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    South Korea Video Game Market

    ID: MRFR/ICT/60773-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    South Korea Video Game Market Research Report By Game Type (Action, Role-Playing, Strategy, Simulation, Sports), By Platform (PC, Console, Mobile, Web, Virtual Reality), By Distribution Channel (Digital Download, Physical Retail, Subscription Services, Online Streaming) and By Target Audience (Casual Gamers, Core Gamers, Hardcore Gamers, Esports Enthusiasts) - Forecast to 2035

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    South Korea Video Game Market Research Report- Forecast to 2035 Infographic
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    Table of Contents

    South Korea Video Game Market Summary

    The South Korea Video Game market is projected to grow from 4.51 USD billion in 2024 to 7.5 USD billion by 2035.

    Key Market Trends & Highlights

    South Korea Video Game Key Trends and Highlights

    • The South Korea Video Game market is valued at 4.51 USD billion in 2024.
    • By 2035, the market is expected to reach 7.5 USD billion, indicating robust growth.
    • The compound annual growth rate (CAGR) for the period from 2025 to 2035 is estimated at 4.73%.
    • Growing adoption of mobile gaming due to increasing smartphone penetration is a major market driver.

    Market Size & Forecast

    2024 Market Size 4.51 (USD Billion)
    2035 Market Size 7.5 (USD Billion)
    CAGR (2025-2035) 4.73%

    Major Players

    Tencent, NCSoft, Smilegate, Pearl Abyss, Nexon, Krafton, Riot Games

    South Korea Video Game Market Trends

    Rapid technological advancements and a robust gaming culture are driving significant trends in the South Korea Video Game Market. The expansion of mobile networks and the increasing penetration of high-speed internet are two of the primary market drivers that have cultivated a dynamic online gaming environment. Furthermore, the expansion of esports in South Korea is not only promoting competitive gaming but also encouraging community engagement and viewer participation, resulting in a burgeoning ecosystem of both participants and fans. 

    This market presents opportunities for exploration due to the growing prevalence of mobile gaming. Companies are encouraged to create inventive mobile games that are tailored to the local preferences for engaging storylines and social experiences, as smartphones are the primary gaming device for many South Koreans. Additionally, there is a substantial opportunity for augmented and virtual reality technologies, which are becoming increasingly sophisticated and accessible, to provide immersive gameplay experiences that are appealing to both casual and dedicated gamers. 

    In recent years, there has been a discernible change in gaming preferences, with a burgeoning trend toward social and casual gaming. Although traditional genres such as role-playing and first-person shooters continue to appeal, there is a growing interest in recreational gaming formats, such as social and puzzle games, which are frequently played in brief sessions. 

    Additionally, the consumption of games has been altered by the influence of streaming platforms, as players frequently interact with content creators and influencers to identify new titles and trends.This localized gaming approach is indicative of South Korea's technological capabilities and its distinctive cultural milieu, which fosters ongoing innovation in the gaming industry.

    Source: Primary Research, Secondary Research, Market Research Future Database, and Analyst Review

    South Korea Video Game Market Drivers

    Market Segment Insights

    Video Game Market Game Type Insights

    Video Game Market Game Type Insights

    The South Korea Video Game Market is experiencing notable growth, specifically within the Game Type segment, which encompasses various categories such as Action, Role-Playing, Strategy, Simulation, and Sports. This dynamic environment has contributed to the overall rise in South Korea Video Game Market revenue. The Action genre maintains a strong appeal, driven by thrilling gameplay and engaging narratives, making it a staple among gamers of all ages. Likewise, Role-Playing games have gained sizeable traction, captivating players with immersive experiences that allow customization and character development, leading to extensive online communities and social interactions.

    The Strategy gaming sector, particularly popular for challenge-seeking players, emphasizes tactical thinking and planning, often resulting in competitive esports scenarios. Simulation games have carved out a niche in appealing to gamers seeking realistic experiences, whether in virtual life applications or intricate crafting environments, further diversifying the offerings in the South Korea Video Game Market statistics. The Sports segment remains a vital contributor, leveraging the country’s passion for competitive sports, enhancing virtual gameplay experiences tied to real-world events, and providing platforms for community engagement.

    In terms of market growth, these segments present various opportunities, especially with rising digital adoption and advancements in technology. As mobile gaming rises, the Game Type sector is also adapting, leading to innovative gameplay across genres. Yet, the South Korea Video Game Market industry faces challenges such as intense competition and the necessity for constant innovation to keep players engaged. However, the popularity of these game types suggests they will remain significant as players continue to seek new experiences and social connections within the gaming landscape.

    Overall, the segmentation across various Game Types reflects the diverse interests of gamers in South Korea, reinforcing the market's dynamic and evolving nature.

    Video Game Market Platform Insights

    Video Game Market Platform Insights

    The Platform segment of the South Korea Video Game Market is experiencing noticeable growth, with diverse ecosystems evolving across various technological advancements. In this market landscape, Mobile gaming stands out as a major force, showing immense popularity due to widespread smartphone usage among the population. The convenience and accessibility of mobile devices allow gamers to play on the go, which has led to significant consumer engagement. 

    Meanwhile, Console gaming maintains a solid presence, driven by exclusive titles and immersive gaming experiences that appeal to dedicated gamers.PC gaming, on the other hand, continues to thrive, particularly with the rise of esports and competitive gaming, making it a vital part of the gaming culture in South Korea. Additionally, Virtual Reality is gaining traction as it promises an innovative and immersive experience for players, although still in its growth phase compared to more established platforms. 

    Web gaming presents an alternative avenue, attracting gamers looking for instant play without downloads. Overall, the diversity within the Platform segment showcases both the opportunities and challenges posed by evolving consumer preferences, technology advancements, and the dynamic competition across the South Korea Video Game Market landscape.

    Video Game Market Distribution Channel Insights

    Video Game Market Distribution Channel Insights

    The Distribution Channel segment of the South Korea Video Game Market has shown considerable evolution, adapting to changing consumer preferences and technological advancements. Digital Download has emerged as a vital avenue for game distribution, driven by the increasing penetration of high-speed internet and smartphone usage within the country. A growing number of gamers in South Korea prefer the convenience of accessing and downloading games instantly, which has contributed to the dominance of this channel. 

    Meanwhile, Physical Retail continues to play a relevant role, especially among traditional gamers who value the experience of purchasing a tangible product and the ability to engage with community events at retail locations.Subscription Services are rapidly gaining traction, promoting a shift towards more sustainable gaming experiences by providing players access to a variety of titles for a flat fee. 

    Additionally, Online Streaming is on the rise, offering an innovative means for gamers to play titles without heavy hardware investment, which aligns with the country's tech-savvy population. As these segments develop, they contribute significantly to the overall landscape of the South Korea Video Game Market, reflecting wider trends of convenience, accessibility, and community engagement.

    Video Game Market Target Audience Insights

    Video Game Market Target Audience Insights

    The South Korea Video Game Market has a diverse target audience that encompasses various gamer types, each contributing uniquely to the industry's landscape. Casual Gamers represent a significant portion of the audience, typically engaging in easy-to-access games that provide leisure and enjoyment without the need for extensive commitment. Core Gamers are more invested, frequently playing games that require strategic skill and have deeper narratives, thereby driving demand for more complex gaming experiences. 

    Hardcore Gamers, on the other hand, often spend considerable time and resources on high-end gaming systems and competitive gaming, reflecting a strong dedication to the gaming culture.Esports Enthusiasts play a critical role in the market's growth, given the increasing popularity of esports events and competitive gaming in South Korea, accentuated by substantial local and international audiences. 

    The dynamic nature of these segments fuels continuous innovation and competition among video game developers, contributing to evolving gameplay, interactive technologies, and community engagement initiatives. Overall, the segmentation within the South Korea Video Game Market demonstrates a thriving ecosystem that caters to varying player preferences, ultimately driving growth and fostering a vibrant gaming community.

    Get more detailed insights about South Korea Video Game Market Research Report- Forecast to 2035

    Regional Insights

    Key Companies in the South Korea Video Game Market market include

    Industry Developments

    Market Segmentation

    Video Game Market Platform Outlook

    • PC
    • Console
    • Mobile
    • Web
    • Virtual Reality

    Video Game Market Game Type Outlook

    • Action
    • Role-Playing
    • Strategy
    • Simulation
    • Sports

    Video Game Market Target Audience Outlook

    • Casual Gamers
    • Core Gamers
    • Hardcore Gamers
    • Esports Enthusiasts

    Video Game Market Distribution Channel Outlook

    • Digital Download
    • Physical Retail
    • Subscription Services
    • Online Streaming

    Report Scope

     

    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 4.32(USD Billion)
    MARKET SIZE 2024 4.51(USD Billion)
    MARKET SIZE 2035 7.5(USD Billion)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 4.732% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Billion
    KEY COMPANIES PROFILED Tencent, NCSoft, Smilegate, Com2us, Pearl Abyss, Nexon, Gamevil, Krafton, Netmarble, Riot Games, Zynga, Electronic Arts, Bluehole Studio, Supercell, Activision Blizzard
    SEGMENTS COVERED Game Type, Platform, Distribution Channel, Target Audience
    KEY MARKET OPPORTUNITIES Mobile gaming growth, Esports expansion potential, VR and AR integration, Cross-platform multiplayer experiences, Game localization services
    KEY MARKET DYNAMICS mobile gaming dominance, esports popularity, increasing VR adoption, strong PC gaming culture, focus on online multiplayer experiences
    COUNTRIES COVERED South Korea

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the current market size of the South Korea Video Game Market?

    The South Korea Video Game Market is valued at approximately 4.51 billion USD in 2024.

    What is the expected market size of the South Korea Video Game Market by 2035?

    By 2035, the market is expected to reach a value of 7.5 billion USD.

    What is the projected CAGR for the South Korea Video Game Market from 2025 to 2035?

    The expected CAGR for the market from 2025 to 2035 is 4.732%.

    Which game type is expected to have the largest market share in South Korea by 2035?

    The Sports genre is projected to have the largest market share, valued at 2.162 billion USD by 2035.

    What is the market size for the Action game type in 2024?

    The market size for the Action game type is approximately 0.941 billion USD in 2024.

    Who are the key players in the South Korea Video Game Market?

    Major players in the market include Tencent, NCSoft, Smilegate, and Nexon among others.

    What is the expected growth rate for the Role-Playing game type from 2025 to 2035?

    The Role-Playing game type is expected to grow to 1.456 billion USD by 2035.

    What are the major trends driving growth in the South Korea Video Game Market?

    Key trends include the increasing popularity of esports and mobile gaming.

    How will the market performance of Sports games evolve by 2025?

    The Sports games segment is expected to show robust growth, reaching around 1.4 billion USD in 2024.

    What are the challenges faced by the South Korea Video Game Market?

    Challenges include intense competition and changing consumer preferences within the gaming industry.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. South
    59. Korea Video Game Market, BY Game Type (USD Billion)
    60. Action
    61. Role-Playing
    62. Strategy
    63. Simulation
    64. Sports
    65. South
    66. Korea Video Game Market, BY Platform (USD Billion)
    67. PC
    68. Console
    69. Mobile
    70. Web
    71. Virtual
    72. Reality
    73. South Korea Video Game
    74. Market, BY Distribution Channel (USD Billion)
    75. Digital
    76. Download
    77. Physical Retail
    78. Subscription
    79. Services
    80. Online Streaming
    81. South
    82. Korea Video Game Market, BY Target Audience (USD Billion)
    83. Casual
    84. Gamers
    85. Core Gamers
    86. Hardcore
    87. Gamers
    88. Esports Enthusiasts
    89. Competitive Landscape
    90. Overview
    91. Competitive
    92. Analysis
    93. Market share Analysis
    94. Major
    95. Growth Strategy in the Video Game Market
    96. Competitive
    97. Benchmarking
    98. Leading Players in Terms of Number of Developments
    99. in the Video Game Market
    100. Key developments and growth
    101. strategies
    102. New Product Launch/Service Deployment
    103. Merger
    104. & Acquisitions
    105. Joint Ventures
    106. Major
    107. Players Financial Matrix
    108. Sales and Operating Income
    109. Major
    110. Players R&D Expenditure. 2023
    111. Company
    112. Profiles
    113. Tencent
    114. Financial
    115. Overview
    116. Products Offered
    117. Key
    118. Developments
    119. SWOT Analysis
    120. Key
    121. Strategies
    122. NCSoft
    123. Financial
    124. Overview
    125. Products Offered
    126. Key
    127. Developments
    128. SWOT Analysis
    129. Key
    130. Strategies
    131. Smilegate
    132. Financial
    133. Overview
    134. Products Offered
    135. Key
    136. Developments
    137. SWOT Analysis
    138. Key
    139. Strategies
    140. Com2us
    141. Financial
    142. Overview
    143. Products Offered
    144. Key
    145. Developments
    146. SWOT Analysis
    147. Key
    148. Strategies
    149. Pearl Abyss
    150. Financial
    151. Overview
    152. Products Offered
    153. Key
    154. Developments
    155. SWOT Analysis
    156. Key
    157. Strategies
    158. Nexon
    159. Financial
    160. Overview
    161. Products Offered
    162. Key
    163. Developments
    164. SWOT Analysis
    165. Key
    166. Strategies
    167. Gamevil
    168. Financial
    169. Overview
    170. Products Offered
    171. Key
    172. Developments
    173. SWOT Analysis
    174. Key
    175. Strategies
    176. Krafton
    177. Financial
    178. Overview
    179. Products Offered
    180. Key
    181. Developments
    182. SWOT Analysis
    183. Key
    184. Strategies
    185. Netmarble
    186. Financial
    187. Overview
    188. Products Offered
    189. Key
    190. Developments
    191. SWOT Analysis
    192. Key
    193. Strategies
    194. Riot Games
    195. Financial
    196. Overview
    197. Products Offered
    198. Key
    199. Developments
    200. SWOT Analysis
    201. Key
    202. Strategies
    203. Zynga
    204. Financial
    205. Overview
    206. Products Offered
    207. Key
    208. Developments
    209. SWOT Analysis
    210. Key
    211. Strategies
    212. Electronic Arts
    213. Financial
    214. Overview
    215. Products Offered
    216. Key
    217. Developments
    218. SWOT Analysis
    219. Key
    220. Strategies
    221. Bluehole Studio
    222. Financial
    223. Overview
    224. Products Offered
    225. Key
    226. Developments
    227. SWOT Analysis
    228. Key
    229. Strategies
    230. Supercell
    231. Financial
    232. Overview
    233. Products Offered
    234. Key
    235. Developments
    236. SWOT Analysis
    237. Key
    238. Strategies
    239. Activision Blizzard
    240. Financial
    241. Overview
    242. Products Offered
    243. Key
    244. Developments
    245. SWOT Analysis
    246. Key
    247. Strategies
    248. References
    249. Related
    250. Reports
    251. LIST
    252. OF ASSUMPTIONS
    253. South Korea Video Game Market SIZE ESTIMATES
    254. & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
    255. South
    256. Korea Video Game Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD
    257. Billions)
    258. South Korea Video Game Market SIZE ESTIMATES
    259. & FORECAST, BY DISTRIBUTION CHANNEL, 2019-2035 (USD Billions)
    260. South
    261. Korea Video Game Market SIZE ESTIMATES & FORECAST, BY TARGET AUDIENCE, 2019-2035
    262. (USD Billions)
    263. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    264. ACQUISITION/PARTNERSHIP
    265. LIST
    266. Of figures
    267. MARKET SYNOPSIS
    268. SOUTH
    269. KOREA VIDEO GAME MARKET ANALYSIS BY GAME TYPE
    270. SOUTH KOREA
    271. VIDEO GAME MARKET ANALYSIS BY PLATFORM
    272. SOUTH KOREA VIDEO
    273. GAME MARKET ANALYSIS BY DISTRIBUTION CHANNEL
    274. SOUTH KOREA
    275. VIDEO GAME MARKET ANALYSIS BY TARGET AUDIENCE
    276. KEY BUYING
    277. CRITERIA OF VIDEO GAME MARKET
    278. RESEARCH PROCESS OF MRFR
    279. DRO
    280. ANALYSIS OF VIDEO GAME MARKET
    281. DRIVERS IMPACT ANALYSIS:
    282. VIDEO GAME MARKET
    283. RESTRAINTS IMPACT ANALYSIS: VIDEO GAME
    284. MARKET
    285. SUPPLY / VALUE CHAIN: VIDEO GAME MARKET
    286. VIDEO
    287. GAME MARKET, BY GAME TYPE, 2025 (% SHARE)
    288. VIDEO GAME
    289. MARKET, BY GAME TYPE, 2019 TO 2035 (USD Billions)
    290. VIDEO
    291. GAME MARKET, BY PLATFORM, 2025 (% SHARE)
    292. VIDEO GAME MARKET,
    293. BY PLATFORM, 2019 TO 2035 (USD Billions)
    294. VIDEO GAME MARKET,
    295. BY DISTRIBUTION CHANNEL, 2025 (% SHARE)
    296. VIDEO GAME MARKET,
    297. BY DISTRIBUTION CHANNEL, 2019 TO 2035 (USD Billions)
    298. VIDEO
    299. GAME MARKET, BY TARGET AUDIENCE, 2025 (% SHARE)
    300. VIDEO
    301. GAME MARKET, BY TARGET AUDIENCE, 2019 TO 2035 (USD Billions)
    302. BENCHMARKING
    303. OF MAJOR COMPETITORS

    South Korea Video Game Market Segmentation

     

     

     

    • Video Game Market By Game Type (USD Billion, 2019-2035)

      • Action
      • Role-Playing
      • Strategy
      • Simulation
      • Sports

     

    • Video Game Market By Platform (USD Billion, 2019-2035)

      • PC
      • Console
      • Mobile
      • Web
      • Virtual Reality

     

    • Video Game Market By Distribution Channel (USD Billion, 2019-2035)

      • Digital Download
      • Physical Retail
      • Subscription Services
      • Online Streaming

     

    • Video Game Market By Target Audience (USD Billion, 2019-2035)

      • Casual Gamers
      • Core Gamers
      • Hardcore Gamers
      • Esports Enthusiasts

     

     

     

     

     

     

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