Download Games - South Korea

  • South Korea
  • Revenue in the Download Games market market in South Korea is forecasted to achieve US$242.30m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 2.14%, leading to an estimated market volume of US$269.40m by 2029.
  • By 2029, the number of users in the Download Games market market in South Korea is expected to reach 7.5m users.
  • User penetration is projected to be 14.3% in 2024 and is likely to increase to 14.6% by 2029.
  • When compared globally, the majority of revenue will be generated the in the United States, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in South Korea is projected to be US$32.66 in 2024.
  • The South Korean Download Games market is driven by a strong cultural emphasis on technology, resulting in high demand for innovative gaming experiences.

Key regions: India, Japan, China, Europe, France

Region comparison

Analyst Opinion

The Download Games market in South Korea has experienced significant growth in recent years, driven by a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
South Korean consumers have shown a strong preference for Download Games, as they provide convenience and accessibility. With a high smartphone penetration rate and widespread access to high-speed internet, downloading games directly onto devices has become the preferred method of gaming for many South Koreans. This allows gamers to play anytime and anywhere, without the need for physical copies or additional gaming consoles.

Trends in the market:
One of the key trends in the Download Games market in South Korea is the rise of mobile gaming. Mobile games have gained immense popularity due to their easy accessibility and wide variety of game genres available. South Korean game developers have capitalized on this trend by creating innovative and engaging mobile games that cater to the preferences of local consumers. Additionally, the increasing popularity of esports has also contributed to the growth of the Download Games market in South Korea. Esports tournaments and events attract a large number of participants and viewers, further driving demand for downloadable games.

Local special circumstances:
South Korea has a vibrant gaming culture, with a strong emphasis on competitive gaming and esports. The country has produced some of the world's top professional gamers and hosts major esports tournaments. This has created a supportive ecosystem for the Download Games market, as gamers are constantly looking for new and exciting games to play and compete in. The local gaming community also plays a significant role in driving the growth of the market, with gamers often recommending and sharing their favorite downloadable games with others.

Underlying macroeconomic factors:
South Korea has a strong economy and a high level of disposable income among its population. This allows consumers to spend on leisure activities, including gaming. Additionally, the government has been supportive of the gaming industry, recognizing its potential for economic growth and job creation. This has led to the development of policies and initiatives that promote the growth of the Download Games market in South Korea. In conclusion, the Download Games market in South Korea is growing due to customer preferences for convenience and accessibility, trends in the market such as the rise of mobile gaming and esports, local special circumstances including a vibrant gaming culture, and underlying macroeconomic factors such as a strong economy and government support. As these factors continue to drive the market, it is expected that the Download Games industry in South Korea will continue to thrive in the coming years.


Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.


We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.


  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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