
Korean Gaming Market (Mobile, PC and Console): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)
Description
Korean Gaming Market (Mobile, PC and Console): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)
The Korean gaming market is anticipated to reach US$20.98 billion in 2026, growing at a CAGR of 6.21% during the period spanning 2022-2026. After the U.S., China, and Japan, it is the fourth largest market, accounting for more than 6% of the worldwide gaming industry in 2021.
The growth in the market has been driven by factors like rising smartphone penetration, rapid urbanization, rising gaming subscribers’ penetration rate, expansion of MMORPGs, cross-platform gaming coming to a reality, and surging youth population. The market is expected to face certain challenges such as side effects of excessive gaming and stringent government regulations. To overcome these challenges, the market would witness some key trends like metaverse in gaming industry, adoption of cloud gaming, E-sports, expansion of 5G, rise of cryptocurrency, and integration of board games in cafes.
The Korean gaming market can be segmented as follows: Mobile, PC and Consoles. Mobile held a larger share of the market in 2021. A wide variety of games is popular in Korea and this includes mobile games, PC computer games, and consoles. However, the most frequently accessed and enjoyed type of game in Korea is mobile games.
The Korean gaming market by export value increased at a CAGR of 9.19%. The Korean gaming market value by export category can be segmented as follows: Mobile, PC and Console. In 2021, the dominant share of the market was held by mobile segment.
Scope of the report:
The Korean gaming market is anticipated to reach US$20.98 billion in 2026, growing at a CAGR of 6.21% during the period spanning 2022-2026. After the U.S., China, and Japan, it is the fourth largest market, accounting for more than 6% of the worldwide gaming industry in 2021.
The growth in the market has been driven by factors like rising smartphone penetration, rapid urbanization, rising gaming subscribers’ penetration rate, expansion of MMORPGs, cross-platform gaming coming to a reality, and surging youth population. The market is expected to face certain challenges such as side effects of excessive gaming and stringent government regulations. To overcome these challenges, the market would witness some key trends like metaverse in gaming industry, adoption of cloud gaming, E-sports, expansion of 5G, rise of cryptocurrency, and integration of board games in cafes.
The Korean gaming market can be segmented as follows: Mobile, PC and Consoles. Mobile held a larger share of the market in 2021. A wide variety of games is popular in Korea and this includes mobile games, PC computer games, and consoles. However, the most frequently accessed and enjoyed type of game in Korea is mobile games.
The Korean gaming market by export value increased at a CAGR of 9.19%. The Korean gaming market value by export category can be segmented as follows: Mobile, PC and Console. In 2021, the dominant share of the market was held by mobile segment.
Scope of the report:
- The report provides a comprehensive analysis of the Korean gaming market, segmented into Mobile, PC and Consoles.
- The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.
- The competitive landscape of the market, along with the company profiles of leading players (Netmarble, Pearl Abyss, NCSoft, Nexon, Krafton, and Com2us Corporation) are also presented in detail.
- Game developers
- End Users (all age group)
- IT developers
- OTT Platforms
- Investment Banks
- Government Bodies & Regulating Authorities
Table of Contents
90 Pages
- 1. Market Overview
- 1.1 Game
- 1.1.1 Introduction
- Table 1: Importance of Games
- 1.2 Gaming
- 1.3 History of Gaming
- Table 2: History of Gaming
- 1.4 Benefits of Games
- Table 3: Benefits of Games
- 1.5 Segments of Gaming and Its Benefits
- Table 4: Segments of Gaming
- Table 5: Benefits of Segments
- 1.6 Cloud Based Gaming
- 1.6.1 Introduction
- 1.7 Gaming in Korea
- 1.7.1 Introduction
- 2. Impact of COVID-19
- 2.1 Impact of COVID-19 on Korea Gaming Market
- 2.2 Korea Mobile Game Downloads
- Table 6: Korea Mobile Game Downloads (Q4 2019 & Q1 2020)
- 2.3 Post-COVID Scenario
- 3. Korean Market Analysis
- 3.1 Global Gaming Market by Value
- Table 7: Global Gaming Market by Value (2017-2021)
- 3.2 Global Gaming Market Forecast by Value
- Table 8: Global Gaming Market Forecast by Value (2022-2026)
- 3.3 Korean Gaming Market by Value
- Table 9: Korean Gaming Market by Value (2017-2021)
- 3.4 Korean Gaming Market Forecast by Value
- Table 10: Korean Gaming Market Forecast by Value (2022-2026)
- 3.5 Korean Gaming Market by Segments
- Table 11: Korean Gaming Market by Segments (2021)
- 3.2.1 Korean Mobile Gaming Market by Value
- Table 12: Korean Mobile Gaming Market by Value (2018-2021)
- 3.2.2 Korean Mobile Gaming Market Forecast by Value
- Table 13: Korean Mobile Gaming Market Forecast by Value (2022-2026)
- 3.2.3 Korean PC Gaming Market by Value
- Table 14: Korean PC Gaming Market by Value (2018-2021)
- 3.2.4 Korean PC Gaming Market Forecast by Value
- Table 15: Korean PC Gaming Market Forecast by Value (2022-2026)
- 3.2.5 Korean Console Gaming Market by Value
- Table 16: Korean Console Gaming Market by Value (2017-2021)
- 3.2.6 Korean Console Gaming Market Forecast by Value
- Table 17: Korean Console Gaming Market Forecast by Value (2022-2026)
- 3.6 Korean Gaming Market by Export Value
- Table 18: Korean Gaming Market by Export Value (2017-2021)
- 3.7 Korean Gaming Market by Export Category
- Table 19: Korean Gaming Market by Export Category (2021)
- 3.8 Korean Gaming Market by Import Value
- Table 20: Korean Gaming Market by Import Value (2017-2021)
- 3.9 Korean Gaming Market by Import Category
- Table 21: Korean Gaming Market by Import Category (2021)
- 3.10 Korea Cloud Based Gaming Market Forecast by Value
- Table 22: Korean Cloud Based Gaming Market Forecast by Value (2020-2026)
- 3.11 Korea Cloud Based Gaming Subscribers Forecast
- Table 23: Korea Cloud Based Gaming Subscribers Forecast (2020-2026)
- 3.12 Korea Cloud Based Mobile Gamers by Age Group
- Table 24: Korea Cloud Based Mobile Gamers by Age Group (2021)
- 3.13 Korea Cloud Based Computer Gamers by Age Group
- Table 25: Korea Cloud Based Computer Gamers by Age Group (2021)
- 4. Market Dynamics
- 4.1 Growth Drivers
- 4.1.1 Rising Smartphone Penetration
- Table 26: South Korea Smartphone Penetration (2016-2021)
- 4.1.2 Rapid Urbanization
- Table 27: South Korea Urban Population (2015-2030)
- 4.1.3 Rising Gaming Subscribers Penetration Rate
- Table 28: Korea Gaming Subscribers Penetration Rate (2020-2026)
- 4.1.4 Expansion of MMORPG
- 4.1.5 Cross-platform Gaming Coming to a Reality
- 4.1.6 Surging Youth Population
- 4.2 Key Trends and Developments
- 4.2.1 Metaverse in Gaming Industry
- 4.2.2 Adoption of Cloud Gaming
- Table 29: Korea Cloud Market (2018-2022)
- 4.2.3 E-sports
- 4.2.4 Expansion of 5G
- Table 30: Korea 5G Number of Subscription (Jan’21-Dec’21)
- 4.2.5 Rise of Cryptocurrency
- 4.2.6 Integration of Board Games in Cafes
- 4.3 Challenges
- 4.3.1 Side Effects of Excessive Gaming
- 4.3.2 Stringent Government Regulations
- 5. Competitive Landscape
- 5.1 Korean Market
- 5.1.1 Revenues Comparison- Key Players
- Table 31: Key Players - Revenues Comparison (2020/2021)
- 5.1.2 Market Capitalization Comparison- Key Players
- Table 32: Key Players – Market Capitalization Comparison (2021)
- 5.1.3 Games Comparison- Key Players
- Table 33: Key Players – Games Comparison (2021)
- 5.1.4 Market Share- Key Players
- Table 34: Key Players – MMORPG Games Converted into Free to Play (2021)
- 6. Company Profiles
- 6.1 Nexon Co.Ltd
- 6.1.1 Business Overview
- 6.1.2 Financial Overview
- Table 35: Nexon Revenue and Net Income (2017-2021)
- Table 36: Nexon Revenue by Segment (2021)
- Table 37: Nexon Revenue by Products and Services (2021)
- Table 38: Nexon Revenue by Region (2021)
- 6.1.3 Business Strategies
- 6.2 NC Soft
- 6.2.1 Business Overview
- 6.2.2 Financial Overview
- Table 39: NC Soft Revenue and Profit of the Year (2016-2020)
- Table 40: NC Soft Revenue by Services (2020)
- Table 41: NC Soft Revenue by Regions (2020)
- 6.2.3 Business Strategies
- 6.3 Pearl Abyss
- 6.3.1 Business Overview
- 6.3.2 Financial Overview
- Table 42: Pearl Abyss Operating Revenues and Net Income (2018-2021)
- 6.3.3 Business Strategies
- 6.4 Krafton
- 6.4.1 Business Overview
- 6.4.2 Financial Overview
- Table 43: Krafton Revenue and Net Profit (2018-2021)
- 6.4.3 Business Strategies
- 6.5 Netmarble
- 6.5.1 Business Overview
- 6.5.2 Financial Overview
- Table 44: Netmarble Operating Revenue and Net Income (2017-2021)
- 6.5.3 Business Strategies
- 6.6 Com2us Corporation
- 6.6.1 Business Overview
- 6.6.2 Business Strategies
Pricing
Currency Rates
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