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Korean Gaming Market (Mobile, PC and Console): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)

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    Report

  • 90 Pages
  • May 2022
  • Region: Global
  • Koncept Analytics
  • ID: 5581803
10% Free customization
10% Free customization

This report comes with 10% free customization, enabling you to add data that meets your specific business needs.

The Korean gaming market is anticipated to reach US$20.98 billion in 2026, growing at a CAGR of 6.21% during the period spanning 2022-2026. After the U.S., China, and Japan, it is the fourth largest market, accounting for more than 6% of the worldwide gaming industry in 2021.





The growth in the market has been driven by factors like rising smartphone penetration, rapid urbanization, rising gaming subscribers’ penetration rate, expansion of MMORPGs, cross-platform gaming coming to a reality, and surging youth population. The market is expected to face certain challenges such as side effects of excessive gaming and stringent government regulations. To overcome these challenges, the market would witness some key trends like metaverse in gaming industry, adoption of cloud gaming, E-sports, expansion of 5G, rise of cryptocurrency, and integration of board games in cafes.

The Korean gaming market can be segmented as follows: Mobile, PC and Consoles. Mobile held a larger share of the market in 2021. A wide variety of games is popular in Korea and this includes mobile games, PC computer games, and consoles. However, the most frequently accessed and enjoyed type of game in Korea is mobile games.

The Korean gaming market by export value increased at a CAGR of 9.19%. The Korean gaming market value by export category can be segmented as follows: Mobile, PC and Console. In 2021, the dominant share of the market was held by mobile segment.

Scope of the report

  • The report provides a comprehensive analysis of the Korean gaming market, segmented into Mobile, PC and Consoles.
  • The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.
  • The competitive landscape of the market, along with the company profiles of leading players (Netmarble, Pearl Abyss, NCSoft, Nexon, Krafton, and Com2us Corporation) are also presented in detail.

Key Target Audience

  • Game developers
  • End Users (all age group)
  • IT developers
  • OTT Platforms
  • Investment Banks
  • Government Bodies & Regulating Authorities

Please note: 10% free customization equates to up to 3 hours of analyst time.

Table of Contents

1. Market Overview
1.1 Game
1.1.1 Introduction
1.2 Gaming
1.3 History of Gaming
1.4 Benefits of Games
1.5 Segments of Gaming and Its Benefits
1.6 Cloud Based Gaming
1.6.1 Introduction
1.7 Gaming in Korea
1.7.1 Introduction
2. Impact of COVID-19
2.1 Impact of COVID-19 on Korea Gaming Market
2.2 Korea Mobile Game Downloads
2.3 Post-COVID Scenario
3. Korean Market Analysis
3.1 Global Gaming Market by Value
3.2 Global Gaming Market Forecast by Value
3.3 Korean Gaming Market by Value
3.4 Korean Gaming Market Forecast by Value
3.5 Korean Gaming Market by Segments
3.2.1 Korean Mobile Gaming Market by Value
3.2.2 Korean Mobile Gaming Market Forecast by Value
3.2.3 Korean PC Gaming Market by Value
3.2.4 Korean PC Gaming Market Forecast by Value
3.2.5 Korean Console Gaming Market by Value
3.2.6 Korean Console Gaming Market Forecast by Value
3.6 Korean Gaming Market by Export Value
3.7 Korean Gaming Market by Export Category
3.8 Korean Gaming Market by Import Value
3.9 Korean Gaming Market by Import Category
3.10 Korea Cloud Based Gaming Market Forecast by Value
3.11 Korea Cloud Based Gaming Subscribers Forecast
3.12 Korea Cloud Based Mobile Gamers by Age Group
3.13 Korea Cloud Based Computer Gamers by Age Group
4. Market Dynamics
4.1 Growth Drivers
4.1.1 Rising Smartphone Penetration
4.1.2 Rapid Urbanization
4.1.3 Rising Gaming Subscribers Penetration Rate
4.1.4 Expansion of MMORPG
4.1.5 Cross-platform Gaming Coming to a Reality
4.1.6 Surging Youth Population
4.2 Key Trends and Developments
4.2.1 Metaverse in Gaming Industry
4.2.2 Adoption of Cloud Gaming
4.2.3 E-sports
4.2.4 Expansion of 5G
4.2.5 Rise of Cryptocurrency
4.2.6 Integration of Board Games in Cafes
4.3 Challenges
4.3.1 Side Effects of Excessive Gaming
4.3.2 Stringent Government Regulations
5. Competitive Landscape
5.1 Korean Market
5.1.1 Revenues Comparison - Key Players
5.1.2 Market Capitalization Comparison - Key Players
5.1.3 Games Comparison - Key Players
5.1.4 Market Shar e- Key Players
6. Company Profiles
6.1 Nexon Co.Ltd
6.1.1 Business Overview
6.1.2 Financial Overview
6.1.3 Business Strategies
6.2 NC Soft
6.2.1 Business Overview
6.2.2 Financial Overview
6.2.3 Business Strategies
6.3 Pearl Abyss
6.3.1 Business Overview
6.3.2 Financial Overview
6.3.3 Business Strategies
6.4 Krafton
6.4.1 Business Overview
6.4.2 Financial Overview
6.4.3 Business Strategies
6.5 Netmarble
6.5.1 Business Overview
6.5.2 Financial Overview
6.5.3 Business Strategies
6.6 Com2us Corporation
6.6.1 Business Overview
6.6.2 Business Strategies
List of Figures
  • Importance of Games
  • History of Gaming
  • Benefits Of Games
  • Segments of Gaming
  • Benefits Of Segments
  • Korea Mobile Game Downloads (Q4 2019 & Q1 2020)
  • Global Gaming Market by Value (2017-2021)
  • Global Gaming Market Forecast by Value (2022-2026)
  • Korean Gaming Market by Value (2017-2021)
  • Korean Gaming Market Forecast by Value (2022-2026)
  • Korean Gaming Market by Segments (2021)
  • Korean Mobile Gaming Market by Value (2018-2021)
  • Korean Mobile Gaming Market Forecast by Value (2022-2026)
  • Korean PC Gaming Market by Value (2018-2021)
  • Korean PC Gaming Market Forecast by Value (2022-2026)
  • Korean Console Gaming Market by Value (2017-2021)
  • Korean Console Gaming Market Forecast by Value (2022-2026)
  • Korean Gaming Market by Export Value (2017-2021)
  • Korean Gaming Market by Export Category (2021)
  • Korean Gaming Market by Import Value (2017-2021)
  • Korean Gaming Market by Import Category (2021)
  • Korean Cloud Based Gaming Market Forecast by Value (2020-2026)
  • Korea Cloud Based Gaming Subscribers Forecast (2020-2026)
  • Korea Cloud Based Mobile Gamers by Age Group (2021)
  • Korea Cloud Based Computer Gamers by Age Group (2021)
  • South Korea Smartphone Penetration (2016-2021)
  • South Korea Urban Population (2015-2030)
  • Korea Gaming Subscribers Penetration Rate (2020-2026)
  • Korea Cloud Market (2018-2022)
  • Korea 5G Number of Subscription (Jan’21-Dec’21)
  • Nexon Revenue and Net Income (2017-2021)
  • Nexon Revenue by Segment (2021)
  • Nexon Revenue by Products and Services (2021)
  • Nexon Revenue by Region (2021)
  • NC Soft Revenue and Profit of the Year (2016-2020)
  • NC Soft Revenue by Services (2020)
  • NC Soft Revenue by Regions (2020)
  • Pearl Abyss Operating Revenues and Net Income (2018-2021)
  • Krafton Revenue and Net Profit (2018-2021)
  • Netmarble Operating Revenue and Net Income (2017-2021)

List of Tables
  • Key Players - Revenues Comparison (2020/2021)
  • Key Players - Market Capitalization Comparison (2021)
  • Key Players - Games Comparison (2021)
  • Key Players - MMORPG Games Converted into Free to Play (2021)

Companies Mentioned

  • Com2us Corporation
  • Krafton
  • NC Soft
  • Netmarble
  • Nexon Co.Ltd
  • Pearl Abyss

Table Information