Gaming Networks - South Korea

  • South Korea
  • In South Korea, revenue in the Gaming Networks market is projected to reach €77.17m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 5.28%, leading to a projected market volume of €94.81m by 2029.
  • The number of users in the Gaming Networks market withSouth_Korea is anticipated to reach 3.5m users by 2029.
  • User penetration is forecasted to be 5.6% in 2025 and is expected to increase to 6.7% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach €721.00m in 2025.
  • The average revenue per user (ARPU) in the Gaming Networks market in South Korea is projected to be €26.71 in 2025.
  • In South Korea, the gaming networks market is experiencing a surge in popularity, driven by rapid advancements in technology and a thriving esports culture.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks Market within the Media Market in South Korea is witnessing moderate growth, influenced by factors such as the increasing popularity of online gaming, advancements in technology, and a growing community of gamers seeking enhanced social interactions and experiences.

Customer preferences:
In South Korea, gamers are increasingly gravitating towards immersive and community-driven experiences, leading to a heightened demand for multiplayer online games and interactive streaming platforms. This shift is fueled by a younger demographic that values social connectivity and collaboration, often engaging in gaming as a primary form of entertainment. Additionally, the rise of esports has transformed gaming into a spectator sport, further enhancing community engagement and fostering a culture that celebrates competitive play and shared experiences.

Trends in the market:
In South Korea, the Gaming Networks Market is experiencing a surge in demand for multiplayer online games, driven by the younger generation's preference for social interaction and collaborative gameplay. Concurrently, interactive streaming platforms are gaining traction, enabling gamers to share experiences and build communities around their favorite titles. The esports phenomenon continues to grow, transforming competitive gaming into a mainstream entertainment avenue, attracting larger audiences and fostering sponsorship opportunities. These trends signify a shift towards community-centric gaming, compelling industry stakeholders to innovate and adapt to enhance user engagement and monetization strategies.

Local special circumstances:
In South Korea, the Gaming Networks Market thrives due to a tech-savvy population and high-speed internet infrastructure, making online gaming easily accessible. The cultural emphasis on teamwork and competition, rooted in traditional games and social gatherings, enhances the appeal of multiplayer experiences. Additionally, regulatory support for esports and gaming events fosters growth in this sector, attracting investment and sponsorships. These factors create a unique ecosystem that encourages community engagement, driving innovation and collaboration among developers and players alike.

Underlying macroeconomic factors:
The Gaming Networks Market in South Korea is significantly shaped by macroeconomic factors such as the country's robust economic growth, high disposable income, and strong consumer spending on entertainment. Global trends, including the rise of esports and mobile gaming, further amplify local demand, as South Koreans increasingly engage with diverse gaming platforms. Additionally, favorable fiscal policies and government support for technology innovation stimulate investment in gaming infrastructure. The competitive landscape is enhanced by a thriving startup ecosystem, encouraging new entrants and innovation. Collectively, these elements foster a dynamic environment conducive to the expansion of the gaming networks sector.

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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