South Korea is the world's 4th largest market 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 Korea teenagers and adults have habits of playing games and head towards nearby LAN game centers after school. South Korea deeply embedded competitive gaming has become mass culture, making it an excellent breeding environment for a vibrant and highly lucrative pro-gaming scene. According to this analysis, the South Korea Video Game Market will be US$ 9.8 Billion by the year 2026.
After the host of the 2nd World Cyber Games in South Korea in 2002, the government has become serious regarding the video game industry in the country. Before the adoption of professional gaming in other parts of the world, the South Korean government had devoted television channels too early so that the Korean country would lead the world. Internet cafés, called PC bangs, are essential locations for young adults in their social life. They go 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 reduce the problem due to concerns of widespread video game addiction affecting players' health protection and despite numerous accidents related to it. The government took a measure and enforced the Cinderella Act that bans playing video games from midnight to early morning.
South Korea's 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 game. By this, the company aims to attract users in local as well as abroad as seeing other mobile action games like HIT and OVERHIT.
This 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.
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.
Table of Contents
1. Introduction2. Research & Methodology3. Executive Summary
Companies Mentioned
- Netmarble Corp.
- Gravity Co. Ltd.
- DoubleU Games
- Activision Blizzard
- NHN Entertainment Corp.
Methodology
In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.
Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.
Primary Research
The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:
- Validates and improves the data quality and strengthens research proceeds
- Further develop the analyst team’s market understanding and expertise
- Supplies authentic information about market size, share, growth, and forecast
The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:
- Chief executives and VPs of leading corporations specific to the industry
- Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
- Key opinion leaders (KOLs)
Secondary Research
The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:
- Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
- Patent and regulatory databases for understanding of technical & legal developments
- Scientific and technical writings for product information and related preemptions
- Regional government and statistical databases for macro analysis
- Authentic new articles, webcasts, and other related releases for market evaluation
- Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
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