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South Korea Mobile Gaming Market Size and Share - Outlook Report, Forecast Trends and Growth Analysis (2025-2034)

Published Jul 28, 2025
Length 138 Pages
SKU # EMAR20318313

Description

The South Korea mobile gaming market size reached a value of more than USD 11.70 Billion in 2024 . The South Korea mobile gaming industry is expected to grow at a CAGR of 7.10% between 2025 and 2034, reaching a value of USD 23.23 Billion by 2034 .

Key Trends in the South Korea Mobile Gaming Market

The market for mobile gaming is expanding in South Korea. Despite being a relatively small population, South Korea is the world's fourth-largest market for mobile gaming, after China, Japan, and U.S.A. Furthermore, it's believed that more than 70% of Koreans play mobile games.

The Growing Online Gaming Community and Rising Disposable Income Proliferate the Mobile Gaming Market of South Korea

People now earn more disposable income than when the initially PC MMORPGs started in South Korea. Users of RPG mobile games tend to be financially secure. Due to the time and effort necessary for the game, users of mobile RPGs are referred to as "heavy gamers." The majority of these avid players view this game as a pastime. An economically secure person would very often spend the money on their hobbies. There is an online community for mobile MMORPGs as well. As players play more, they level up, join more guilds and events, and eventually develop a sizable in-game community with several other players.

High Gamer Penetration and Tech Savvy Population Aid the Mobile Gaming Industry in South Korea

South Koreans are technologically savvy and have access to one of the fastest internet network facilities in the world. The gaming culture in South Korea is well known worldwide. Through the games League of Legends, Starcraft, Overwatch, and many more, South Koreans have proven their passion for and expertise in gaming. The market for mobile games is expanding, even in South Korea. The hardware in smartphones has advanced quickly. The improved mobile chipsets, larger displays with better resolution, and longer battery life aid in supporting video games on mobile. Furthermore, esports and online gaming have exploded in popularity among millennials and Gen Zs, which is also resulting in high gamer penetration in the country.

Additionally, social media and internet platforms like Twitch have aided in the popularity of mobile gaming. New games are frequently featured by streamers and YouTubers on their channels, which promotes interest in and enthusiasm among the general public and has helped them to create a fanbase.

Market Segmentation

The Expert Market Research's report titled “South Korea Mobile Gaming Market Report and Forecast 2025-2034” offers a detailed analysis of the market based on the following segments:

Market Breakup by Monetisation Type
  • In-app Purchases
  • Paid Apps
  • Advertising
Market Breakup by Platform
  • Android
  • iOS
  • Others
Market Share by Monetisation Type

The possibility to buy special privileges within games, or in-game purchases, is a key revenue-generating avenue for the mobile gaming industry. The expansion of mobile gaming earnings is also made possible by the flexibility of in-game payment options. In the past, the majority of mobile games were paid apps that required upfront purchases. However, due to their low entry barrier and adaptable payment methods, free-to-play games have grown in popularity. Showing advertisements in between the games is now also getting popular among people, especially students who avoid any purchases. However, owing to rising disposable incomes and the capability to spend more on one's passion and hobbies, this will positively affect the South Korea mobile gaming market growth in the coming years.

Market Share by Platform

The rapid use of tablets and smartphones , the expansion of mobile broadband connections, and the creation of complex games for these devices have all contributed to mobile gaming's position as one of the video game market's fastest-growing categories in South Korea. During the forecast period, both iOS and Android will be growing, with the Android segment securing a larger share as it is the most widely used operating system in the country.

Competitive Landscape

The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the South Korea mobile gaming market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.

NEXON Co., Ltd.

Nexon Co., Ltd. creates, manufactures, and distributes online games for personal computers (PCs), mobile games, and associated services. The firm offers mobile games with names like AxE and Moonlight Blade as well as PC online games with titles like Dungeon, MapleStory, and Fighter. The business creates, manufactures, and distributes online games for personal computers (PCs), mobile games, and associated services. The company was founded in 2002 and is headquartered in Tokyo, Japan.

Kakao Games Corp.

A Kakao subsidiary, Kakao Games Corp. is a South Korean publisher of video games. It focuses on creating and releasing games for PC, mobile, and virtual reality platforms. Before Daum was acquired, Kakao Games was only recognised for distributing video games in Korea. Its name was changed to Kakao Games. Now, in part because of its social component with KakaoTalk, Kakao Games distributes its games around the globe to North America, Europe, and other regions of Asia. The headquarters of the company are in Jeju-si, South Korea.

Other key players in the South Korea Mobile Gaming Market are Com2uS Corporation, KRAFTON, Inc., Netmarble Corp, NCSoft Corporation, Pearl Abyss Corp., Webzen Co., Ltd., NHN Co., Ltd., and Actozsoft Co., Ltd. among others.

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Table of Contents

138 Pages
1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 South Korea Mobile Gaming Market Analysis
5.1 Key Industry Highlights
5.2 South Korea Mobile Gaming Historical Market (2018-2024)
5.3 South Korea Mobile Gaming Market Forecast (2025-2034)
6 South Korea Mobile Gaming Market by Monetisation Type
6.1 In-app Purchases
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.2 Paid Apps
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
6.3 Advertising
6.3.1 Historical Trend (2018-2024)
6.3.2 Forecast Trend (2025-2034)
7 South Korea Mobile Gaming Market by Platform
7.1 Android
7.1.1 Historical Trend (2018-2024)
7.1.2 Forecast Trend (2025-2034)
7.2 iOS
7.2.1 Historical Trend (2018-2024)
7.2.2 Forecast Trend (2025-2034)
7.3 Others
8 Market Dynamics
8.1 SWOT Analysis
8.1.1 Strengths
8.1.2 Weaknesses
8.1.3 Opportunities
8.1.4 Threats
8.2 Porter’s Five Forces Analysis
8.2.1 Supplier’s Power
8.2.2 Buyer’s Power
8.2.3 Threat of New Entrants
8.2.4 Degree of Rivalry
8.2.5 Threat of Substitutes
8.3 Key Indicators for Demand
8.4 Key Indicators for Price
9 Competitive Landscape
9.1 Supplier Selection
9.2 Key Global Players
9.3 Key Regional Players
9.4 Key Player Strategies
9.5 Company Profiles
9.5.1 Com2uS Corporation
9.5.1.1 Company Overview
9.5.1.2 Product Portfolio
9.5.1.3 Demographic Reach and Achievements
9.5.1.4 Certifications
9.5.2 KRAFTON, Inc.
9.5.2.1 Company Overview
9.5.2.2 Product Portfolio
9.5.2.3 Demographic Reach and Achievements
9.5.2.4 Certifications
9.5.3 Netmarble Corp
9.5.3.1 Company Overview
9.5.3.2 Product Portfolio
9.5.3.3 Demographic Reach and Achievements
9.5.3.4 Certifications
9.5.4 NCSoft Corporation
9.5.4.1 Company Overview
9.5.4.2 Product Portfolio
9.5.4.3 Demographic Reach and Achievements
9.5.4.4 Certifications
9.5.5 NEXON Co., Ltd
9.5.5.1 Company Overview
9.5.5.2 Product Portfolio
9.5.5.3 Demographic Reach and Achievements
9.5.5.4 Certifications
9.5.6 Pearl Abyss Corp.
9.5.6.1 Company Overview
9.5.6.2 Product Portfolio
9.5.6.3 Demographic Reach and Achievements
9.5.6.4 Certifications
9.5.7 Kakao Games Corp.
9.5.7.1 Company Overview
9.5.7.2 Product Portfolio
9.5.7.3 Demographic Reach and Achievements
9.5.7.4 Certifications
9.5.8 Webzen Co., Ltd.
9.5.8.1 Company Overview
9.5.8.2 Product Portfolio
9.5.8.3 Demographic Reach and Achievements
9.5.8.4 Certifications
9.5.9 NHN Co., Ltd.
9.5.9.1 Company Overview
9.5.9.2 Product Portfolio
9.5.9.3 Demographic Reach and Achievements
9.5.9.4 Certifications
9.5.10 Actozsoft Co., Ltd
9.5.10.1 Company Overview
9.5.10.2 Product Portfolio
9.5.10.3 Demographic Reach and Achievements
9.5.10.4 Certifications
9.5.11 Others
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