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South Korea Video Game Market & Forecast, by Category (Mobile, Download, Online Games, Gaming Networks), Users, Age Group, Gender, Income, Company Analysis

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    Report

  • 172 Pages
  • October 2020
  • Region: South Korea
  • Renub Research
  • ID: 5181449

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
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. South Korea Video Game Market
6. Market & Users Share - South Korea Video Game Market
6.1 Category Market Share
6.2 Users Share
6.3 Age Group Share
6.4 Gender Share
6.5 Income Share
7. Category - South Korea Video Game Market
7.1 Mobile Games
7.2 Download Games
7.3 Online Games
7.4 Gaming Networks
8. Users - South Korea Video Game Numbers
8.1 Mobile Games
8.2 Download Games
8.3 Online Games
8.4 Gaming Networks
9. Age Group - South Korea Video Game Numbers
9.1 18-24 Years
9.2 25-34 years
9.3 35-44 years
9.4 45-54 years
9.5 55-64 years
10. Gender - South Korea Video Game Numbers
10.1 Male
10.2 Female
11. Income - South Korea Video Game Numbers
11.1 Low income
11.2 Medium Income
11.3 High Income
12. Company Analysis
12.1 Netmarble Corp.
12.1.1 Overview
12.1.2 Initiatives & Recent Developments
12.1.3 Revenue
12.2 Gravity Co. Ltd.
12.2.1 Overview
12.2.2 Initiatives & Recent Developments
12.2.3 Revenue
12.3 DoubleU Games
12.3.1 Overview
12.3.2 Initiatives & Recent Developments
12.3.3 Revenue
12.4 Activision Blizzard
12.4.1 Overview
12.4.2 Initiatives & Recent Developments
12.4.3 Revenue
12.5 NHN Entertainment Corp.
12.5.1 Overview
12.5.2 Initiatives & Recent Developments
12.5.3 Revenue
List of Figures:
Figure 1: South Korea - Number of Internet Users (Millions), 2015 - 2019
Figure 2: South Korea - Video Game Market (Million US$), 2017 - 2019
Figure 3: South Korea - Forecast for Video Game Market (Million US$), 2020 - 2026
Figure 4: South Korea - Video Game Market Share by Age Group (%), 2017 - 2019
Figure 5: South Korea - Forecast for Video Game Market Share by Age Group (%), 2020 - 2026
Figure 6: South Korea - Video Game Market Share by Gender (%), 2017 - 2019
Figure 7: South Korea - Forecast for Video Game Market Share by Gender (%), 2020 - 2026
Figure 8: South Korea - Video Game Market Share by Income (%), 2017 - 2019
Figure 9: South Korea - Forecast for Video Game Market Share by Income (%), 2020 - 2026
Figure 10: South Korea - Video Game Market by Mobile Games (Million US$), 2017 - 2019
Figure 11: South Korea - Forecast for Video Game Market by Mobile Games (Million US$), 2020 - 2026
Figure 12: South Korea - Video Game Market by Download Game (Million US$), 2017 - 2019
Figure 13: South Korea - Forecast for Video Game Market by Download Game (Million US$), 2020 - 2026
Figure 14: South Korea - Online Video Game Market by Online Game (Million US$), 2017 - 2019
Figure 15: South Korea - Forecast for Online Video Game Market by Online Game (Million US$), 2020 - 2026
Figure 16: South Korea - Video Game Market by Gaming Networks (Million US$), 2017 - 2019
Figure 17: South Korea - Forecast for Video Game Market by Gaming Network (Million US$), 2020 - 2026
Figure 18: South Korea - Video Game Market by Consoles (Million US$), 2017 - 2019
Figure 19: South Korea - Forecast for Video Game Market by Consoles (Million US$), 2020 - 2026
Figure 20: Most played games in PC bangs based on time spent in South Korea as of March 2020
Figure 21: South Korea - Video Game Market by PC Games (Million US$), 2017 - 2019
Figure 22: South Korea - Forecast for Video Game Market by PC Games (Million US$), 2020 - 2026
Figure 23: South Korea - Video Game Users by Mobile Game (Million), 2017 - 2019
Figure 24: South Korea - Forecast for Video Game Users by Mobile Game (Million), 2020 - 2026
Figure 25: South Korea - Video Game Users by Download Games (Million), 2017 - 2019
Figure 26: South Korea - Forecast for Video Game Users by Download Game (Million), 2020 - 2026
Figure 27: South Korea Internet Users & Population in Millions, 2015 - 2019
Figure 28: South Korea - Video Games Users by Online Games (Million), 2017 - 2019
Figure 29: South Korea - Forecast for Video Game Users by Online Games (Million), 2020 - 2026
Figure 30: South Korea - Video Game Users by Gaming Network (Million), 2017 - 2019
Figure 31: South Korea - Forecast for Video Game User by Gaming Network (Million), 2020 - 2026
Figure 32: South Korea - Video Game Users by Consoles (Million), 2017 - 2019
Figure 33: South Korea - Forecast for Video Game User by Consoles (Million), 2020 - 2026
Figure 34: South Korea - Video Game Users by PC Games (Million), 2017 - 2019
Figure 35: South Korea - Forecast for Video Game User by PC Games (Million), 2020 - 2026
Figure 36: Distribution of professional gamers in the 10 major e-sports teams in South Korea in 2017, by annual salary level
Figure 37: Global - Netmarble Corporation Revenue (Million US$), 2017 - 2019
Figure 38: Global - Forecast for Netmarble Corporation Revenue (Million US$), 2020 - 2026
Figure 39: Global - Gravity Co. Ltd. Revenue (Million US$), 2017 - 2019
Figure 40: Global - Forecast for Gravity Co. Ltd. Revenue (Million US$), 2020 - 2026
Figure 41: Global - DoubleU Games Revenue (Million US$), 2017 - 2019
Figure 42: Global - Forecast for DoubleU Games Revenue (Million US$), 2020 - 2026
Figure 43: Global - Activision Blizzard Revenue (Million US$), 2017 - 2019
Figure 44: Global - Forecast for Activision Blizzard Revenue (Million US$), 2020 - 2026
Figure 45: Global - NHN Entertainment Company Revenue (Million US$), 2017 - 2019
Figure 46: Global - Forecast for NHN Entertainment Company Revenue (Million US$), 2020 - 2026
List of Tables:
Table 1: South Korea - Video Game Market Share by Category (%), 2017 - 2019
Table 2: South Korea - Forecast for Video Game Market Share by Category (%), 2020 - 2026
Table 3: South Korea - Video Game Market Share by Users (%), 2017 - 2019
Table 4: South Korea - Forecast for Video Game Market Share by Users (%), 2020 - 2026
Table 5: The top Mobile Games downloaded in South Korea, 2020
Table 6: South Korea - Video Game Market by Age Group (Million), 2017 - 2019
Table 7: South Korea - Forecast for Video Game Market by Age Group (Million), 2020 - 2026
Table 8: South Korea - Video Game Market by Gender (Million), 2017 - 2019
Table 9: South Korea - Forecast for Video Game Market by Gender (Million), 2020 - 2026
Table 10: South Korea - Video Game Market by Income (Million), 2017 - 2019
Table 11: South Korea - Forecast for Video Game Market by Income (Million), 2020 - 2026

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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