The writer first wondered, in a time when banner advertising barely existed, how the people behind Sayclub made a living. Neowiz then began to sell chat characters — avatars — and to charge in part for Sayclub. People who bought items stood out in the room; the writer, who disliked spending, drifted away, and later came back when friends were deep in Sayclub’s go-stop and poker, and into Pmang Matgo. In February 1997, as the internet was arriving in Korea by modem, Neowiz offered Oneclick, a programme that connected a user to any ISP in a single click.
The service brought in 100 million won within eight months, and ran until 29 February 2004. Sayclub opened in July 1999. In 2001 Neowiz’s sales were 35.3 billion won, of which Sayclub made 14.3 billion and Oneclick 16.8 billion, with an operating profit of 10.6 billion and a margin of 30 per cent, at a time when many internet firms were still in the red. The company, founded in June 1997, is described as never having posted a loss.
In November 2000, when Sayclub went paid with a premium-character service, many in the press were worried; paid avatars alone then made 13 billion won in a year. On 1 August 2003 Saygame was rebranded as Pmang, a pepper, and became the firm’s growth engine. In 2005 sales reached a then-record 102.1 billion won, of which 84 per cent came from online games and 12 per cent from Sayclub. The figures are left with those years.
The success is then read through an ERIS model: entrepreneur, resource, industry, and strategy.
There was a time, the writer says, when the internet was spreading and it was still strange enough simply to talk with a person one did not know. The representative chat site then was Sayclub, run by Neowiz. Banner advertising barely existed, and the writer wondered, for a moment, how those people made a living.
The answer, as it arrived, was a chat character — an avatar — sold as a good, and a partial charge for Sayclub. People who bought items stood out in the room. The writer, who disliked spending, drifted away, and stopped chatting. Later, friends were deep in Sayclub’s go-stop and poker, even though those games were already offered in many other places online. Watching them, the writer went back in, and was drawn into Pmang Matgo, a go-stop game, without quite meaning to be.
The rest of the page reads that path through an ERIS model: why a firm in a hard e-business market could make a new value, move earlier than others, and change itself enough to stand as a venture that had come through.
In February 1997, as the internet was arriving in Korea by modem over a telephone line, Neowiz offered Oneclick, a programme that connected a user to any ISP in a single click. Connection had been complicated, and slow: the account compares the speed to a later 10 Mbps line, and puts the modem at about one twentieth of that. The 10 Mbps comparison is left with the time the account was written, not treated as a 2026 standard. Oneclick brought in 100 million won within eight months of launch, and remained a main revenue model until the service ended on 29 February 2004, as high-speed internet arrived.
Seeing that Oneclick would not last, the firm opened Sayclub in July 1999, with chat, clubs, and email. In 2000 and 2001, while other chat sites still lacked a clear way to make money, it made sales in the hundreds of billions of won. In 2001 Neowiz’s sales were 35.3 billion won, of which Sayclub made 14.3 billion and Oneclick 16.8 billion, with an operating profit of 10.6 billion and a margin of 30 per cent, at a time when many internet firms were still in the red. The company, founded in June 1997, is described as never having posted a loss. Those figures are left with 2001, and with the founding year as the account gives it.
In November 2000 Sayclub went paid and launched a premium-character service. Many in the press were worried, because charging for an internet service had often brought a backlash and a rush of people leaving, and because clothes, accessories, hairstyles, backgrounds, and pets for a body that did not exist were easy to laugh at. Paid avatars then made 13 billion won in a year. The success is placed in a wish, inside Sayclub, to look unlike other people and to build an online identity, once the same typeface and the same dry talk had begun to bore users. Items that could be used in a chat room — a reserved signboard, a stronger bulletin post, a spotlight on entering, a boot ticket — also brought in money. The chat service itself was not what was charged for; if it had been, the writer says, the move would not have worked.
As messengers and mini-homepages, which had led the earlier community market, grew more active, chat entered a decline from 2002. After avatars, the firm looked for a next engine: Saygame in the third quarter of 2002, and Sayhompi, a mini-homepage, in May 2003. That stretch is described as the hardest. About twenty months of negative growth ran from 2001 into 2002. Of two bets, one opened a way: games. On 1 August 2003 Saygame was rebranded as Pmang, no longer a service sitting under Sayclub, and from then on Pmang’s game business was the firm’s success engine.
In the first quarter of 2004, sales from the Sayclub community site were falling, while games through Pmang were rising. In 2002, 58 per cent of all sales came from Sayclub avatars and Sayhompi, and 24 per cent from games. In 2005 the firm reached a then-record 102.1 billion won in sales, of which 84 per cent came from online games and 12 per cent from Sayclub. Those shares and totals are left with 2002 and 2005.
Pmang is also the Korean word for a bell-pepper plant, an annual in the nightshade family. The account asks how a person is supposed to think of a game from that dictionary sense, and treats the name as an act of pioneer imagination, fitted to a concept of exploding fun. The name spread quickly among users; later, names such as Peanut and Lemon Bowl became mainstream brands for game portals. Park Jin-hwan’s imagination is also placed in the avatar itself. When avatars first appeared, most people treated them as something only to look at. Park, then head of strategy planning, is described as having gone ahead with the ‘laughable’ business of selling cyber clothes together with Na Seong-gyun, then the representative director.
The path in this telling runs from a connection in one click, to a charge for a face in a chat room, to a game named after a pepper, with the writer walking in, leaving, and coming back for a hand of go-stop. The same Korean report, at fuller length, is on CampusDown.
Last updated: 14 November 2026
In February 1997, as the internet was arriving in Korea by modem over a telephone line — slowly, and by a comparison in the account to a later 10 Mbps line, at about one twentieth of that speed — Oneclick let a user connect to any ISP in a single click. It brought in 100 million won within eight months of launch, and was a main revenue model until it ended on 29 February 2004, as high-speed internet arrived. Sayclub opened in July 1999, with chat, clubs, and email. In 2000 and 2001, while other chat sites still lacked a clear way to make money, it made sales in the hundreds of billions of won. In 2001 Neowiz’s sales were 35.3 billion won, of which Sayclub made 14.3 billion and Oneclick 16.8 billion, with an operating profit of 10.6 billion and a margin of 30 per cent. The company, founded in June 1997, is described as never having posted a loss. Those figures are left with 2001 and with the years around them.
In November 2000 Sayclub went paid and launched a premium-character service. Many in the press were worried, because charging for an internet service had often brought a backlash and a rush of people leaving, and because clothes, accessories, hairstyles, backgrounds, and pets for a body that did not exist were easy to laugh at. Paid avatars then made 13 billion won in a year. The success is placed in a wish to look unlike other people in the room, and to build an online identity, once the same typeface and the same dry talk had begun to bore users. Items that could be used in a chat room — a reserved signboard, a stronger bulletin post, a spotlight on entering, a boot ticket — also brought in money. The chat service itself, the writer says, was not what was charged for; if it had been, the move would not have worked.
As messengers and mini-homepages grew, chat entered a decline from 2002. After avatars, the firm looked for a next engine: Saygame in the third quarter of 2002, and Sayhompi, a mini-homepage, in May 2003. About twenty months of negative growth ran from 2001 into 2002. On 1 August 2003 Saygame was rebranded as Pmang, no longer a service sitting under Sayclub, and games became the growth engine. In the first quarter of 2004, Sayclub community sales were falling while games through Pmang were rising. In 2002, 58 per cent of sales came from Sayclub avatars and Sayhompi, and 24 per cent from games; in 2005, a then-record 102.1 billion won in sales was 84 per cent online games and 12 per cent Sayclub. Pmang is also the Korean word for a bell-pepper plant; the account treats the name as an act of pioneer imagination by Park Jin-hwan, and as a brand fitted to a concept of exploding fun. The ERIS reading sorts entrepreneur, resource, industry, and strategy: a talent for reading what people wanted, constant remaking of the firm, partnership, and an industry that was still a new internet culture and a new kind of online community. Park, then head of strategy planning, is described as having gone ahead with the avatar business together with Na Seong-gyun, then the representative director.
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