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Toys and Games in South Korea

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    Report

  • 32 Pages
  • July 2025
  • Region: South Korea
  • Euromonitor International
  • ID: 2169220
Toys and games in South Korea grew in 2024, driven by the increasing popularity of collectibles, the purchasing power of kidults, the gachapon craze, and a further shift towards digital content. Key trends included AI personalisation, shaping engaging play experiences, and partnerships blurring lines between industries. The landscape became increasingly consolidated over the review period. E-commerce dominates distribution, with gacha marketing boosting consumer sentiment.

The Toys and Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2020-2024, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2029 illustrate how the market is set to change.

Product coverage: Traditional Toys and Games, Video Games.

Data coverage: Market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?

  • Get a detailed picture of the Toys and Games market;
  • Pinpoint growth sectors and identify factors driving change;
  • Understand the competitive environment, the market’s major players and leading brands;
  • Use five-year forecasts to assess how the market is predicted to develop.

Table of Contents

EXECUTIVE SUMMARY
  • Collectibles, kidults and digital content help drive positive performance
KEY DATA FINDINGS
  • CHART 1 Key Trends 2024
INDUSTRY PERFORMANCE
  • Largest category of video games registers most dynamic performance overall
  • CHART 2 Analyst Insight
  • Gachapon trend expands, influencing marketing beyond toys and games
  • CHART 3 From Gachia Park to Hypermarkets
  • Bigglz uses AI to enhance toy customisation and engagement
  • DAY6's DENIMALZ merchandise leverages customisation to engage fans
  • CHART 4 JYP’s DENIMALZ Campaign Charms Fans
  • WHAT’S NEXT?
  • Video games to continue driving growth of toys and games
  • AI to drive development in toys and games
  • CHART 5 Krafton Bets on AI with InZOI Launch
  • Gacha marketing to gain further traction, but this will be more of a challenge for video games
  • Change to chat feature for Among Us alienates Generation Alpha
COMPETITIVE LANDSCAPE
  • Leader Nexon uses AI marketing, while Catch Teenieping gains notable share in dolls and accessories
  • Pikmin game resonates with millennials and Generation Z for providing enjoyment
  • Neptune diversifies via independent studio investment; Aurora World acquires Mary Meyer
CHANNELS
  • Retail e-commerce expansion driven by changing industry and pre-order systems
  • Gacha retail model helps to boost toys and games, while expanding across consumer goods
ECONOMIC CONTEXT
  • CHART 6 Real GDP Growth and Inflation 2019-2029
  • CHART 7 PEST Analysis in South Korea 2024
CONSUMER CONTEXT
  • CHART 8 Key Insights on Consumers in South Korea 2024
  • CHART 9 Consumer Landscape in South Korea 2024
COUNTRY REPORTS DISCLAIMER
SOURCES
  • Summary 1 Research Sources
TRADITIONAL TOYS AND GAMES IN SOUTH KOREAKEY DATA FINDINGS
2024 DEVELOPMENTS
  • Despite overall decline, dolls and accessories benefits from kidults and collectibles trends
  • CHART 10 Key Trends 2024
INDUSTRY PERFORMANCE
  • Dolls and accessories experiences double-digit growth, driven by Catch Teenieping
  • CHART 11 Lego Expands Botanicals Range
  • Pop Mart partnerships drive growth in collectibles
  • CHART 12 Pop Mart Grows Collectibles Buzz with Disney and K-pop
  • Catch Teenieping IP drives growth across children's products through partnerships
  • WHAT’S NEXT?
  • Construction to drive overall sales, while companies will look to diversify with AI and tech innovations
  • Major focus on kidults amid ageing population and low birth rates
  • Retail e-commerce to attract cost-conscious consumers while gacha model may be hindered by potential regulations and concerns
  • CHART 13 Analyst Insight
COMPETITIVE LANDSCAPE
  • Low concentration as LEGO Group retains lead while competitors make gains
  • Local company Young Toys gains ground by utilising intellectual properties
  • Aurora World acquires Mary Meyer to expand product range
CHANNELS
  • Retail e-commerce leads distribution, while hypermarkets loses ground
  • Experiential retail drives flagship and pop-up store expansion
COUNTRY REPORTS DISCLAIMERVIDEO GAMES IN SOUTH KOREAKEY DATA FINDINGS
2024 DEVELOPMENTS
  • AI and further shift towards digital content shape performance of video games
  • CHART 14 Key Trends 2024
INDUSTRY PERFORMANCE
  • Growth of video games software driven by digital sales
  • Pikmin pop-up store drives customer acquisition with collectibles
  • CHART 15 Pikmin Leads Game IP Push into Offline Collectibles
  • Krafton partners with McLaren and NVIDIA to enhance user engagement
  • CHART 16 Krafton And McLaren Mobile Game Partnership
  • WHAT’S NEXT?
  • Video games software set to drive future growth
  • AI personalisation and strategic partnerships drive video game changes
  • CHART 17 Analyst Insight
  • Local games studios consider overseas expansion as regulations could hinder in-game purchases
COMPETITIVE LANDSCAPE
  • Nexon strengthens leadership through user experience focus
Pikmin's appealing characters gain popularity among millennials and Generation Z
  • Companies look to strengthen positions through acquisitions
  • Krafton invests in studios, and launches AI-powered community simulation game
CHANNELS
  • Retail e-commerce dominates distribution amid in-app purchase growth
  • Nikke and Pikmin pop-ups boost experiential retail engagement
  • COUNTRY REPORTS DISCLAIMER