Games Live Streaming - South Korea

  • South Korea
  • In South Korea, revenue in the Games Live Streaming market market is projected to reach €401.30m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.21%, leading to a projected market volume of €568.30m by 2029.
  • Within the Games Live Streaming market market in South Korea, the number of users is anticipated to amount to 24.4m users by 2029.
  • User penetration will be 33.5% in 2024 and is expected to increase to 47.5% by 2029.
  • In a global context, the majority of revenue will be generated China (€2,393.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in South Korea is projected to be €23.18 in 2024.
  • South Korea's Games Live Streaming market is increasingly dominated by interactive platforms that enhance viewer engagement and foster community-building among gamers.

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

 
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Analyst Opinion

The Games Live Streaming market in South Korea has been experiencing significant growth in recent years, driven by customer preferences for interactive and immersive gaming experiences, as well as local special circumstances and underlying macroeconomic factors.

Customer preferences:
South Korean gamers have a strong preference for interactive and immersive gaming experiences, which has fueled the growth of the Games Live Streaming market. Live streaming platforms allow gamers to watch and interact with their favorite streamers in real-time, creating a sense of community and engagement. The ability to chat with streamers and other viewers during live broadcasts enhances the overall gaming experience and fosters a sense of belonging within the gaming community.

Trends in the market:
One of the key trends in the Games Live Streaming market in South Korea is the rise of professional gamers who stream their gameplay for a living. These professional streamers have gained a large following and have become influencers in the gaming industry. Many of them have sponsorship deals with gaming companies and earn a significant income through donations and subscriptions from their viewers. This trend has led to the professionalization of the gaming industry in South Korea, with more gamers aspiring to become successful streamers. Another trend in the market is the increasing popularity of mobile gaming live streams. With the widespread availability of smartphones and high-speed internet connections, mobile gaming has become a major part of the gaming culture in South Korea. Live streaming platforms have capitalized on this trend by providing a platform for mobile gamers to showcase their skills and interact with their audience. This trend has opened up new opportunities for game developers and publishers to reach a wider audience and promote their mobile games.

Local special circumstances:
South Korea has a highly developed internet infrastructure, with one of the fastest average internet speeds in the world. This has created an ideal environment for live streaming platforms to thrive, as gamers can easily access and stream high-quality content without experiencing significant lag or buffering issues. The country's advanced internet infrastructure has also facilitated the growth of esports, with South Korea being a global leader in competitive gaming.

Underlying macroeconomic factors:
The Games Live Streaming market in South Korea has also been influenced by underlying macroeconomic factors. The country has a strong gaming culture, with a large and passionate gaming community. The popularity of gaming in South Korea has led to the emergence of a supportive ecosystem, including gaming cafes, esports teams, and gaming events. This ecosystem has created a conducive environment for the growth of the Games Live Streaming market, as gamers seek to connect with others who share their passion for gaming. Additionally, South Korea has a high smartphone penetration rate, with a large portion of the population owning smartphones. This widespread adoption of smartphones has contributed to the growth of the mobile gaming market and, consequently, the Games Live Streaming market. The convenience and portability of smartphones make them an ideal platform for gaming and live streaming, allowing gamers to engage with their favorite streamers anytime and anywhere. In conclusion, the Games Live Streaming market in South Korea has been experiencing significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of professional gamers, the increasing popularity of mobile gaming live streams, the country's advanced internet infrastructure, and the strong gaming culture and smartphone penetration rate. These factors have created a thriving market for Games Live Streaming in South Korea, with ample opportunities for further growth and development.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the 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. 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, video gaming 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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