Mobile Games - South Korea

  • South Korea
  • In South Korea, revenue in the Mobile Games market is projected to reach €5.60bn in 2025.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 4.86%, leading to a projected market volume of €6.77bn by 2029.
  • Furthermore, the number of users in the Mobile Games market in South Korea is anticipated to amount to 27.0m users by 2029.
  • User penetration in the country will be 47.3% in 2025 and is expected to increase to 52.6% by 2029.
  • In global comparison, the majority of revenue will be generated United States, which is projected to reach €33,380.00m in 2025.
  • Additionally, the average revenue per user (ARPU) in South Korea's Mobile Games market is projected to amount to €229.40 in 2025.
  • In South Korea, the mobile games sector is witnessing a surge in demand for immersive storytelling and innovative gameplay mechanics, reflecting a shift in consumer preferences.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games Market in South Korea is experiencing mild growth, influenced by factors such as increasing smartphone penetration, evolving consumer preferences for gaming experiences, and the rise of competitive gaming. These elements are shaping the market's dynamics.

Customer preferences:
Consumers in South Korea's Mobile Games Market are gravitating towards immersive and socially interactive experiences, reflecting a shift towards more communal gaming. The rise of multiplayer and esports titles is particularly notable, as players seek competitive engagement and social connectivity. Additionally, the increasing popularity of mobile streaming platforms is fueling demand for games that integrate live interactions and streaming capabilities. This trend is further influenced by the younger demographic's preference for quick, engaging gameplay that fits into their fast-paced lifestyles.

Trends in the market:
In South Korea, the Mobile Games Market is experiencing a surge in demand for augmented reality (AR) and virtual reality (VR) experiences, as players seek more immersive and visually captivating gameplay. The integration of social features, such as in-game chat and cooperative missions, is becoming increasingly common, reflecting a desire for community-oriented play. Additionally, the rise of user-generated content and modding tools is empowering gamers to personalize their experiences. This evolution signifies a shift towards a more interactive gaming culture, prompting industry stakeholders to innovate and invest in technology that enhances user engagement and connectivity.

Local special circumstances:
In South Korea, the Mobile Games Market is thriving, fueled by a tech-savvy population that embraces rapid innovation and high-speed internet connectivity. Cultural factors, such as the popularity of esports and gaming as a social activity, encourage community engagement and competitive play. Regulatory support for game development and a robust ecosystem of developers foster creativity and collaboration. Additionally, the country's unique blend of traditional and modern influences shapes game themes, appealing to diverse player demographics and enhancing overall market dynamics.

Underlying macroeconomic factors:
The Mobile Games Market in South Korea is significantly shaped by various macroeconomic factors, including robust consumer spending and high disposable income levels that encourage gaming as a leisure activity. The country's strong national economic health, characterized by a steady GDP growth rate, supports investment in technology and entertainment sectors. Furthermore, favorable fiscal policies, such as tax incentives for game developers, stimulate innovation and expansion within the industry. Global trends, such as increased smartphone penetration and the rise of cloud gaming, also contribute to market dynamism, enhancing accessibility and engagement among diverse player demographics.

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.

Visión general

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