South Korean game streamer Woowakgood, one of the most recognized virtual creators in the country, is currently embroiled in a major copyright controversy.
The dispute centers on a fan-made rhythm game called ‘WJMAX’, which allegedly used hundreds of copyrighted songs without proper authorization.
The Korea Music Copyright Association (KOMCA) has issued a claim of ₩6.46 billion KRW (approximately $4.8 million USD) in music usage fees, holding both Woowakgood and the game’s developer jointly responsible.
Background on ‘WJMAX’
‘WJMAX’ is a fan-created keyboard rhythm game inspired by the popular commercial title DJMAX Respect V.
It was developed voluntarily by members of Woowakgood’s online community and officially launched via a Naver fan café in January 2023.
The game was distributed for free, never sold commercially, and quickly gained traction due to Woowakgood’s popularity.
With 1.6 million YouTube subscribers, Woowakgood’s promotional influence significantly amplified the reach of the game.
The fan game included over 300 tracks, among them songs from Woowakgood’s virtual girl group, ISEGYE IDOL, as well as cover versions of hit K-pop songs by major artists like aespa and (G)I-DLE.
Despite being an unofficial, community-driven project, the game’s wide circulation and connection to a monetized creator drew increasing scrutiny over time.
How the Controversy Began
In mid-2025, DJMAX publisher Neowiz announced a collaboration to add ISEGYE IDOL’s music to its game.
However, backlash from some DJMAX fans—already critical of Woowakgood—led to the cancellation of the addition.
Neowiz responded by tightening its policies, explicitly banning the creation and distribution of unauthorized derivative games.
Following this, attention shifted toward WJMAX and whether it violated existing music copyrights.
As the situation intensified, Woowakgood halted game distribution, shut down related platforms, and deleted download links.
Nevertheless, KOMCA stated that the infringement had already occurred and went beyond any acceptable personal or non-commercial use.
KOMCA’s Claim
KOMCA alleges that both the game’s developer—known by the online handle “Simsimhanmogi”—and Woowakgood himself are liable for the infringement.
The association argues that the developer violated rights related to reproduction and public transmission of music under its management. Additionally, it claims that Woowakgood facilitated this violation by:
- Hosting the original fan game contest that birthed WJMAX
- Featuring the game in monetized live streams
- Promoting download links within his official fan community
According to KOMCA, these actions contributed to widespread distribution and usage of unlicensed music, warranting substantial legal and financial accountability.
Fee Breakdown
The ₩6.46 billion claim was calculated using the following logic:
- 341 songs used in the game
- ₩77 KRW estimated royalty per track
- Multiplied by 264,400 downloads (a number KOMCA attributes to Woowakgood’s side)
- Factored with a 91.93% rights share (the percentage of the music controlled by KOMCA)
This resulted in about ₩6.38 billion for what KOMCA classifies as an “on-demand download service.”
An additional ₩77 million was added under the category of “online game/animation” usage, rounding the total to ₩6.46 billion.
Disputed Download Figures
Woowakgood’s agency, Parable Entertainment, disputes KOMCA’s methodology.
They argue that the 264,400 download figure is not accurate, claiming that KOMCA estimated this number based on page views of the download post, then presented it as if it came directly from Woowakgood’s side.
Parable insists that the game was non-commercial, the developer earned only ₩1.5 million KRW as a contest prize, and no further revenue was generated.
They call KOMCA’s claim excessive and disproportionate, especially for a fan-made project with no intent of profit.
Broader Legal and Cultural Context
This case reignites ongoing debates in Korea about copyright law enforcement, especially surrounding fan works, derivative content, and non-commercial creative expressions.
While copyright law exists to protect creators and ensure fair compensation, critics argue that strict enforcement against fan-driven works risks stifling community creativity and discouraging participation in fandoms.
In recent years, KOMCA has faced criticism for overreaching in its collection practices. In 2023, the Korea Fair Trade Commission sanctioned KOMCA for overcharging broadcasters.
Earlier in 2025, it also filed a ₩40 billion KRW lawsuit against streaming service Wavve for unpaid royalties.
Cultural critic Jeong Deok-hyun commented that copyright must balance legal protections with the public’s right to culture. He emphasized that context matters—a small fan creation shared among peers differs from a monetized project by an influential creator.
In this case, the lines are blurred. While ‘WJMAX’ was non-commercial, Woowakgood’s high visibility and the game’s broad reach mean he carries more responsibility.
What’s Next?
The situation is ongoing. Both sides have not yet reached an agreement, and legal proceedings may follow if KOMCA chooses to file an official lawsuit.
As the dispute unfolds, it will likely serve as a precedent-setting case in the ongoing conversation around fan creations, derivative works, and copyright liability in the digital era.
