
The new title presentation video for Rockstar Games' GTA 6 has topped Netflix's movie charts. Released on August 27, the 27th-minute video claimed the number one spot in 75 countries worldwide immediately after its release and moved to 80 countries by the 29th. This marks the first time a game video has reached the top of Netflix's movie rankings. Within the domestic gaming industry, there are calls for companies to reconsider their marketing strategies in light of this development.
The same video, released on YouTube on the 31st, surpassed 15.13 million views and accumulated over 106,000 comments. Although numerous game-related events such as Gamescom attempted to secure GTA 6 for presentation, Rockstar Games ultimately opted for a Netflix premiere instead. It is reported that Netflix paid Rockstar Games $100 million (approximately 137.7 billion won) for the exclusive early release.
This collaboration is seen as aligning the interests of Netflix, which aims to strengthen its gaming business, and Rockstar Games, which seeks to introduce its games to a broader audience. Netflix has been advancing its gaming operations primarily through mobile apps but has recently shifted focus to cloud-based gaming services that can be enjoyed via television connections. Starting with 10 games in October 2021, Netflix now holds over 100 titles, including games linked to original IPs.
Rockstar Games is praised for expanding its user base through the Netflix premiere. Due to the nature of GTA, which attracts many core gamers, marketing has traditionally been conducted via YouTube or specialized gaming channels. However, this Netflix collaboration allowed the game to reach audiences who typically do not visit YouTube or gaming-specific channels. To ensure accessibility even for general audiences, Rockstar Games produced the video in a documentary format featuring a narrative rather than simple gameplay footage.

Within the gaming industry, voices are calling for changes to domestic marketing strategies as well. The domestic gaming sector continues to rely heavily on digital advertising centered around mass-market publishing. Prior to new title releases, large-scale pre-registration campaigns drive traditional performances such as TV commercials and exterior vehicle wraps on subways and buses. With YouTube's growing influence, influencer marketing has also increased. Most efforts remain in standardized forms, including offline pop-up stores and collaborations with well-known brands.
Marketing expenses for game companies are rising due to factors such as inflation and increasing labor costs. Netmarble, which is launching new titles this year, spent approximately 183.5 billion won on marketing in the second quarter of this year, representing a 36% increase compared to the same period last year. Nexon paid around 95.9 billion won in marketing expenses, an 82% rise from the previous year's equivalent period. NC and Krafton spent 163.1 billion won and 44.9 billion won respectively, marking increases of 598% and 72% compared to the prior year. These companies all allocated significant marketing budgets ahead of new title launches to execute large-scale promotions.
A gaming industry official stated, "Domestic game marketing still tends to prioritize traditional media," explaining that early success in Korea often serves as an indicator of overall performance. The official added, "However, games with dedicated fanbases such as Shift Up's Stellar Blade and Neowiz's P's Lie are increasingly emerging, leading to gradual shifts in marketing approaches toward content that emphasizes storytelling."