Report cover image

South Korea EdTech and Gamified Learning Market

Publisher Ken Research
Published Sep 23, 2025
Length 98 Pages
SKU # AMPS20591072

Description

South Korea EdTech and Gamified Learning Market Overview

The South Korea EdTech and Gamified Learning Market is valued at USD 4 billion, based on a five-year historical analysis. This growth is primarily driven by the increasing adoption of digital learning solutions, the rise of mobile learning applications, and the integration of gamification in educational content, which enhances engagement and retention among learners.

Seoul, Busan, and Incheon are the dominant cities in the South Korea EdTech market due to their robust technological infrastructure, high internet penetration rates, and a strong emphasis on education. These cities host numerous educational institutions and tech startups, fostering innovation and collaboration in the EdTech sector.

In 2023, the South Korean government implemented the "Digital Education Promotion Act," aimed at enhancing digital literacy and integrating technology into the education system. This regulation mandates the incorporation of digital tools in classrooms and provides funding for schools to adopt innovative learning technologies, thereby supporting the growth of the EdTech market.

South Korea EdTech and Gamified Learning Market Segmentation

By Type:

The market is segmented into various types, including Learning Management Systems (LMS), Gamified Learning Platforms, Mobile Learning Applications, Virtual Classrooms, Assessment Tools, Content Creation Tools, and Others. Each of these segments plays a crucial role in delivering educational content and enhancing the learning experience.

By End-User:

The EdTech market is also segmented by end-users, which include K-12 Education, Higher Education, Corporate Training, Government Institutions, Non-Profit Organizations, and Others. Each segment has unique needs and requirements, influencing the types of solutions adopted.

South Korea EdTech and Gamified Learning Market Competitive Landscape

The South Korea EdTech and Gamified Learning Market is characterized by a dynamic mix of regional and international players. Leading participants such as Samsung Education, Classum, Riiid, Mathpresso, Youni, EduTech Korea, Knewton, Woongjin ThinkBig, Credu, Taling, EBS (Educational Broadcasting System), DreamWiz, Tera Education, Edusquare, K-12 Online Learning contribute to innovation, geographic expansion, and service delivery in this space.

Samsung Education

2012

Seoul, South Korea

Classum

2015

Seoul, South Korea

Riiid

2014

Seoul, South Korea

Mathpresso

2015

Seoul, South Korea

Youni

2018

Seoul, South Korea

Company

Establishment Year

Headquarters

Group Size (Large, Medium, or Small as per industry convention)

Revenue Growth Rate

Customer Acquisition Cost

Customer Retention Rate

Market Penetration Rate

Pricing Strategy

South Korea EdTech and Gamified Learning Market Industry Analysis

Growth Drivers

Increasing Demand for Personalized Learning Solutions:

The South Korean EdTech market is witnessing a surge in demand for personalized learning solutions, driven by the need for tailored educational experiences. In future, the number of students utilizing personalized learning platforms is projected to reach 3.5 million, reflecting a 20% increase from the previous year. This growth is supported by the rising awareness of diverse learning styles and the effectiveness of customized educational content, which enhances student engagement and academic performance.

Rise in Mobile Learning Adoption:

Mobile learning adoption in South Korea is rapidly increasing, with over 70% of students using mobile devices for educational purposes in future. This trend is bolstered by the country's high smartphone penetration rate, which stands at 95%. The convenience of mobile learning platforms allows students to access educational resources anytime and anywhere, fostering a more flexible and engaging learning environment that aligns with modern educational needs.

Government Initiatives Promoting Digital Education:

The South Korean government has committed approximately $1.2 billion to enhance digital education initiatives in future. This funding aims to integrate technology into classrooms and support the development of innovative EdTech solutions. As a result, educational institutions are increasingly adopting digital tools, leading to improved learning outcomes and greater accessibility for students across various demographics, particularly in urban areas.

Market Challenges

High Competition Among EdTech Providers:

The South Korean EdTech market is characterized by intense competition, with over 1,000 active EdTech startups as of future. This saturation makes it challenging for new entrants to differentiate themselves and gain market share. Established players dominate the market, often leading to price wars and reduced profit margins, which can hinder innovation and the overall growth of the sector.

Resistance to Change from Traditional Education Systems:

Despite the growth of EdTech, traditional education systems in South Korea remain resistant to change, with 60% of educators expressing concerns about integrating new technologies into their teaching methods. This resistance is often rooted in a preference for established pedagogical practices, which can slow the adoption of innovative learning solutions and limit the potential impact of EdTech on educational outcomes.

South Korea EdTech and Gamified Learning Market Future Outlook

The South Korean EdTech and gamified learning market is poised for significant transformation, driven by technological advancements and evolving educational needs. As personalized learning and mobile education continue to gain traction, the integration of AI and data analytics will enhance learning experiences. Furthermore, the shift towards hybrid learning models will create new opportunities for EdTech providers to innovate and expand their offerings, ensuring that educational solutions remain relevant and effective in a rapidly changing landscape.

Market Opportunities

Expansion of Gamified Learning in Corporate Training:

The corporate training sector in South Korea is increasingly adopting gamified learning solutions, with an estimated market value of $500 million in future. This trend presents a significant opportunity for EdTech companies to develop engaging training programs that enhance employee skills and retention, ultimately driving productivity and organizational success.

Development of Bilingual and Multilingual Platforms:

With over 2 million foreign residents in South Korea, there is a growing demand for bilingual and multilingual educational platforms. By future, the market for language learning solutions is expected to reach $300 million, providing EdTech companies with the opportunity to cater to diverse linguistic needs and expand their user base significantly.

Please Note: It will take 5-7 business days to complete the report upon order confirmation.

Table of Contents

98 Pages
1. South Korea EdTech and Gamified Learning Market Overview
1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate
1.4. Market Segmentation Overview
2. South Korea EdTech and Gamified Learning Market Size (in USD Bn), 2019–2024
2.1. Historical Market Size
2.2. Year-on-Year Growth Analysis
2.3. Key Market Developments and Milestones
3. South Korea EdTech and Gamified Learning Market Analysis
3.1. Growth Drivers
3.1.1. Increasing demand for personalized learning solutions
3.1.2. Rise in mobile learning adoption
3.1.3. Government initiatives promoting digital education
3.1.4. Integration of AI and data analytics in learning platforms
3.2. Restraints
3.2.1. High competition among EdTech providers
3.2.2. Resistance to change from traditional education systems
3.2.3. Data privacy concerns
3.2.4. Limited access to technology in rural areas
3.3. Opportunities
3.3.1. Expansion of gamified learning in corporate training
3.3.2. Development of bilingual and multilingual platforms
3.3.3. Partnerships with educational institutions
3.3.4. Growth in international markets
3.4. Trends
3.4.1. Increasing use of AR/VR in education
3.4.2. Shift towards hybrid learning models
3.4.3. Focus on social-emotional learning
3.4.4. Rise of subscription-based learning models
3.5. Government Regulation
3.5.1. Implementation of digital education policies
3.5.2. Standards for data protection in EdTech
3.5.3. Funding for innovative educational technologies
3.5.4. Regulations on online content for minors
3.6. SWOT Analysis
3.7. Stakeholder Ecosystem
3.8. Competition Ecosystem
4. South Korea EdTech and Gamified Learning Market Segmentation, 2024
4.1. By Type (in Value %)
4.1.1. Learning Management Systems (LMS)
4.1.2. Gamified Learning Platforms
4.1.3. Mobile Learning Applications
4.1.4. Virtual Classrooms
4.1.5. Assessment Tools
4.1.6. Content Creation Tools
4.1.7. Others
4.2. By End-User (in Value %)
4.2.1. K-12 Education
4.2.2. Higher Education
4.2.3. Corporate Training
4.2.4. Government Institutions
4.2.5. Non-Profit Organizations
4.2.6. Others
4.3. By Application (in Value %)
4.3.1. Skill Development
4.3.2. Language Learning
4.3.3. STEM Education
4.3.4. Professional Certification
4.3.5. Others
4.4. By Distribution Channel (in Value %)
4.4.1. Direct Sales
4.4.2. Online Marketplaces
4.4.3. Educational Institutions
4.4.4. Corporate Partnerships
4.4.5. Others
4.5. By Pricing Model (in Value %)
4.5.1. Subscription-Based
4.5.2. One-Time Purchase
4.5.3. Freemium Model
4.5.4. Pay-Per-Use
4.5.5. Others
4.6. By Content Type (in Value %)
4.6.1. Video Content
4.6.2. Interactive Content
4.6.3. Text-Based Content
4.6.4. Assessment Content
4.6.5. Others
4.7. By User Demographics (in Value %)
4.7.1. Age Group (Children, Teenagers, Adults)
4.7.2. Educational Background (Primary, Secondary, Tertiary)
4.7.3. Professional Background (Entry-Level, Mid-Level, Senior)
4.7.4. Others
5. South Korea EdTech and Gamified Learning Market Cross Comparison
5.1. Detailed Profiles of Major Companies
5.1.1. Samsung Education
5.1.2. Classum
5.1.3. Riiid
5.1.4. Mathpresso
5.1.5. Youni
5.2. Cross Comparison Parameters
5.2.1. Revenue Growth Rate
5.2.2. Customer Acquisition Cost
5.2.3. Customer Retention Rate
5.2.4. Market Penetration Rate
5.2.5. Pricing Strategy
6. South Korea EdTech and Gamified Learning Market Regulatory Framework
6.1. Education Standards
6.2. Compliance Requirements and Audits
6.3. Certification Processes
7. South Korea EdTech and Gamified Learning Market Future Size (in USD Bn), 2025–2030
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth
8. South Korea EdTech and Gamified Learning Market Future Segmentation, 2030
8.1. By Type (in Value %)
8.2. By End-User (in Value %)
8.3. By Application (in Value %)
8.4. By Distribution Channel (in Value %)
8.5. By Pricing Model (in Value %)
8.6. By Content Type (in Value %)
Disclaimer
Contact Us
How Do Licenses Work?
Request A Sample
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.