Cloud Gaming - South Korea

  • South Korea
  • In South Korea, revenue in the Cloud Gaming market is projected to reach €353.50m in 2025.
  • This market is expected to show an annual growth rate (CAGR 2025-2029) of 24.15%, resulting in a projected market volume of €839.90m by 2029.
  • By 2029, the number of readers in the Cloud Gaming market in South Korea is expected to amount to 7.7m users.
  • User penetration in South Korea will be 13.6% in 2025 and is anticipated to increase to 15.0% by 2029.
  • The average revenue per user (ARPU) in South Korea is expected to amount to €50.19.
  • In global comparison, most revenue will be generated the United States, which is projected to reach €2,646.00m in 2025.
  • South Korea's robust internet infrastructure and high mobile penetration are driving significant interest and investment in cloud gaming services among consumers and developers alike.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in South Korea is witnessing phenomenal growth, fueled by advancements in internet infrastructure, increased consumer demand for seamless gaming experiences, and the rising popularity of mobile gaming platforms among users.

Customer preferences:
Consumers in South Korea are progressively gravitating towards cloud gaming services, driven by the desire for instantaneous access to a vast library of games without the need for expensive hardware. This trend is particularly pronounced among younger demographics, who prioritize convenience and social connectivity in their gaming experiences. Additionally, the rise of esports culture and competitive gaming is fostering a community-oriented approach, where players seek platforms that enhance multiplayer interactions and live-streaming capabilities, reflecting a shift towards collaborative and immersive gaming experiences.

Trends in the market:
In South Korea, the cloud gaming market is experiencing robust growth, fueled by the increasing demand for seamless gaming experiences across diverse devices. Major players are investing in infrastructure to enhance streaming quality and reduce latency, catering to a tech-savvy audience. The popularity of mobile gaming is also rising, as users seek flexibility in their gaming habits. This trend is reshaping player engagement, with industry stakeholders needing to adapt by prioritizing cross-platform compatibility and social features to capture the evolving preferences of gamers.

Local special circumstances:
In South Korea, the cloud gaming market is thriving, driven by high internet speeds and widespread adoption of 5G technology, allowing users to access games with minimal latency. The country's strong gaming culture, influenced by competitive esports and a vibrant gaming community, fosters demand for immersive experiences. Additionally, regulatory support for digital content and the prevalence of mobile devices further enhance accessibility. These unique local factors shape a dynamic market, compelling companies to innovate rapidly and prioritize user engagement through tailored gaming experiences.

Underlying macroeconomic factors:
The South Korean cloud gaming market is significantly influenced by macroeconomic factors, including robust technological infrastructure, government support for digital innovation, and a strong consumer electronics industry. The country's high GDP per capita fosters increased disposable income, enabling consumers to invest in premium gaming services. Moreover, global trends such as the rise of remote work and digital entertainment further amplify demand for cloud gaming solutions. Fiscal policies that encourage tech startups and investments in 5G infrastructure enhance market accessibility, while rising smartphone penetration ensures a broad user base. These factors collectively shape a competitive and rapidly evolving cloud gaming landscape in South Korea.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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