Games - South Korea

  • South Korea
  • In South Korea, revenue in the Games market is projected to reach €13.27bn in 2025.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2025-2029) of 6.85%, which would lead to a projected market volume of €17.30bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is set to generate €129,200.00m in 2025.
  • Within South Korea's Games market, the number of users is anticipated to amount to 33.5m users by 2029.
  • User penetration in South Korea will be 59.0% in 2025 and is forecasted to reach 65.1% by 2029.
  • The average revenue per user (ARPU) in South Korea is expected to be €1,357.00.
  • South Korea's gaming industry is witnessing a surge in mobile gaming popularity, driven by innovative local developers and a tech-savvy youth demographic.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games Market within the Media Market in South Korea is experiencing moderate growth, influenced by factors such as evolving consumer preferences, increased mobile gaming, and the rise of esports. However, regulatory challenges and market saturation are impacting overall growth rates.

Customer preferences:
Consumers in South Korea's games market are increasingly gravitating towards immersive and socially interactive experiences, reflecting a shift towards community-driven gameplay. The rise of mobile gaming appeals to younger demographics seeking convenience and flexibility, while older players are engaging with nostalgic titles that evoke a sense of familiarity. Additionally, the growing popularity of live-streaming platforms and esports events has transformed gaming into a social spectacle, fostering deeper connections among players and fans, and reshaping how games are consumed and enjoyed.

Trends in the market:
In South Korea, the games market is experiencing a significant shift towards immersive, community-driven experiences, with multiplayer and social gaming gaining traction among diverse demographics. The surge in mobile gaming continues to attract younger players who value convenience, while older gamers are drawn to classic titles that offer nostalgia. Furthermore, the rise of live-streaming platforms and esports events has turned gaming into a communal spectacle, enhancing player engagement and fostering social connections. This evolution presents opportunities for developers and marketers to innovate and tailor experiences that cater to these dynamic consumer preferences.

Local special circumstances:
In South Korea, the games market thrives due to a blend of high-speed internet infrastructure and a tech-savvy population that embraces digital innovation. The country's unique gaming culture is deeply rooted in social interaction, with PC bangs (internet cafes) serving as communal hubs for gamers. Additionally, regulatory support for esports has propelled competitive gaming into mainstream entertainment, attracting significant investments. These factors, coupled with a strong emphasis on mobile gaming and a youthful demographic, create a dynamic environment that distinguishes South Korea's gaming landscape from others, fostering rapid growth and diversification.

Underlying macroeconomic factors:
The expansion of the games market in South Korea is significantly shaped by macroeconomic factors such as robust internet infrastructure, favorable fiscal policies, and a strong national economy. The government’s investment in technology and innovation, coupled with supportive regulations for the gaming and esports sectors, fosters a conducive environment for growth. Furthermore, the increasing global demand for gaming content boosts export opportunities, while a youthful demographic with disposable income drives domestic consumption. As global economic trends favor digital entertainment, South Korea's gaming market benefits from a unique blend of cultural engagement and technological advancement, positioning it for sustained expansion.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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