Download Games - South Korea

  • South Korea
  • In South Korea, revenue in the Download Games market is projected to reach €229.70m in 2025.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 1.67%, leading to a projected market volume of €245.40m by 2029.
  • In this market withSouth_Korea, the number of users is anticipated to amount to 7.5m users by 2029.
  • User penetration is estimated to be 14.4% in 2025, with expectations to increase to 14.6% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a figure of €4,877.00m in 2025.
  • The average revenue per user (ARPU) in South Korea's Download Games market is projected to reach €30.88 in 2025.
  • In South Korea, the download games market is increasingly characterized by a strong preference for mobile gaming, reflecting a shift in consumer engagement and entertainment consumption.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games Market in South Korea is experiencing mild growth, influenced by factors such as the increasing popularity of mobile gaming, the rise of esports, and a shift towards digital distribution, despite challenges like market saturation and competition.

Customer preferences:
In South Korea, consumers are increasingly gravitating towards immersive gaming experiences, such as augmented reality (AR) and virtual reality (VR) games, reflecting a cultural appreciation for innovative technology. The rise of social gaming platforms is also notable, as players seek community-driven experiences that foster collaboration and competition. Additionally, younger demographics prioritize games with strong narratives and character development, aligning with their desire for meaningful engagement and storytelling in entertainment, further shaping the Download Games Market landscape.

Trends in the market:
In South Korea, the Download Games Market is experiencing a surge in popularity for mobile and cloud gaming platforms, driven by the widespread adoption of 5G technology and increased smartphone usage. Gamers are now favoring subscription-based models that offer access to a diverse library of titles, enhancing convenience and cost-effectiveness. Furthermore, the integration of eSports into mainstream entertainment is reshaping consumer engagement, as competitive gaming draws massive audiences both online and offline. These trends suggest a shift towards more accessible and community-oriented gaming experiences, prompting industry stakeholders to innovate and adapt their strategies to capture emerging market opportunities.

Local special circumstances:
In South Korea, the Download Games Market is thriving due to a unique blend of cultural factors and technological advancements. The nation's strong emphasis on gaming as a social activity reflects its competitive spirit, bolstered by a robust eSports ecosystem that draws large crowds and media coverage. Additionally, regulatory support for digital content has fostered a favorable environment for game developers. The high-speed internet infrastructure, fueled by 5G rollout, further enhances mobile and cloud gaming experiences, allowing seamless access to diverse gaming options.

Underlying macroeconomic factors:
The Download Games Market in South Korea is significantly shaped by macroeconomic factors such as technological innovation, consumer spending patterns, and national economic performance. The country's strong GDP growth and high disposable income levels enable consumers to invest in digital entertainment, driving demand for downloadable games. Furthermore, favorable fiscal policies promoting the tech sector encourage investment in game development and distribution. The global shift towards digital consumption and the increasing popularity of mobile gaming also contribute to market expansion, as South Korea remains at the forefront of these trends with its advanced digital infrastructure and tech-savvy population.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

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