Competitive Landscape
Nexon Expands Its Lead as Rivals Consolidate around Core Players
Video games in South Korea are fairly concentrated, with local leadership entrenched among a handful of established publishers. Nexon Korea Corp increased its share from 16% in 2020 to 28% in 2025.
Krafton and Nintendo Set New Benchmarks for Innovation and Engagement
Product innovation in 2025 is marked by two standout launches that reframe the competitive dynamics. Krafton’s Inzoi, launched globally in early access on 28 March 2025, introduces AI-native, creator-led play as a new standard for player-driven experiences.
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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 Insights
Video Games Summary
South Korea’S Video Games Market Grows through Retention Rather Than New Players
Nintendo Switch 2 Drives a Hardware-Led Revival in South Korea
Krafton’S Inzoi Leverages Ai to Expand Global Engagement
Engagement-Led Growth Will Drive the Market
Software, Ai, and Digital Ecosystems Will Shape Future Value
Nexon Expands Its Lead as Rivals Consolidate around Core Players
Krafton and Nintendo Set New Benchmarks for Innovation and Engagement
Digital Storefronts Lead as Video Games Retail Becomes Digital-First
Experiential Retail Strengthens Fandom and Brand Engagement
Toys and Games in South Korea - Industry Overview
2025 Developments
Key Data Insights
Nexon Leverages Live Services to Drive Recurring Digital Spend
Samg Entertainment Repositions Dolls for Adult Collectors Amid Birth-Rate Crisis
Scarcity, Surprise and Premium Ip Reshape Toy Market Growth
Video Games Remain Primary Value Driver
Digital Ecosystems and Personalised Experiences to Shape Future Growth
Nexon Extends Its Lead as Market Concentration Increases
Samg and Digital Innovation Drive Engagement across Toys and Games
Digital Games Fuel E-Commerce While Offline Retail Remains Relevant for Traditional Toys and Games
Gacha Shops and Pop Ups Redefine Toy Retail
Country Reports Disclaimer
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy 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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