Download Games - South Korea

  • South Korea
  • In South Korea, the revenue in the Download Games market is forecasted to reach €221.50m by 2024.
  • The market is expected to grow at an annual rate of 2.91% (CAGR 2024-2027), resulting in a projected market volume of €241.40m by 2027.
  • By 2027, the number of users in the Download Games market is expected to amount to 7.5m users.
  • The user penetration in South Korea is predicted to be 14.4% in 2024 and is expected to increase to 14.6% by 2027.
  • In comparison to other countries, in the United States is projected to generate the highest revenue in the Download Games market, with €4,620.00m in 2024.
  • The average revenue per user (ARPU) in the South Korean Download Games market is projected to be €29.86 in 2024.
  • South Korea's thriving download games market is driven by a strong gaming culture and high-speed internet infrastructure.

Key regions: Asia, Europe, South Korea, United Kingdom, France

 
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Analyst Opinion

With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Visión general

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