Toys and Games in South Korea

August 2026
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Overview:

Understand the latest market trends and future growth opportunities for the Toys and Games industry in South Korea with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:

  • Traditional Toys and Games
  • Video Games

If you're in the Toys and Games industry in South Korea, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Toys and Games in South Korea report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Toys and Games in South Korea?
  • Which are the leading brands in Toys and Games in South Korea?
  • How are products distributed in Toys and Games in South Korea?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in South Korea?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Toys and Games in South Korea

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Nexon Leverages Live Services to Drive Recurring Digital Spend
Samg Entertainment Repositions Dolls for Adult Collectors Amid Birth-Rate Crisis
Chart 2 Samg and Its Teenieping Fandom to Sell beyond the Shrinking Child Base
Scarcity, Surprise and Premium Ip Reshape Toy Market Growth
Chart 3 Choirock's Pop-Up Store and 200-Unit Limited Release in Korea's Toy Market.
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Video Games Remain Primary Value Driver
Digital Ecosystems and Personalised Experiences to Shape Future Growth
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Nexon Extends Its Lead as Market Concentration Increases
Samg and Digital Innovation Drive Engagement across Toys and Games
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Digital Games Fuel E-Commerce While Offline Retail Remains Relevant for Traditional Toys and Games
Gacha Shops and Pop Ups Redefine Toy Retail
Chart 10 Retail Channels 2020-2025
Chart 11 Economic Context for Toys and Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Toys and Games
Chart 15 Population 2020-2030
Chart 16 Consumer Expenditure 2020-2030
Chart 17 Population by Generation 2025

Traditional Toys and Games in South Korea

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Samg Transforms Nostalgia into Premium Collectibles for Adult Fans
Chart 19 Samg Launched “Legacy Edition”, Transforming Nostalgic Ip into Premium Collectibles for Adult Fans
Choirock Uses Pop-Up Events and Limited Drops to Boost Impulse Buying
Chart 20 Choirock Uses Experiential Pop-Up Retail and Limited-Edition Drops to Drive Engagement and Impulse Purchases
Gacha Shops Expand Randomised Collectibles, Driving Frequent Repeat Purchases
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Lego Attracts Adult Collectors as Construction Leads Future Growth
Bandai Leverages Experiential Retail to Drive Repeat Purchases
Chart 23 Analyst Insight for Traditional Toys and Games
Brands Adapt to a Wider and More Mature Consumer Base
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Lego Maintains Leadership in a Fragmented Market
Toy Launches Increasingly Target Collectors and Adult Fans
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Hybrid Retail Models Reshape Consumer Engagement and Discovery
Gacha Shops and E-Commerce Strengthen Engagement and Purchasing Frequency
Chart 28 Gacha Shops Expand into Mainstream Retail as Randomised Collectibles Grow Repeat Purchases among Young Adults
Chart 29 Retail Channels 2020-2025
Innovation Trends Transforming Toys and Games
Connected Play and Fan Ecosystems Bring Competitive Advantage
Business Impact of Product Innovation
Chart 30 Economic Context for Traditional Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Traditional Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Video Games in South Korea

Key Data Insights

Video Games Summary
Chart 37 Key Industry Trends for Video Games
South Korea’S Video Games Market Grows through Retention Rather Than New Players
Nintendo Switch 2 Drives a Hardware-Led Revival in South Korea
Chart 38 Switch 2 Launch Drives Console Growth Even as Korean Gaming Participation Falls
Krafton’S Inzoi Leverages Ai to Expand Global Engagement
Chart 39 Krafton's Inzoi Turns Ai-Native Life-Sim Play into a Million-Selling Global Hit
Chart 40 Value Sales 2020-2030
Chart 41 Value Sales by Category 2025
Engagement-Led Growth Will Drive the Market
Software, Ai, and Digital Ecosystems Will Shape Future Value
Chart 42 Forecast Value Sales 2020-2030
Chart 43 Forecast Value Sales by Category 2025-2030
Nexon Expands Its Lead as Rivals Consolidate around Core Players
Krafton and Nintendo Set New Benchmarks for Innovation and Engagement
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
Digital Storefronts Lead as Video Games Retail Becomes Digital-First
Experiential Retail Strengthens Fandom and Brand Engagement
Chart 46 Retail Channels 2020-2025
Chart 47 Economic Context for Video Games
Chart 48 Real Gdp Growth 2020-2030
Chart 49 Inflation 2020-2030
Chart 50 Consumer Context for Video Games
Chart 51 Population 2020-2030
Chart 52 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Toys and Games

    • Action Figures and Accessories
    • Arts and Crafts
    • Baby and Infant
    • Construction
    • Dolls and Accessories
    • Dress-Up and Role Play
    • Games and Puzzles
    • Model Vehicles
    • Outdoor and Sports
    • Plush
    • Pre-School
    • Remote Control Toys
    • Ride-On Vehicles
    • Scientific/Educational
    • Other Traditional Toys and Games
      • Hand-Held Consoles
      • Static Consoles
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

This is the aggregation of traditional toys and games and video games.

See all of our definitions
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This report originates from Passport, our Toys and Games research and analysis database.

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