Seoul Pop Culture Convention - Seoul POPCON

📅 14 Aug – 16 Aug 2026 📍 COEX, Seoul, South Korea 🏢 0 exhibitors 👥 0 attendees

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About this event

Data sheet

Seoul Pop Culture Convention - Seoul POPCON – Event Attendee & Buyer Profile Analysis
Event date: 14–16 August 2026
Location: COEX, Seoul, South Korea
Event status: Upcoming
Research date: 2 July 2026
Event Overview
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.
About the Event

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.

1. Who Attends: Buyers / Attendees
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
2. Event Location and Attendee Geographic Origin
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
3. Audience Reach
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.
4. Sample Buyer Companies and Websites
Buyer Company / Organization Buyer Type Why It Is Relevant Website Best Job Titles to Target Evidence Level
Kakao EntertainmentContent owner / distributorPotential buyer of content partnerships, IP promotion, and fandom activation.kakaoent.comPartnerships Director, Content Acquisition Manager, Business Development DirectorStrong Market Fit, Attendance Not Confirmed
NAVER WEBTOONDigital publishing platformRelevant for webtoon IP, creator collaborations, and adaptation opportunities.webtoons.comContent Strategy Lead, Partnerships Manager, IP Licensing ManagerStrong Market Fit, Attendance Not Confirmed
CJ ENMMedia / entertainment conglomerateBuys and promotes entertainment IP, partnerships, and live-event activations.cj.netVP Partnerships, Content Acquisition Director, Brand Collaboration ManagerStrong Market Fit, Attendance Not Confirmed
SM EntertainmentEntertainment companyRelevant for licensing, fan engagement, merchandise, and global partnerships.smentertainment.comPartnerships Director, Merchandise Manager, Brand Strategy LeadStrong Market Fit, Attendance Not Confirmed
HYBEEntertainment / fandom businessPotential buyer for brand activations, content partnerships, and merchandise ecosystems.hybecorp.comBusiness Development Director, Sponsorship Manager, IP Operations LeadStrong Market Fit, Attendance Not Confirmed
Kakao GamesGame publisherRelevant for game promotion, community building, and cross-media collaboration.kakaogamescorp.comMarketing Director, Partnerships Manager, Live Ops DirectorStrong Market Fit, Attendance Not Confirmed
Pearl AbyssGame developer / publisherPotential buyer for audience engagement, IP expansion, and community events.pearlabyss.comBrand Director, Community Manager, Business Development LeadStrong Market Fit, Attendance Not Confirmed
NetmarbleGame publisherRelevant for IP licensing, launches, and fan-facing marketing.netmarble.comMarketing VP, Brand Partnerships Manager, Product ManagerStrong Market Fit, Attendance Not Confirmed
LINE FRIENDSCharacter IP / merchandiseStrong fit for licensing, merchandise, pop-up activations, and retail collaboration.linefriends.comMerchandising Director, Licensing Manager, Retail Partnerships LeadStrong Market Fit, Attendance Not Confirmed
Bandai Namco EntertainmentGame / entertainment publisherRelevant for game launches, fandom marketing, and IP extension.bandainamcoent.co.jpBusiness Development, Marketing Director, Licensing ManagerStrong Market Fit, Attendance Not Confirmed
CrunchyrollAnime streaming / distributorRelevant for anime promotion, licensing, and fan engagement opportunities.crunchyroll.comContent Partnerships Lead, Marketing Director, Events ManagerStrong Market Fit, Attendance Not Confirmed
Sony Music Entertainment KoreaMusic / entertainmentPotential for music tie-ins, artist promotion, and fan-driven campaigns.sonymusic.comPartnerships Manager, Promotions Director, A&R / Brand ManagerStrong Market Fit, Attendance Not Confirmed
NetflixStreaming / content distributorRelevant for content promotion, IP awareness, and partnership activation.netflix.comMarketing Partnerships, Content Strategy Lead, PR ManagerStrong Market Fit, Attendance Not Confirmed
WacomCreative tools / hardwareRelevant for artist, creator, and digital illustration audiences.wacom.comRegional Marketing Manager, Channel Sales Director, Creator Partnerships LeadStrong Market Fit, Attendance Not Confirmed
AdobeCreative softwareStrong fit for creator tools, digital design, and content workflows.adobe.comEnterprise Marketing, Partnerships Director, Solutions ConsultantStrong Market Fit, Attendance Not Confirmed
5. Job Profiles, Industries and Event Type
Priority Job Title / Function Department Seniority Level Why This Role Matters
1VP Partnerships / Business Development DirectorBusiness DevelopmentVP / DirectorOwns collaboration, sponsorship, and commercial relationship decisions.
2Content Acquisition Manager / Licensing ManagerContent / Legal / LicensingManagerProcures IP and evaluates rights, usage, and partnership opportunities.
3Marketing Director / Brand Partnerships ManagerMarketingDirector / ManagerResponsible for brand visibility, audience growth, and campaign execution.
4Merchandising Director / Category ManagerRetail / MerchandisingDirector / Senior ManagerSources licensed merchandise, collectibles, and fan products.
5Product Manager / Growth ManagerProduct / GrowthManagerEvaluates fan-facing products, digital engagement, and monetization ideas.
6Creative Director / Content Strategy LeadCreative / StrategyDirector / LeadInfluences campaign concepts, IP positioning, and content partnerships.
7Community Manager / Fan Engagement ManagerCommunity / SocialManagerDrives fan activation, event presence, and audience retention.
8Events Manager / Experiential Marketing ManagerEvents / MarketingManagerBuys live experiences, activations, and event production services.
9Chief Marketing Officer / CMOExecutiveC-levelApproves major sponsorship, brand, and demand-generation investments.
10Partnerships Manager / Sponsorship ManagerPartnerships / SalesManagerCore role for commercial collaboration and activation planning.
11XR / AI Product LeadInnovation / ProductLead / ManagerRelevant for immersive tech, virtual content, and emerging media showcase.
12Retail Buyer / Wholesale BuyerPurchasingBuyer / ManagerSources pop-culture products, collectibles, and licensed goods.
Priority Apollo Industry Why It Fits the Event Best Buyer Use Case
1EntertainmentCore industry for pop culture, media IP, and fan engagementStudios, publishers, labels, media brands
2Media ProductionStrong overlap with content creation and promotional mediaProducers, agencies, post-production, studios
3Computer GamesGames are a named pillar of the eventPublishers, dev studios, esports, tooling vendors
4InternetRelevant for digital platforms, creator ecosystems, and online communitiesPlatforms, communities, digital services
5Information Technology & ServicesSupports digital experience, streaming, and event tech vendorsMartech, analytics, ticketing, event tech
6Marketing & AdvertisingSponsorships, activations, and audience-growth are centralAgencies, brand teams, media buyers
7RetailMerchandise, collectibles, and fan products are highly relevantRetail buyers, category managers, e-commerce teams
8WholesaleDistributors and resellers source licensed and collectible itemsImporters, distributors, trading companies
9DesignCreator-led content, illustration, and art toy culture are design-heavyCreative studios, digital artists, product design teams
10Consumer GoodsFan products and branded goods are a key commercial layerLicensing, product marketing, merchandising
11Consumer ElectronicsUseful for XR, gaming accessories, and creator hardwareHardware brands, accessory makers
12Broadcast MediaBroadcast and streaming publishers align with content discoveryTV networks, channels, media rights teams
13Information ServicesSupports data, insight, and audience intelligence use casesResearch, analytics, and audience platforms
6. Estimated Attendance
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.
7. Key Focus Areas and Buyer Engagement
Focus Area Typical Buyer Need Buyer Engagement Opportunity Relevant Supplier Offering
Content licensingAcquire IP, rights, and co-production opportunitiesMeet rights holders and licensing teamsIP management, licensing services, rights clearance
Sponsorship and partnershipsFind commercial visibility and brand alignmentsActivate sponsorship leads and brand introsPartnership sales, event sponsorship, experiential marketing
Merchandise and collectiblesSource fan products and licensed goodsTarget retailers and distributorsManufacturing, wholesale, packaging, fulfillment
Creator toolsSupport art, design, streaming, and content creationDemo productivity and creative softwareSoftware, hardware, tablets, collaboration tools
Immersive technologyExplore XR, AR, AI, metaverse experiencesShowcase pilots and interactive demosXR platforms, AI tools, immersive hardware
Event productionStage, booth, audio-visual, and activation supportTarget event teams and agenciesAV, staging, fabrication, logistics, staffing
Audience growthBuild fan communities and increase reachPitch media, CRM, and community toolsMartech, analytics, CRM, social tools
Lead Quality Assessment
Factor Assessment Explanation
Buyer relevanceHighThe event explicitly serves B2B and B2C audiences and includes professional buyers.
Decision-maker availabilityMediumLikely strong at the event, but current-year attendee list is not publicly confirmed in the provided source.
Data collection potentialMediumGood for lead capture if exhibitor, sponsor, or partnership contacts are available, but public directory depth is limited in the supplied content.
Apollo targeting potentialHighStrong filtering options by entertainment, media, gaming, marketing, retail, and technology roles.
Geographic targeting potentialHighSeoul and Korea-based buyers are easy to segment, with APAC and international spillover possible.
Best outreach approachHybrid email + LinkedIn + event partnershipsLead with content relevance, fan engagement, licensing, and commercial partnership value.
Overall lead qualityHighStrong buyer-mix potential for entertainment, digital media, and creator-economy suppliers.
Best use caseB2B lead generation and sponsorship targetingMost useful for companies selling content, brand activations, creative tools, merch, and event tech.
Limitations / risksAttendance list not publicly confirmedWithout an official current-year exhibitor or attendee directory, some targeting must remain prospecting-based rather than confirmed-event-based.
Apollo.io Targeting Recommendation
Filter Type Recommended Filters Purpose
Apollo industriesEntertainment; Media Production; Computer Games; Marketing & Advertising; Retail; Wholesale; Design; Internet; Information Technology & Services; Consumer GoodsReach the core buying groups aligned with pop culture, content, and merchandising.
DepartmentsPartnerships; Marketing; Business Development; Product; Events; Creative; Content; Sales; MerchandisingTarget the teams most likely to buy, sponsor, license, or collaborate.
SeniorityManager, Senior Manager, Director, VP, C-levelPrioritize decision-makers and budget holders.
Job titlesPartnerships Director, Content Acquisition Manager, Licensing Manager, Marketing Director, Brand Partnerships Manager, Merchandise Manager, Business Development Director, Community Manager, Events Manager, Product ManagerCapture the most relevant commercial and operational buyers.
GeographySouth Korea; Seoul; Greater Seoul; APAC; Japan; Taiwan; Hong Kong; SingaporeFocus on regional buyers while preserving international expansion opportunities.
Employee size11–50; 51–200; 201–500; 501–1,000; 1,001–5,000; 5,001+Cover startups, mid-market, and large media enterprises.
Keywordspop culture, licensing, fandom, animation, webtoon, gaming, sponsorship, partnership, creator, community, merch, collectibles, XR, AIImprove search precision for event-relevant commercial intent.
TechnologiesCRM, marketing automation, ticketing, event apps, streaming, content platforms, analyticsUseful if selling event tech, marketing tools, or audience platforms.
Company typePrivate companies, public companies, agencies, publishers, studios, distributors, retailersMaximize commercial buyer coverage across the content ecosystem.
Revenue rangeNo strict limit; prioritize companies with active sponsorship, licensing, or partnership budgetsFocus on budget-bearing organizations rather than hobby-only brands.
Public / funding filtersPublic companies, VC-backed entertainment startups, media groups with partnership teamsUseful for finding active growth-oriented buyers.
Suggested Apollo Search Logic: (Entertainment OR “Media Production” OR “Computer Games” OR Retail OR Wholesale OR “Marketing & Advertising”) AND (partnerships OR licensing OR “business development” OR sponsorship OR merchandising OR “content acquisition” OR “brand partnerships” OR “community”) AND (Director OR VP OR Manager OR “Senior Manager” OR CMO)
Client Fit Review Required
Please share the client website or product/service details. I will review the client offering and identify the highest-fit buyer companies, Apollo industries, seniority levels, departments, and job titles from this event.
Sources & Verification Notes
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

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