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South Korea Video Game Market & Forecast, by Category & Users

South Korea Video Game Market will be US$ 9.8 Billion by 2026. Forecast, by Category (Mobile, Download, Online Games, Gaming Networks), Users, Age Group, Gender, Income, Company Analysis

· Game,Video Game Market

South Korea is the world's 4th largest marketplace for video games. About half the population of the country plays games on their smartphone. From the past several decades, gaming has been a staple of South Korean culture. South Korean teenagers and adults have habits of playing games and heads towards nearby LAN game center, after school. South Korea deeply embedded competitive gaming has become a culture, making it a superb breeding environment for a vibrant and highly lucrative pro-gaming scene. according to Renub Research analysis, the South Korea video game Market will be US$ 9.8 Billion by the year 2026.

South Korea is the fourth-largest mobile game market in the world. over half of South Korea’s population plays games on their smartphones. They spent a complete of $5.6 billion on mobile titles in 2018, consistent with game industry research firm Newzoo, which makes it a market all developers should enter.

But what's gaming culture like in South Korea? How has this influenced the types of games and game companies that are formative to the present culture — both within the past and now? and how does this help mobile companies to succeed? We’ve taken a glance at the South Korean scene to allow you to into one of the world’s thriving game industry cultures.

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South Korea was the primary country to host sports events 20 years ago. They’ve been dedicating TV channels to competitive gaming long before the remainder of the planet knew what esports was. While the opposite countries were still talking about home consoles in 2000, Korea’s Ministry of Culture and Tourism sponsored the planet Cyber Olympics alongside Samsung and Microsoft. It’s this forward-thinking attitude that also helped make South Korea a major contender to become a mobile gaming powerhouse.

Korea first started seeing venture companies developing computer games within the early 1990s. because the computer became a part of people’s daily lives at the beginning of the new millennium, more people jumped in to the local gaming industry and helped build a strong new sector in Korea by not only making games but also creating places to play them comfortably also as an infrastructure, like a quick internet connection.

OnGameNet (OGN) aired top gamers playing popular games on television to large home audiences. the corporate changed its name to OGN in 2015 and has become more focused on big-name games like Starcraft or League of Legends.

After the host of 2nd World Cyber Games in South Korea in 2002, the govt. has become serious regarding the video game industry within the country. Before the adoption of professional gaming in other parts of the globe, the South Korean government had devoted television channels too early so that the Korean country would lead the globe. Internet cafés, called PC bangs, are essential locations for young adults in their social life. they are going there to play games, talk and socialize on camera.

The video game's main problems are its addiction; many studies in Korea have shown the link between video game addiction and psychological disorders like depression and anxiety. Thus, the Korean government has invested substantial sums in new hospitals, programs, and community groups to cut back the problem thanks to concerns of widespread game addiction affecting players' health protection and despite numerous accidents associated with it. the govt took a measure and enforced the Cinderella Act that bans playing video games from midnight to early morning.

South Korea largest giant Netmarble Games, launched its new mobile MMORPG, A3: Still Alive, which was available for local users since March 2020. Another largest video game giant Nexon launched its new mobile role-playing game V4 in September 2019, which was the company's most highly anticipated massively multiplayer online role-playing games. By this, the corporate aims to attract users in locally also as abroad as seeing other mobile action games like HIT and OVERHIT.

Renub Research report titled “South Korea Video Game Market & Forecast, by Category (Mobile Games, Download Games, Online Games, Gaming Networks), Users (Mobile Games, Download Games, Online Games, Gaming Networks), Age Group (18-24, 25-34, 35-44, 45-54, 55-64), Gender (Male, Female), Income (Low Income, Medium Income, High Income), Company (Netmarble Corp., Gravity Co. Ltd., DoubleU Games, Activision Blizzard, NHN Entertainment Corp.)” studies the Korea video game industry. This report provides an all-encompassing analysis of the key growth drivers and restraining factors, demand, and their projections for the upcoming years.


Request a free Sample copy of the report: https://www.renub.com/request-sample-page.php?gturl=south-korea-video-game-market-p.php


Category & Users – The Report Studies the Market and Number of Users of the 4 Segments

1. Mobile Games
2. Download Games
3. Online Games
4. Gaming Network


Age Group – The Report Studies the South Korea Number of Video Game Players in the following 5 Age Groups

1. 18-24
2. 25-34
3. 35-44
4. 45-54
5. 55-64


Gender – The Report provides the Korea Video Game Player Numbers in both the Genders

• Male
• Female


Income – The Report Studies the Video Game Numbers by 3 Income Segments

• Low Income
• Medium Income
• High Income


All the company covered in the report has been covered from 3 viewpoints

• Overview
• Initiatives & Recent Developments
• Revenue


Company Profile

1. Netmarble Corp.
2. Gravity Co. Ltd.
3. DoubleU Games
4. Activision Blizzard
5. NHN Entertainment Corp.


Industry Related Opportunity:

United Kingdom Video Game Market: https://www.renub.com/united-kingdom-video-game-market-p.php

United States Video Game Market: https://www.renub.com/united-states-video-game-market-p.php


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