[Edaily Reporter An Yu-ri ] Netmarble ( Netmarble Corporation(251270)) announced on the 31st that its content marketing subsidiary, MNB, has signed a memorandum of understanding (MOU) with Cheonggang University of Culture and Industry and Soonchunhyang University to foster practical content talent and collaborate on intellectual property (IP).
Professor Yeom Dong-hyun of Cheonggang University of Culture and Industry (from left) and MNB CEO Bae Min-ho (Photo: Netmarble Corporation)
Based on this agreement, EMRO., Incorporated will operate a hands-on content production program based on the global metaverse platform Roblox, integrated with the regular curricula of each university. In particular, the company plans to actively support students by linking its flagship IP, “Kungya Restaurants,” with Roblox’s IP licensing program, enabling them to directly plan and develop game maps and items using the Kungya IP.
With Cheonggang University of Culture and Industry, the company will integrate the program with regular courses and on-campus competitions to help students gain diverse experience in planning and producing content using AI and the Roblox platform. With Soonchunhyang University, the company plans to expand its collaboration in various ways, including support for content planning and production within regular courses, as well as identifying outstanding content and pursuing follow-up collaborations.
MNB CEO Bae Min-ho stated, “Starting with our collaboration with Cheonggang University of Culture and Industry and Soonchunhyang University, we plan to gradually expand our industry-academia partnerships with various educational institutions,” adding, “We will focus on expanding the ‘Kungya Restaurants’ IP into diverse content and growing our influence in the global market.”
Meanwhile, MNB is a subsidiary of Netmarble Corporation that provides optimized integrated marketing communication (IMC) solutions based on analyses of consumer and media trends and operates IP businesses. Recently, the company has been expanding its gamification-based consulting services—which incorporate gaming elements into non-gaming services to enhance consumer experience and engagement—while also strengthening its campaign services designed to expand fan bases centered around brand mascots.
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