Video games in South Korea is set to return to stable current value growth in the forecast period. In 2024, the category is poised for transformative shifts, with Artificial Intelligence (AI) and console games emerging as pivotal drivers shaping dynamics.
In 2024, major Korean video games companies are setting their sights on the global market. Their strategy involves launching PC and console games tailored specifically to overseas audiences, with a focus on localising content to resonate with international players.
Since the implementation of mandatory probability-based item disclosure in March 2024, video games companies have been required to provide information on such items, except for those obtained free. These probability-based items, whose types, effects, and performance are determined by chance factors, directly or indirectly purchased for a fee by players, now require the disclosure of specific information, including their probability, to ensure transparency and consumer awareness.
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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.
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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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