Video Games in South Korea

August 2026
USD 1,195
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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
Chart 1 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 2 Switch 2 Launch Drives Console Growth Even as Korean Gaming Participation Falls
Krafton’S Inzoi Leverages Ai to Expand Global Engagement
Chart 3 Krafton's Inzoi Turns Ai-Native Life-Sim Play into a Million-Selling Global Hit
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Engagement-Led Growth Will Drive the Market
Software, Ai, and Digital Ecosystems Will Shape Future Value
Chart 6 Forecast Value Sales 2020-2030
Chart 7 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 8 Company Shares 2025
Chart 9 Brand Shares 2025
Digital Storefronts Lead as Video Games Retail Becomes Digital-First
Experiential Retail Strengthens Fandom and Brand Engagement
Chart 10 Retail Channels 2020-2025
Chart 11 Economic Context for Video Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Video Games
Chart 15 Population 2020-2030
Chart 16 Population by Generation 2025

Toys and Games in South Korea - Industry Overview

2025 Developments

Key Data Insights

Chart 17 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 18 Samg and Its Teenieping Fandom to Sell beyond the Shrinking Child Base
Scarcity, Surprise and Premium Ip Reshape Toy Market Growth
Chart 19 Choirock's Pop-Up Store and 200-Unit Limited Release in Korea's Toy Market.
Chart 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Video Games Remain Primary Value Driver
Digital Ecosystems and Personalised Experiences to Shape Future Growth
Chart 22 Forecast Value Sales 2020-2030
Chart 23 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 24 Company Shares 2025
Chart 25 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 26 Retail Channels 2020-2025
Chart 27 Economic Context for Toys and Games
Chart 28 Real Gdp Growth 2020-2030
Chart 29 Inflation 2020-2030
Chart 30 Consumer Context for Toys and Games
Chart 31 Population 2020-2030
Chart 32 Consumer Expenditure 2020-2030
Chart 33 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video 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)

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

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