
Toys and Games in South Korea
Description
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.
Euromonitor International's 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.
Euromonitor International's 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
32 Pages
- Toys and Games in South Korea
- Euromonitor International
- July 2025
- List Of Contents And Tables
- TOYS AND GAMES IN SOUTH KOREA
- 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 KOREA
- KEY 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 DISCLAIMER
- VIDEO GAMES IN SOUTH KOREA
- KEY 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
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