Video Games in South Korea

May 2021
USD 990
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Overview:

Understand the latest market trends and future growth opportunities for the Video 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.

If you're in the Video 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 Video 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 Video Games in South Korea?
  • Which are the leading brands in Video Games in South Korea?
  • How are products distributed in Video 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?

Video Games in South Korea - Category analysis

KEY DATA FINDINGS

2020 IMPACT

Static consoles sees the strongest growth
However, software accounts for most sales
Little share for other channels due to dominance of e-commerce

RECOVERY AND OPPORTUNITIES

Slowing but still solid growth in the forecast period
Potential extension of regulation for gaming
Continued rise of e-commerce, but store-based retail will remain

CATEGORY DATA

Table 1 Sales of Video Games by Category: Value 2015-2020 Table 2 Sales of Video Games by Category: % Value Growth 2015-2020 Table 3 NBO Company Shares of Video Games: % Value 2016-2020 Table 4 LBN Brand Shares of Video Games: % Value 2017-2020 Table 5 NBO Company Shares of Video Games Hardware: % Value 2016-2020 Table 6 LBN Brand Shares of Video Games Hardware: % Value 2017-2020 Table 7 NBO Company Shares of Video Games Software: % Value 2016-2020 Table 8 Distribution of Video Games by Format: % Value 2015-2020 Table 9 Distribution of Video Games Hardware by Format: % Value 2015-2020 Table 10 Distribution of Video Games Software by Format: % Value 2015-2020 Table 11 Distribution of Video Games Software (Physical) by Format: % Value 2015-2020 Table 12 Distribution of Video Games Software (Digital) by Format: % Value 2015-2020 Table 13 Forecast Sales of Video Games by Category: Value 2020-2025 Table 14 Forecast Sales of Video Games by Category: % Value Growth 2020-2025

Toys and Games in South Korea - Industry Overview

EXECUTIVE SUMMARY

COVID-19 impact on toys and games
COVID-19 country impact
Company response
Retailing shift
What next for toys and games?

MARKET DATA

Table 15 Sales of Toys and Games by Category: Value 2015-2020 Table 16 Sales of Toys and Games by Category: % Value Growth 2015-2020 Table 17 NBO Company Shares of Toys and Games: % Value 2016-2020 Table 18 LBN Brand Shares of Toys and Games: % Value 2017-2020 Table 19 Distribution of Toys and Games by Format: % Value 2015-2020 Table 20 Forecast Sales of Toys and Games by Category: Value 2020-2025 Table 21 Forecast Sales of Toys and Games by Category: % Value Growth 2020-2025

GLOBAL MACROECONOMIC ENVIRONMENT

GLOBAL INDUSTRY ENVIRONMENT

DISCLAIMER

SOURCES

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Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This report originates from Passport, our Video Games research and analysis database.

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