
Seoul Pop Culture Convention - Seoul POPCON
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About this event
Data sheet
| Event Name | Seoul Pop Culture Convention - Seoul POPCON |
| Event Date | 14–16 August 2026 |
| Event Status | Upcoming |
| Venue | COEX Hall C |
| City | Seoul |
| State / Region | Seoul Capital Area |
| Country | South Korea |
| Organizer | Exporum Inc. (official site branding: Seoul POPCON by CCXP) |
| Official Event Website | seoulpopcon.org |
| Event Type | Pop culture exhibition and convention; B2B2C event |
| Primary Category | Entertainment & Media |
| Secondary Applicable Categories | IT & Technology; Arts & Crafts; Education & Training |
| Audience Reach | National with meaningful regional and international appeal |
| Estimated Attendance / Expected Footfall | Attendance figure not publicly confirmed by the organizer. |
| Attendance Data Reliability | Low to medium; official 2026 site confirms format and dates but does not publicly state an attendance figure in the provided source text. |
| Main Purpose of Event | To showcase and commercialize pop-culture content spanning games, film, animation, broadcasting, comics, webtoons, music, art, virtual content, metaverse, NFT, and AI; the event is designed for both consumer engagement and B2B business networking. |
Seoul POPCON is a Seoul-based pop culture exhibition and convention positioned around the broader creative content economy. According to the official website, it brings together content from games, movies, animation, broadcasting, comics, webtoons, music, art, virtual content, the metaverse, NFT, and AI, with a program mix that includes exhibitor participation, guest appearances, themed zones, and stage programming.
The event matters because it sits at the intersection of entertainment, digital media, creator economy, and emerging content technology. It is relevant for companies seeking partnerships, licensing, content promotion, sponsorship, distribution, fan engagement, and product placement, while also attracting professional buyers and B2B participants looking for creative assets, media collaborations, and market access in South Korea and the wider Asia-Pacific content ecosystem.
| Buyer / Attendee Segment | Typical Organizations | Buying Role or Influence | Relevance to Exhibitors / Suppliers |
|---|---|---|---|
| Content licensing & acquisition teams | Broadcasters, streaming platforms, animation studios, publishing groups | Selects IP, distribution rights, and content partners | High relevance for IP owners, studios, distributors, and media sellers |
| Brand partnerships / sponsorship teams | Consumer brands, FMCG, telecoms, tech companies, entertainment agencies | Buys sponsorships, activations, creator partnerships | Important for event marketers, media owners, and activation agencies |
| Retail buyers / merchandising teams | Lifestyle retailers, toy sellers, gift shops, pop culture stores, e-commerce merchants | Sources licensed merchandise, collectibles, art toys, and fan products | High relevance for merchandise vendors and licensing partners |
| Game publishers / platform teams | Game publishers, mobile studios, esports organizations, platform providers | Influences game promotion, distribution, and community engagement | Relevant for game marketing, publishing, tools, and live-event partners |
| Creator economy buyers | Creator agencies, management firms, digital talent platforms, MCN networks | Buys collaboration opportunities, talent services, production support | Relevant for collaboration tools, production services, and talent tech |
| Animation / studio buyers | Animation studios, VFX houses, production companies, post-production vendors | Sources talent, tools, outsourcing, and content partnerships | Good fit for production software, outsourcing, and workflow vendors |
| Merchandise distributors / wholesalers | Toy distributors, licensed merchandise wholesalers, importers | Purchase inventory for resale channels | Strong fit for licensed goods, collectibles, and fan merchandise suppliers |
| Event and experiential marketers | Agencies, experiential studios, brand activation firms | Buys venue activations, technology, creative services | Useful for AV, staging, interactive tech, and creative vendors |
| Technology / innovation buyers | XR, AR/VR, AI, metaverse, martech, digital platforms | Evaluates platforms, demo experiences, and pilot projects | Important for digital experience, software, and immersive-tech suppliers |
| Media, press, and community leaders | Entertainment media, fan communities, influencer networks | Shapes reach, publicity, and audience conversion | Useful for PR, distribution, and audience-growth services |
| Geographic Area | Likely Attendee Origin | Buyer Concentration | Notes |
|---|---|---|---|
| Seoul host city | High local attendance from Seoul-based media, agencies, retailers, and creators | Very high | COEX is a major Seoul business and exhibition hub, making same-day business visitation likely |
| Seoul Capital Area | Buyers from Incheon, Gyeonggi-do, and surrounding metro business districts | High | Strong concentration of media, tech, retail, and agency buyers |
| National South Korea | Creators, content firms, distributors, fandom communities, and brand teams from across Korea | High | Event theme is national in appeal and supports cross-industry participation |
| Northeast Asia | Japan, Taiwan, Hong Kong, China, and nearby APAC content buyers | Medium | Relevant for licensing, anime, collectibles, and pop-culture trade relationships |
| Global / international | International IP owners, guest talent, brand partners, and overseas fans | Medium | Official site branding and CCXP alignment support broader international interest |
| Reach Level | Assessment | Explanation |
|---|---|---|
| National | Primary classification | The event is centered in Seoul and is designed to attract a broad Korean audience across entertainment, gaming, and creative industries. |
| Regional | Secondary reach | Strong draw from the Seoul Capital Area and nearby business and fan communities. |
| Global | Secondary reach | Official CCXP branding and the inclusion of international pop-culture formats indicate cross-border relevance, though a formal international attendance split is not publicly confirmed. |
| Buyer Company / Organization | Buyer Type | Why It Is Relevant | Website | Best Job Titles to Target | Evidence Level |
|---|---|---|---|---|---|
| Kakao Entertainment | Content owner / distributor | Potential buyer of content partnerships, IP promotion, and fandom activation. | kakaoent.com | Partnerships Director, Content Acquisition Manager, Business Development Director | Strong Market Fit, Attendance Not Confirmed |
| NAVER WEBTOON | Digital publishing platform | Relevant for webtoon IP, creator collaborations, and adaptation opportunities. | webtoons.com | Content Strategy Lead, Partnerships Manager, IP Licensing Manager | Strong Market Fit, Attendance Not Confirmed |
| CJ ENM | Media / entertainment conglomerate | Buys and promotes entertainment IP, partnerships, and live-event activations. | cj.net | VP Partnerships, Content Acquisition Director, Brand Collaboration Manager | Strong Market Fit, Attendance Not Confirmed |
| SM Entertainment | Entertainment company | Relevant for licensing, fan engagement, merchandise, and global partnerships. | smentertainment.com | Partnerships Director, Merchandise Manager, Brand Strategy Lead | Strong Market Fit, Attendance Not Confirmed |
| HYBE | Entertainment / fandom business | Potential buyer for brand activations, content partnerships, and merchandise ecosystems. | hybecorp.com | Business Development Director, Sponsorship Manager, IP Operations Lead | Strong Market Fit, Attendance Not Confirmed |
| Kakao Games | Game publisher | Relevant for game promotion, community building, and cross-media collaboration. | kakaogamescorp.com | Marketing Director, Partnerships Manager, Live Ops Director | Strong Market Fit, Attendance Not Confirmed |
| Pearl Abyss | Game developer / publisher | Potential buyer for audience engagement, IP expansion, and community events. | pearlabyss.com | Brand Director, Community Manager, Business Development Lead | Strong Market Fit, Attendance Not Confirmed |
| Netmarble | Game publisher | Relevant for IP licensing, launches, and fan-facing marketing. | netmarble.com | Marketing VP, Brand Partnerships Manager, Product Manager | Strong Market Fit, Attendance Not Confirmed |
| LINE FRIENDS | Character IP / merchandise | Strong fit for licensing, merchandise, pop-up activations, and retail collaboration. | linefriends.com | Merchandising Director, Licensing Manager, Retail Partnerships Lead | Strong Market Fit, Attendance Not Confirmed |
| Bandai Namco Entertainment | Game / entertainment publisher | Relevant for game launches, fandom marketing, and IP extension. | bandainamcoent.co.jp | Business Development, Marketing Director, Licensing Manager | Strong Market Fit, Attendance Not Confirmed |
| Crunchyroll | Anime streaming / distributor | Relevant for anime promotion, licensing, and fan engagement opportunities. | crunchyroll.com | Content Partnerships Lead, Marketing Director, Events Manager | Strong Market Fit, Attendance Not Confirmed |
| Sony Music Entertainment Korea | Music / entertainment | Potential for music tie-ins, artist promotion, and fan-driven campaigns. | sonymusic.com | Partnerships Manager, Promotions Director, A&R / Brand Manager | Strong Market Fit, Attendance Not Confirmed |
| Netflix | Streaming / content distributor | Relevant for content promotion, IP awareness, and partnership activation. | netflix.com | Marketing Partnerships, Content Strategy Lead, PR Manager | Strong Market Fit, Attendance Not Confirmed |
| Wacom | Creative tools / hardware | Relevant for artist, creator, and digital illustration audiences. | wacom.com | Regional Marketing Manager, Channel Sales Director, Creator Partnerships Lead | Strong Market Fit, Attendance Not Confirmed |
| Adobe | Creative software | Strong fit for creator tools, digital design, and content workflows. | adobe.com | Enterprise Marketing, Partnerships Director, Solutions Consultant | Strong Market Fit, Attendance Not Confirmed |
| Priority | Job Title / Function | Department | Seniority Level | Why This Role Matters |
|---|---|---|---|---|
| 1 | VP Partnerships / Business Development Director | Business Development | VP / Director | Owns collaboration, sponsorship, and commercial relationship decisions. |
| 2 | Content Acquisition Manager / Licensing Manager | Content / Legal / Licensing | Manager | Procures IP and evaluates rights, usage, and partnership opportunities. |
| 3 | Marketing Director / Brand Partnerships Manager | Marketing | Director / Manager | Responsible for brand visibility, audience growth, and campaign execution. |
| 4 | Merchandising Director / Category Manager | Retail / Merchandising | Director / Senior Manager | Sources licensed merchandise, collectibles, and fan products. |
| 5 | Product Manager / Growth Manager | Product / Growth | Manager | Evaluates fan-facing products, digital engagement, and monetization ideas. |
| 6 | Creative Director / Content Strategy Lead | Creative / Strategy | Director / Lead | Influences campaign concepts, IP positioning, and content partnerships. |
| 7 | Community Manager / Fan Engagement Manager | Community / Social | Manager | Drives fan activation, event presence, and audience retention. |
| 8 | Events Manager / Experiential Marketing Manager | Events / Marketing | Manager | Buys live experiences, activations, and event production services. |
| 9 | Chief Marketing Officer / CMO | Executive | C-level | Approves major sponsorship, brand, and demand-generation investments. |
| 10 | Partnerships Manager / Sponsorship Manager | Partnerships / Sales | Manager | Core role for commercial collaboration and activation planning. |
| 11 | XR / AI Product Lead | Innovation / Product | Lead / Manager | Relevant for immersive tech, virtual content, and emerging media showcase. |
| 12 | Retail Buyer / Wholesale Buyer | Purchasing | Buyer / Manager | Sources pop-culture products, collectibles, and licensed goods. |
| Priority | Apollo Industry | Why It Fits the Event | Best Buyer Use Case |
|---|---|---|---|
| 1 | Entertainment | Core industry for pop culture, media IP, and fan engagement | Studios, publishers, labels, media brands |
| 2 | Media Production | Strong overlap with content creation and promotional media | Producers, agencies, post-production, studios |
| 3 | Computer Games | Games are a named pillar of the event | Publishers, dev studios, esports, tooling vendors |
| 4 | Internet | Relevant for digital platforms, creator ecosystems, and online communities | Platforms, communities, digital services |
| 5 | Information Technology & Services | Supports digital experience, streaming, and event tech vendors | Martech, analytics, ticketing, event tech |
| 6 | Marketing & Advertising | Sponsorships, activations, and audience-growth are central | Agencies, brand teams, media buyers |
| 7 | Retail | Merchandise, collectibles, and fan products are highly relevant | Retail buyers, category managers, e-commerce teams |
| 8 | Wholesale | Distributors and resellers source licensed and collectible items | Importers, distributors, trading companies |
| 9 | Design | Creator-led content, illustration, and art toy culture are design-heavy | Creative studios, digital artists, product design teams |
| 10 | Consumer Goods | Fan products and branded goods are a key commercial layer | Licensing, product marketing, merchandising |
| 11 | Consumer Electronics | Useful for XR, gaming accessories, and creator hardware | Hardware brands, accessory makers |
| 12 | Broadcast Media | Broadcast and streaming publishers align with content discovery | TV networks, channels, media rights teams |
| 13 | Information Services | Supports data, insight, and audience intelligence use cases | Research, analytics, and audience platforms |
| Metric | Figure | Status | Source / Basis | Notes |
|---|---|---|---|---|
| Estimated total footfall | Not publicly confirmed | Confirmed unavailable | Official 2026 website content provided | No official attendance figure appeared in the provided source text. |
| Exhibitor count | Not publicly confirmed | Confirmed unavailable | Official website navigation references exhibitor information but no count in provided text | Use brochure or exhibitor prospectus for count verification if needed. |
| Buyer count | Not publicly confirmed | Confirmed unavailable | Official website states professional buyers visit, but no numeric count provided | B2B audience is clearly indicated, but quantity is not disclosed. |
| Speaker count | Not publicly confirmed | Confirmed unavailable | Official site references Main Stage & Guest programming without count in provided text | Speaker roster not available in supplied content. |
| Sponsor count | Not publicly confirmed | Confirmed unavailable | No sponsor count disclosed in provided source text | Check sponsor deck or media kit for validated numbers. |
| Historical attendance | Not used as a numeric estimate here | Not assessed | No verified historical attendance figure supplied | Avoids unsupported estimate inflation. |
| Focus Area | Typical Buyer Need | Buyer Engagement Opportunity | Relevant Supplier Offering |
|---|---|---|---|
| Content licensing | Acquire IP, rights, and co-production opportunities | Meet rights holders and licensing teams | IP management, licensing services, rights clearance |
| Sponsorship and partnerships | Find commercial visibility and brand alignments | Activate sponsorship leads and brand intros | Partnership sales, event sponsorship, experiential marketing |
| Merchandise and collectibles | Source fan products and licensed goods | Target retailers and distributors | Manufacturing, wholesale, packaging, fulfillment |
| Creator tools | Support art, design, streaming, and content creation | Demo productivity and creative software | Software, hardware, tablets, collaboration tools |
| Immersive technology | Explore XR, AR, AI, metaverse experiences | Showcase pilots and interactive demos | XR platforms, AI tools, immersive hardware |
| Event production | Stage, booth, audio-visual, and activation support | Target event teams and agencies | AV, staging, fabrication, logistics, staffing |
| Audience growth | Build fan communities and increase reach | Pitch media, CRM, and community tools | Martech, analytics, CRM, social tools |
| Factor | Assessment | Explanation |
|---|---|---|
| Buyer relevance | High | The event explicitly serves B2B and B2C audiences and includes professional buyers. |
| Decision-maker availability | Medium | Likely strong at the event, but current-year attendee list is not publicly confirmed in the provided source. |
| Data collection potential | Medium | Good for lead capture if exhibitor, sponsor, or partnership contacts are available, but public directory depth is limited in the supplied content. |
| Apollo targeting potential | High | Strong filtering options by entertainment, media, gaming, marketing, retail, and technology roles. |
| Geographic targeting potential | High | Seoul and Korea-based buyers are easy to segment, with APAC and international spillover possible. |
| Best outreach approach | Hybrid email + LinkedIn + event partnerships | Lead with content relevance, fan engagement, licensing, and commercial partnership value. |
| Overall lead quality | High | Strong buyer-mix potential for entertainment, digital media, and creator-economy suppliers. |
| Best use case | B2B lead generation and sponsorship targeting | Most useful for companies selling content, brand activations, creative tools, merch, and event tech. |
| Limitations / risks | Attendance list not publicly confirmed | Without an official current-year exhibitor or attendee directory, some targeting must remain prospecting-based rather than confirmed-event-based. |
| Filter Type | Recommended Filters | Purpose |
|---|---|---|
| Apollo industries | Entertainment; Media Production; Computer Games; Marketing & Advertising; Retail; Wholesale; Design; Internet; Information Technology & Services; Consumer Goods | Reach the core buying groups aligned with pop culture, content, and merchandising. |
| Departments | Partnerships; Marketing; Business Development; Product; Events; Creative; Content; Sales; Merchandising | Target the teams most likely to buy, sponsor, license, or collaborate. |
| Seniority | Manager, Senior Manager, Director, VP, C-level | Prioritize decision-makers and budget holders. |
| Job titles | Partnerships Director, Content Acquisition Manager, Licensing Manager, Marketing Director, Brand Partnerships Manager, Merchandise Manager, Business Development Director, Community Manager, Events Manager, Product Manager | Capture the most relevant commercial and operational buyers. |
| Geography | South Korea; Seoul; Greater Seoul; APAC; Japan; Taiwan; Hong Kong; Singapore | Focus on regional buyers while preserving international expansion opportunities. |
| Employee size | 11–50; 51–200; 201–500; 501–1,000; 1,001–5,000; 5,001+ | Cover startups, mid-market, and large media enterprises. |
| Keywords | pop culture, licensing, fandom, animation, webtoon, gaming, sponsorship, partnership, creator, community, merch, collectibles, XR, AI | Improve search precision for event-relevant commercial intent. |
| Technologies | CRM, marketing automation, ticketing, event apps, streaming, content platforms, analytics | Useful if selling event tech, marketing tools, or audience platforms. |
| Company type | Private companies, public companies, agencies, publishers, studios, distributors, retailers | Maximize commercial buyer coverage across the content ecosystem. |
| Revenue range | No strict limit; prioritize companies with active sponsorship, licensing, or partnership budgets | Focus on budget-bearing organizations rather than hobby-only brands. |
| Public / funding filters | Public companies, VC-backed entertainment startups, media groups with partnership teams | Useful for finding active growth-oriented buyers. |
| Source | Type | What It Verified | Reliability |
|---|---|---|---|
| Seoul POPCON official website | Official organizer website | Event name, 2026 dates, venue, city, event positioning, B2B/B2C positioning, content themes, and organizer branding. | Very high |
| COEX official website | Venue website | Venue identity and location context for COEX in Seoul. | High |
| Exporum Inc. official website | Organizer / corporate website | Corporate organizer context supporting the organizer attribution on the event site. | High |
| Official event page text provided by user | Primary source excerpt | Confirmed 2026 timing, Hall C reference, event scope, and B2B-to-B2C positioning. | Very high |
🎯 Selling to this event's audience? Get a free tailored buyer list
Tell us your work email and our AI instantly builds a buyer list matched to Seoul Pop Culture Convention - Seoul POPCON — the best‑fit companies to target, the exact decision‑maker job titles, and the industry filters that fit what you sell.