Online Games - South Korea
- South Korea
- In South Korea, revenue in the Online Games market is projected to reach €1.42bn in 2025.
- This revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 2.87%, leading to a projected market volume of €1.59bn by 2029.
- Furthermore, in the Online Games market withSouth_Korea, the number of users is anticipated to reach 13.9m users by 2029.
- User penetration is forecasted to be 25.3% in 2025 and is expected to increase to 27.0% by 2029.
- In a global context, the majority of revenue will be generated China, which is projected to reach €6,283.00m in 2025.
- The average revenue per user (ARPU) in the Online Games market in South Korea is projected to amount to €108.90 in 2025.
- In South Korea, the online gaming market is increasingly dominated by mobile platforms, reflecting the nation's tech-savvy population and strong gaming culture.
Key regions: France, South Korea, Europe, India, Asia
Analyst Opinion
The Online Games Market within the Media Market in South Korea is experiencing mild growth, influenced by factors such as evolving consumer preferences, competitive gaming events, and the increasing integration of mobile gaming, which enhances accessibility for users.
Customer preferences: Consumers in South Korea are gravitating towards immersive gaming experiences that prioritize social interaction and community engagement, reflecting a cultural emphasis on connectivity. The rise of mobile gaming has made these experiences more accessible, particularly among younger demographics who favor on-the-go gameplay. Additionally, a growing interest in esports and streaming platforms is driving participation in competitive gaming, transforming casual gamers into dedicated fans and participants. This trend highlights a shift towards a more interactive and communal gaming culture.
Trends in the market: In South Korea, the Online Games Market is experiencing a significant shift towards immersive experiences that emphasize social interaction and community engagement. This trend is largely driven by mobile gaming, which has become increasingly popular among younger audiences seeking convenient gameplay options. Moreover, the rise of esports and streaming platforms has transformed the landscape, fostering a robust competitive gaming culture. Industry stakeholders must adapt to this evolution, as the demand for interactive and community-focused gaming experiences presents new opportunities for engagement, monetization, and brand loyalty.
Local special circumstances: In South Korea, the Online Games Market is notably influenced by the country's advanced internet infrastructure and high smartphone penetration, facilitating seamless access to gaming. Culturally, South Koreans have a strong affinity for gaming, often viewing it as a legitimate form of entertainment and social interaction. Additionally, regulatory measures, such as age restrictions and gaming curfews, shape player behavior and industry practices. This unique blend of technological readiness, cultural acceptance, and regulatory frameworks drives the demand for innovative, community-oriented gaming experiences, setting South Korea apart from other markets.
Underlying macroeconomic factors: The Online Games Market in South Korea is significantly shaped by macroeconomic factors, including global economic trends, national economic conditions, and fiscal policies. The country's robust economic performance, characterized by steady GDP growth and low unemployment, fosters consumer spending on entertainment, including gaming. Additionally, the government's focus on technology-driven economic policies supports innovation in the gaming sector. Global trends, such as the rise of esports and mobile gaming, further enhance market potential, while demographic shifts, including a younger population with increased digital engagement, drive demand for diverse gaming experiences. These factors collectively create a vibrant environment for online gaming in South Korea.
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