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South Korea Gaming Market Overview, 2030

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    Report

  • 79 Pages
  • June 2025
  • Region: South Korea
  • Bonafide Research
  • ID: 6103311
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With its early development of the PC bang culture, South Korea's gaming industry has undergone an amazing transformation, significantly impacting the course of gaming worldwide. In the late 1990s, PC bangs, which are specialized gaming cafes, appeared, offering South Korean youngsters’ inexpensive access to high-performance computers and the internet. These venues soon rose to prominence in social and competitive gaming, establishing a thriving online multiplayer environment. With StarCraft leading the way, South Korea established itself as the birthplace of competitive esports in this cultural transformation.

Before esports gained widespread acceptance worldwide, televised games were popular entertainment, which gave rise to professional gaming stars. The South Korean gaming industry has historically been dominated by Massively Multiplayer Online Role-Playing Games MMORPGs. Driven by robust community components and incredibly social gaming experiences, games like Lineage, MapleStory, and Black Desert Online have achieved widespread appeal. These MMORPGs frequently included sophisticated customization options and intricate economies, becoming a daily part of the lives of many players in the nation.

The rise of online multiplayer games in South Korea was further facilitated by its ultra-fast broadband infrastructure, which allowed for smooth, low-latency gaming experiences and made competitive play more accessible to a wider audience. Nevertheless, along with this technological progress, there have been difficulties like the theft of intellectual property.

South Korean developers have had major problems with game cloning, particularly when foreign studios have cloned well-known games for other markets without the necessary licenses. Due to this, there have been demands for increased IP protection both domestically and internationally, as well as legal conflicts. South Korea continues to dominate the world market with its high-quality MMORPGs, creative mobile games, and esports competitions.

According to the research report, "South Korea Gaming Market Overview, 2030," the South Korea Gaming market is expected to reach a market size of more than USD 18.12 Billion by 2030. The gaming business in South Korea is going through a significant shift, with a number of new trends pointing to its creative and culturally diverse atmosphere. The rise of mobile MMORPGs has been one of the most important advancements. The move to mobile platforms has been flawless because of the nation's ingrained enthusiasm for massively multiplayer online games.

This change is exemplified by games such as Black Desert Mobile and Lineage M, which have intricated social systems and console-like graphics available directly on smartphones, attracting both seasoned players and newcomers. The integration of K-pop into gaming is contributing to this trend by fostering potent cross-industry synergies. Popular games partner with top K-pop acts like BTS or BLACKPINK, integrating their songs, character skins, or unique events into the game. By utilizing the worldwide impact of Korean pop culture, this blending of entertainment mediums not only enhances player interaction but also enables games to reach a wider, more international audience.

Government backing for esports, including specific investments in infrastructure, training courses, and worldwide promotion, further supports this thriving ecosystem. The League of Legends World Championship, which draws large international crowds, is just one of the events that has helped South Korea establish itself as a leader in competitive gaming. The use of gamification in fitness applications is becoming increasingly widespread.

By combining gaming and wellness objectives for tech-savvy consumers, apps are now employing game mechanics like rewards, challenges, and competitive leaderboards to promote healthier lifestyles. The use of blockchain for in-game assets is a cutting-edge trend. Korean developers are advancing the idea of a digital economy inside gaming by experimenting with blockchain-based games that let players truly own, trade, and monetize their in-game goods.

South Korea's gaming environment is heavily influenced by its special connection to technology and culture, and its platform preferences are constantly changing to match consumer behaviors in the home market as well as worldwide trends. The most popular platform in the nation is now firmly in place mobile gaming. The sophistication of South Korean mobile gaming is exemplified by games like Lineage M and Summoners War, which are fueled by widespread smartphone use, excellent internet infrastructure, and consumer desire for entertainment on the go. This platform is particularly enticing to casual gamers and younger players due to the ease of use of smartphones combined with powerful mobile payment systems.

The flourishing culture of the internet cafe, known as the "PC bang," is one way that PC gaming still retains a unique cultural position in South Korea. Games such as League of Legends, Overwatch, and MapleStory are still incredibly popular, and players are interacting in these virtual environments. Furthermore, PC bangs promote competitive esports settings, which play a major role in the world of professional gaming. In South Korea, PC gaming is still regarded as a more immersive and serious experience for dedicated gamers, even with the growth of mobile gaming. But historically, console gaming has been a smaller market segment. The early dominance of PC bangs and cultural tastes restricted console penetration in the past.

Despite the growing popularity of more recent consoles such the PlayStation 5 and Nintendo Switch, particularly among younger age groups and families, console gaming continues to trail behind mobile and PC gaming in terms of market share and cultural influence. With the installation of 5G networks throughout the nation, cloud gaming and game streaming platforms are becoming more popular and seem to have a bright future. South Korea's technically proficient market is starting to be reached by services such NVIDIA GeForce NOW.

There are several revenue models in the South Korean gaming market, each of which serves a different segment of its diverse player base. The most popular model, particularly in the mobile and PC gaming industries, is free-to-play F2P with in-app purchases IAP. Games like Lineage M and Dungeon Fighter Online are examples of this model, which generates billions of dollars in sales through premium characters, cosmetic enhancements, and gacha mechanics. These monetization approaches have a strong hold on South Korean players, which contributes significantly to developers' and publishers' recurring income.

From casual gamers to committed aficionados who are willing to spend a lot of money on their favorite games, the F2P model attracts a diverse audience. Historically, the pay-to-play complete game purchase model has worked well for PCs and consoles, but it only accounts for a minor portion of the South Korean market. The majority of Korean gamers like online multiplayer games with microtransactions over one-time purchases, but popular console franchises like The Legend of Zelda or Final Fantasy continue to draw paying consumers. There are exceptions, particularly among older or more niche gaming communities that favor story-driven or offline gameplay.

The majority of games that are supported by advertisements are hyper-casual mobile games that appeal to a large but less profitable audience. The majority of the revenue in this industry comes from advertisements that are displayed during or between gaming sessions. These games are often popular among users seeking short bursts of amusement rather than engaging gameplay.

Despite the fact that ad-supported games are not as profitable as IAP-driven models, they play a crucial role in increasing market accessibility, particularly among younger or non-core players. Direct game sales, revenue streams are becoming more popular, such as subscription models like Game Pass-like services, battle passes, and premium memberships. Esports sponsorships, influencer partnerships, and merchandise complement direct game sales.

Age demographics have a big influence on player behavior and market trends in South Korea's booming gaming sector. The majority of the under 18 audience plays mobile games and online PC games, frequently preferring colorful, action-packed games such as mobile MMORPGs or KartRider Rush+. This group participates actively in social and competitive gaming settings and is significantly impacted by popular culture, such as anime and K-pop. In an effort to control gaming addiction, the South Korean government has, however, enacted legislation that restricts minors' gaming hours and enforces curfews, making parental supervision and time limits commonplace.

The majority of South Korea's gaming market, in terms of both the number of players and the amount of money generated, is made up of the 19-35 age range. University students to young professionals make up this demographic, which is heavily engaged in streaming, esports viewership, and competitive online gaming. This market is dominated by games like League of Legends, Overwatch, and PUBG. In multiplayer online games where status and customization are valued, many individuals in this age group are prepared to pay for premium material, battle passes, and in-game purchases. Furthermore, this community frequently watches or participates in esports competitions, enhancing South Korea's standing as a major force in the world of esports.

They are ideal candidates for game marketers due to their high disposable income and familiarity with digital ecosystems. Although less, the 36+ age group is expanding, notably in the mobile gaming industry. Having grown up during the early internet and PC bang boom, many members of this group continue to have strong ties to online games, particularly strategy games, massively multiplayer online role-playing games MMORPGs, or nostalgic revivals of classic franchises. This audience also likes casual card games, simulation games, and mobile puzzle games.

In conventional gaming genres like first-person shooters FPS, real-time strategy RTS, and massively multiplayer online role-playing games MMORPGs, males have historically accounted for a larger proportion of the gaming community. Popular titles like League of Legends, StarCraft, PUBG, and FIFA Online have a sizable male audience. The culture of PC bangs internet cafés has traditionally been dominated by men, and many male gamers actively engage in esports, either as players or committed watchers. In genres that highlight competitive advantages or status symbols, such as premium skins, weapons, or exclusive characters, male players frequently drive spending.

Nevertheless, over the last ten years, there has been a notable rise in the proportion of women who play video games in South Korea. Mobile games, casual simulation games, puzzle games, and story-driven visual novels are particularly popular among female players. Titles such as Cookie Run: Kingdom, Animal Crossing, and mobile RPGs with elaborate storylines have grown in popularity among women. The growth of influencer culture on sites like YouTube and AfreecaTV has helped many female streamers become well-known, promoting more robust communities around games that may have been primarily dominated by males. This group frequently responds well to games that encourage creativity, storytelling, and customization.

Remarkably, there is now a greater proportion of women participating in esports, both in the audience and in amateur competitions. The rise of female-only gaming teams and women-centric esports competitions has increased gender diversity in the competitive arena. Furthermore, in an effort to attract a larger audience, including female gamers, developers have paid more attention to diversity and inclusion in character representation and narrative development.

Considered in this report

  • Historic Year: 2019
  • Base year: 2024
  • Estimated year: 2025
  • Forecast year: 2030

Aspects covered in this report

  • Gaming Market with its value and forecast along with its segments
  • Various drivers and challenges
  • On-going trends and developments
  • Top profiled companies
  • Strategic recommendation

By Platform

  • Mobile Gaming (Smartphones & Tablets)
  • PC Gaming
  • Console Gaming
  • Cloud Gaming / Game Streaming

By Revenue Model

  • Free-to-Play (F2P) with In-App Purchases (IAP)
  • Pay-to-Play (Full Game Purchase)
  • Ad-Supported Gaming
  • Others

By Age Group

  • Less than 18
  • 19-35
  • 36 and above

By Gender

  • Male
  • Female

The approach of the report:

This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases.

After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience

This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to this industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Considered in this report

  • Historic Year: 2019
  • Base year: 2024
  • Estimated year: 2025
  • Forecast year: 2030

Aspects covered in this report

  • Gaming Market with its value and forecast along with its segments
  • Various drivers and challenges
  • On-going trends and developments
  • Top profiled companies
  • Strategic recommendation

By Platform

  • Mobile Gaming (Smartphones & Tablets)
  • PC Gaming
  • Console Gaming
  • Cloud Gaming / Game Streaming

By Revenue Model

  • Free-to-Play (F2P) with In-App Purchases (IAP)
  • Pay-to-Play (Full Game Purchase)
  • Ad-Supported Gaming
  • Others

By Age Group

  • Less than 18
  • 19-35
  • 36 and above

By Gender

  • Male
  • Female

The approach of the report:

This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases.

After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience

This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to this industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Table of Contents

1. Executive Summary
2. Market Structure
2.1. Market Considerate
2.2. Assumptions
2.3. Limitations
2.4. Abbreviations
2.5. Sources
2.6. Definitions
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. South Korea Geography
4.1. Population Distribution Table
4.2. South Korea Macro Economic Indicators
5. Market Dynamics
5.1. Key Insights
5.2. Recent Developments
5.3. Market Drivers & Opportunities
5.4. Market Restraints & Challenges
5.5. Market Trends
5.6. Supply chain Analysis
5.7. Policy & Regulatory Framework
5.8. Industry Experts Views
6. South Korea Gaming Market Overview
6.1. Market Size By Value
6.2. Market Size and Forecast, By Platform
6.3. Market Size and Forecast, By Revenue Model
6.4. Market Size and Forecast, By Age Group
6.5. Market Size and Forecast, By Gender
6.6. Market Size and Forecast, By Region
7. South Korea Gaming Market Segmentations
7.1. South Korea Gaming Market, By Platform
7.1.1. South Korea Gaming Market Size, By Mobile Gaming (Smartphones & Tablets), 2019-2030
7.1.2. South Korea Gaming Market Size, By PC Gaming, 2019-2030
7.1.3. South Korea Gaming Market Size, By Console Gaming, 2019-2030
7.1.4. South Korea Gaming Market Size, By Cloud Gaming / Game Streaming, 2019-2030
7.2. South Korea Gaming Market, By Revenue Model
7.2.1. South Korea Gaming Market Size, By Free-to-Play (F2P) with In-App Purchases (IAP), 2019-2030
7.2.2. South Korea Gaming Market Size, By Pay-to-Play (Full Game Purchase), 2019-2030
7.2.3. South Korea Gaming Market Size, By Ad-Supported Gaming, 2019-2030
7.2.4. South Korea Gaming Market Size, By Others, 2019-2030
7.3. South Korea Gaming Market, By Age Group
7.3.1. South Korea Gaming Market Size, By Less than 18, 2019-2030
7.3.2. South Korea Gaming Market Size, By 19-35, 2019-2030
7.3.3. South Korea Gaming Market Size, By 36 and above, 2019-2030
7.4. South Korea Gaming Market, By Gender
7.4.1. South Korea Gaming Market Size, By Male, 2019-2030
7.4.2. South Korea Gaming Market Size, By Female, 2019-2030
7.5. South Korea Gaming Market, By Region
7.5.1. South Korea Gaming Market Size, By North, 2019-2030
7.5.2. South Korea Gaming Market Size, By East, 2019-2030
7.5.3. South Korea Gaming Market Size, By West, 2019-2030
7.5.4. South Korea Gaming Market Size, By South, 2019-2030
8. South Korea Gaming Market Opportunity Assessment
8.1. By Platform, 2025 to 2030
8.2. By Revenue Model, 2025 to 2030
8.3. By Age Group, 2025 to 2030
8.4. By Gender, 2025 to 2030
8.5. By Region, 2025 to 2030
9. Competitive Landscape
9.1. Porter's Five Forces
9.2. Company Profile
10. Strategic Recommendations11. Disclaimer
List of Figure
Figure 1: South Korea Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 2: Market Attractiveness Index, By Platform
Figure 3: Market Attractiveness Index, By Revenue Model
Figure 4: Market Attractiveness Index, By Age Group
Figure 5: Market Attractiveness Index, By Gender
Figure 6: Market Attractiveness Index, By Region
Figure 7: Porter's Five Forces of South Korea Gaming Market
List of Table
Table 1: Influencing Factors for Gaming Market, 2024
Table 2: South Korea Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 3: South Korea Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 4: South Korea Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 5: South Korea Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 6: South Korea Gaming Market Size and Forecast, By Region (2019 to 2030F) (In USD Million)
Table 7: South Korea Gaming Market Size of Mobile Gaming (Smartphones & Tablets) (2019 to 2030) in USD Million
Table 8: South Korea Gaming Market Size of PC Gaming (2019 to 2030) in USD Million
Table 9: South Korea Gaming Market Size of Console Gaming (2019 to 2030) in USD Million
Table 10: South Korea Gaming Market Size of Cloud Gaming / Game Streaming (2019 to 2030) in USD Million
Table 11: South Korea Gaming Market Size of Free-to-Play (F2P) with In-App Purchases (IAP) (2019 to 2030) in USD Million
Table 12: South Korea Gaming Market Size of Pay-to-Play (Full Game Purchase) (2019 to 2030) in USD Million
Table 13: South Korea Gaming Market Size of Ad-Supported Gaming (2019 to 2030) in USD Million
Table 14: South Korea Gaming Market Size of Others (2019 to 2030) in USD Million
Table 15: South Korea Gaming Market Size of Less than 18 (2019 to 2030) in USD Million
Table 16: South Korea Gaming Market Size of 19-35 (2019 to 2030) in USD Million
Table 17: South Korea Gaming Market Size of 36 and above (2019 to 2030) in USD Million
Table 18: South Korea Gaming Market Size of Male (2019 to 2030) in USD Million
Table 19: South Korea Gaming Market Size of Female (2019 to 2030) in USD Million
Table 20: South Korea Gaming Market Size of North (2019 to 2030) in USD Million
Table 21: South Korea Gaming Market Size of East (2019 to 2030) in USD Million
Table 22: South Korea Gaming Market Size of West (2019 to 2030) in USD Million
Table 23: South Korea Gaming Market Size of South (2019 to 2030) in USD Million