Video games is expected to record positive but slowing value growth (at constant 2022 prices) over the course of the forecast period due to the maturity of the category in the local market. Video games hardware is set to record stronger growth than software, although remaining a much smaller category in value sales terms.
For intellectual property (IP) to be more competitive within video games, it should be actively expanded to “comprehensive content” beyond games, animations, and webtoons. By diversifying content and combining it with different entertainment industries, players can potentially engage with a wider audience.
In the past, the subject of game addiction among the youth population, and the need to protect them from overexposure to gaming, were emphasised as social concerns. For 10 years, the “game shutdown system” had been in place in South Korea and was introduced to restrict the provision of internet games to teenagers under the age of 16 between midnight and 6.
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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.
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
This report originates from Passport, our Video Games research and analysis database.
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