
Esports in South Korea
Description
Esports in South Korea
Summary
Esports in South Korea industry profile provides top-line qualitative and quantitative summary information including: market size (value 2019-24, and forecast to 2029). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
Key Highlights
Summary
Esports in South Korea industry profile provides top-line qualitative and quantitative summary information including: market size (value 2019-24, and forecast to 2029). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
Key Highlights
- Esports refers to video games played within highly organized competitive environments, it covers a wide spectrum of video games, ranging from popular team-based multiplayer online battle arenas (MOBAs) to individual-focused first-person shooters and immersive survival battle royales, as well as virtual interpretations of real-world sports. The rise of esports is driven by growing enthusiasm for mobile gaming in different regions, along with improved access and technological development. The esports market is segmented into digital (in-app purchases), sponsorship, media rights, ticket & merchandise, publisher fees, and streaming.
- The South Korean esports market recorded revenues of $170.7 million in 2024, representing a compound annual growth rate (CAGR) of 7.3% between 2019 and 2024.
- The sponsorship segment accounted for the market's largest proportion in 2024, with total revenues of $104.2 million, equivalent to 61.0% of the market's overall value.
- In 2024, the South Korean esports market grew by 18.8%, driven by the expanding gaming industry and technological advancements such as streaming platforms and virtual reality. Additionally, the widespread expansion of high-speed internet further accelerated market growth, enhancing accessibility and engagement nationwide.
- Save time carrying out entry-level research by identifying the size, growth, major segments, and leading players in the esports market in South Korea
- Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the esports market in South Korea
- Leading company profiles reveal details of key esports market players’ global operations and financial performance
- Add weight to presentations and pitches by understanding the future growth prospects of the South Korea esports market with five year forecasts
- What was the size of the South Korea esports market by value in 2024?
- What will be the size of the South Korea esports market in 2029?
- What factors are affecting the strength of competition in the South Korea esports market?
- How has the market performed over the last five years?
- What are the main segments that make up South Korea's esports market?
Table of Contents
45 Pages
- 1 Executive Summary
- 1.1. Market value
- 1.2. Market value forecast
- 1.3. Category segmentation
- 1.4. Geography segmentation
- 1.5. Market rivalry
- 1.6. Competitive landscape
- 2 Market Overview
- 2.1. Market definition
- 2.2. Market analysis
- 3 Market Data
- 3.1. Market value
- 4 Market Segmentation
- 4.1. Category segmentation
- 4.2. Geography segmentation
- 5 Market Outlook
- 5.1. Market value forecast
- 6 Five Forces Analysis
- 6.1. Summary
- 6.2. Buyer power
- 6.3. Supplier power
- 6.4. New entrants
- 6.5. Threat of substitutes
- 6.6. Degree of rivalry
- 7 Competitive Landscape
- 7.1. Who are the leading players?
- 7.2. What are the strengths of leading players?
- 7.3. What strategies do the leading players follow?
- 7.4. What are the most recent notable developments?
- 8 Company Profiles
- 8.1. NCsoft Corp
- 8.2. Tencent Holdings Ltd
- 8.3. Nintendo Co Ltd
- 8.4. Activision Blizzard Inc
- 9 Macroeconomic Indicators
- 9.1. Country data
- 10 Appendix
- 10.1. Methodology
- 10.2. Industry associations
- 10.3. Related GlobalData research
- 10.4. About GlobalData
- List of Tables
- Table 1: South Korea esports market value: $ million, 2019-24
- Table 2: South Korea esports market category segmentation: % share, by value, 2019-24
- Table 3: South Korea esports market category segmentation: $ million, 2019-24
- Table 4: South Korea esports market geography segmentation: $ million, 2024
- Table 5: South Korea esports market value forecast: $ million, 2024-29
- Table 6: NCsoft Corp: Key Facts
- Table 7: NCsoft Corp: annual financial ratios
- Table 8: NCsoft Corp: key employees
- Table 9: Tencent Holdings Ltd: Key Facts
- Table 10: Tencent Holdings Ltd: annual financial ratios
- Table 11: Tencent Holdings Ltd: key employees
- Table 12: Nintendo Co Ltd: Key Facts
- Table 13: Nintendo Co Ltd: annual financial ratios
- Table 14: Nintendo Co Ltd: key employees
- Table 15: Activision Blizzard Inc: Key Facts
- Table 16: Activision Blizzard Inc: key employees
- Table 17: South Korea Exchange Rate, 2019-24
- List of Figures
- Figure 1: South Korea esports market value: $ million, 2019-24
- Figure 2: South Korea esports market category segmentation: $ million, 2019-24
- Figure 3: South Korea esports market geography segmentation: % share, by value, 2024
- Figure 4: South Korea esports market value forecast: $ million, 2024-29
- Figure 5: Forces driving competition in the esports market in South Korea, 2024
- Figure 6: Drivers of buyer power in the esports market in South Korea, 2024
- Figure 7: Drivers of supplier power in the esports market in South Korea, 2024
- Figure 8: Factors influencing the likelihood of new entrants in the esports market in South Korea, 2024
- Figure 9: Factors influencing the threat of substitutes in the esports market in South Korea, 2024
- Figure 10: Drivers of degree of rivalry in the esports market in South Korea, 2024
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