust in event ticket transactions through blockchain innovation.
Our core platform, MooveTicket, issues event tickets — from concerts and sports to festivals — as NFTs, solving the long-standing problems of scalping and counterfeit tickets.
Built on the Polygon mainnet and XRPL EVM sidechain, MooveTicket manages the entire ticket lifecycle — issuance, sales, transfer, and refund — through smart contracts, ensuring a secure and transparent experience for both fans and organizers.
Guarantable has successfully launched projects across Korea, Taiwan, Japan, and Singapore, and is now expanding into the Middle East and Europe.
Beyond ticketing, through Moove Protocol, we are developing a Web3 real-world asset (RWA) tokenization ecosystem that extends blockchain transparency to memberships, vouchers, and revenue rights.
At Guarantable, our mission is simple — to create a global standard for fair and trusted digital transactions.
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STONE V STUDIO INC.
Broadcasting
- Filmmaker + VFX studio.
At a time when global interest in Korean content and VFX results is steadily growing,
we offer an operational solution that cycles through processes with strong planning capability and maturity.
We are a company that creates a new business model through collaboration between K-content IP and technology R&D.
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Testora Corporation
Game Character Startup Story Other
- Testora Co., Ltd. is an independent game studio specializing in console and PC titles. We deliver a distinctive experience through our “Dual-One” play system, in which two characters fight and evolve as one. Combining high-quality 2D art with emotionally resonant storytelling, we create content that engages a broad, global audience. Beyond development, we operate download distribution, merchandise production, and integrated marketing, building a diversified and sustainable revenue model. Moving forward, Testora will continue to scale on the strengths of originality and global competitiveness to become a leading indie game company from Korea.
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MBN
Broadcasting
- MBN[Maeil Broadcasting Network] began its first broadcast as an official news channel of Korea in 1995.
As a 24-hour news provider, MBN opened a new horizon of news broadcasting. Known for its quick and accurate news reporting, MBN was selected as the Nation's best news channel for four consecutive years.
In 2010, along with three other newspaper giants, MBN acquired the “General Programming Cable TV Channel” license. This not only gave MBN the opportunity to broadcast news programs, but also allowed them to provide programs of other various genres, such as soap operas and entertainment variety shows.
On December 1, 2011, MBN broadcasted its first general programming service and ushered in a new era of success. MBN has been showing the most rapid growth among the general programming channels. MBN has become No. 1 among Four New Broadcasting Stations. 17 years of valuable experience in news broadcasting has made MBN the leader
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bemyfriends, Co. LTD
Startup
- BeMyFriends is a global fandom business SaaS company that empowers artists, sports teams, and entertainment brands to build and operate their own branded fandom platforms. Our flagship solution, b.stage, integrates fan communities, memberships, commerce, and data analytics, enabling IP holders to directly connect with fans and create sustainable business models.
BeMyFriends is expanding beyond K-POP into sports, entertainment, and global IP businesses. With active operations in Korea, Japan, and the United States, we are leading the way in creating new value through fandom.
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Kokozi Co., Ltd.
Startup Other
- Kokozi Co., Ltd. provides innovative products that deliver a healthy, audio-centered content experience for young children exposed to excessive screen time. The company has achieved cumulative sales of 100,000 Kokozi Houses and 700,000 Arti figurines, with an average daily listening time of approximately 84 minutes per household.
In 2024, upon entering the Taiwan market, Kokozi ranked No.1 in the parenting and education category on the crowdfunding platform Zeczec, and No.1 in the electronic toy category on the e-commerce platform Momo, laying the foundation for its global expansion.
Based on these achievements, the company has raised a total of 19.7 billion KRW (approx. USD equivalent) in cumulative investment. Going forward, Kokozi aims to evolve into an audio-based lifestyle platform that not only offers children an alternative to screens but also provides creators with new revenue opportunities.
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Kosmosis
Startup Story Other
- Kosmosis is an independent publishing and content brand dedicated to introducing Korean culture and lifestyle to a global audience.
Founded in Seoul in 2024, Kosmosis began as a photojournalism project on Instagram, expanded into the online magazine thekosmosis.com, and published its first print issue, The Kosmosis Vol.1, in June 2025.
Kosmosis creates editorial content that goes beyond conventional publishing by exploring the essence of Korean Cool and translating it into a form that resonates globally. Each volume highlights places, people, and cultural phenomena in Korea, offering international readers a refined and authentic perspective. The magazine is distributed domestically through Naver Smart Store and internationally through its own online shop (shop.thekosmosis.com).
The founder, Taeyun Paik, has over 15 years of experience at global companies such as Netflix and Google, bringing deep expertise in content strategy and brand development. Moving forward, Kosmosis aims to expand its reach by participating in international book fairs, building global distribution channels, and becoming a cultural bridge that connects Korea with the world.
