
Video Games in South Korea
Description
In 2024, video games in South Korea recorded solid value growth, propelled by AI and digital content. Notable trends included AI-driven personalisation and strategic partnerships, which boosted gameplay and user acquisition. Companies focused on the global market with PC and console games, adhering to regulations mandating probability-based item disclosure. The competitive landscape is showing signs of consolidation, with major companies claiming considerable share.
Euromonitor International's Video 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: Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report??
* Get a detailed picture of the Video 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 Video 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: Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report??
* Get a detailed picture of the Video 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
25 Pages
- Video Games in South Korea
- Euromonitor International
- July 2025
- List Of Contents And Tables
- VIDEO GAMES IN SOUTH KOREA
- KEY DATA FINDINGS
- 2024 DEVELOPMENTS
- AI and further shift towards digital content shape performance of video games
- CHART 1 Key Trends 2024
- INDUSTRY PERFORMANCE
- Growth of video games software driven by digital sales
- Pikmin pop-up store drives customer acquisition with collectibles
- CHART 2 Pikmin Leads Game IP Push into Offline Collectibles
- Krafton partners with McLaren and NVIDIA to enhance user engagement
- CHART 3 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 4 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
- CHART 5 Key Trends 2024
- CHART 6 Analyst Insight
- CHART 7 From Gachia Park to Hypermarkets
- CHART 8 JYP’s DENIMALZ Campaign Charms Fans
- CHART 9 Krafton Bets on AI with InZOI Launch
- CHART 10 Real GDP Growth and Inflation 2019-2029
- CHART 11 PEST Analysis in South Korea 2024
- CHART 12 Key Insights on Consumers in South Korea 2024
- CHART 13 Consumer Landscape in South Korea 2024
- TOYS AND GAMES IN SOUTH KOREA
- EXECUTIVE SUMMARY
- Collectibles, kidults and digital content help drive positive performance
- KEY DATA FINDINGS
- INDUSTRY PERFORMANCE
- Largest category of video games registers most dynamic performance overall
- Gachapon trend expands, influencing marketing beyond toys and games
- Bigglz uses AI to enhance toy customisation and engagement
- DAY6's DENIMALZ merchandise leverages customisation to engage fans
- WHAT’S NEXT?
- Video games to continue driving growth of toys and games
- AI to drive development in toys and games
- 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
- CONSUMER CONTEXT
- COUNTRY REPORTS DISCLAIMER
- SOURCES
- Summary 1 Research Sources
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