Gaming Networks - South Korea

  • South Korea
  • Revenue in the Gaming Networks market is projected to reach US$79.89m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.44%, resulting in a projected market volume of US$104.10m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 3.5m users by 2029.
  • User penetration will be 5.3% in 2024 and is expected to hit 6.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$29.10 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in South Korea has been experiencing significant growth in recent years, driven by the country's strong gaming culture and advanced technological infrastructure.

Customer preferences:
South Korea has one of the most active gaming communities in the world, with a large number of gamers across different age groups. The younger population, in particular, has a strong affinity for gaming and spends a significant amount of time playing online games. This has led to a high demand for gaming networks that provide a seamless and immersive gaming experience.

Trends in the market:
One of the key trends in the Gaming Networks market in South Korea is the rise of mobile gaming. With the increasing popularity of smartphones and the availability of high-speed internet, more and more gamers are opting for mobile games. This has led to the growth of mobile gaming networks that offer a wide range of games and features optimized for mobile devices. Another trend in the market is the emergence of eSports. South Korea has a thriving eSports scene, with professional gaming teams and tournaments attracting a large audience. Gaming networks are capitalizing on this trend by providing platforms for eSports competitions and enabling gamers to connect and compete with each other. Additionally, there is a growing demand for virtual reality (VR) and augmented reality (AR) gaming experiences. These technologies offer a more immersive and interactive gaming experience, and gaming networks are incorporating VR and AR features into their platforms to cater to this demand.

Local special circumstances:
South Korea has a highly developed internet infrastructure, with one of the fastest average internet speeds in the world. This enables gamers to have a seamless online gaming experience with minimal latency and lag. The country also has a high smartphone penetration rate, making it easier for gamers to access gaming networks on their mobile devices. Furthermore, South Korea has a strong gaming industry, with several major gaming companies and studios based in the country. This local expertise and talent pool contribute to the development of innovative gaming networks and the creation of high-quality games.

Underlying macroeconomic factors:
The South Korean economy has been steadily growing, providing consumers with higher disposable incomes. This has led to increased spending on leisure activities, including gaming. The government has also been supportive of the gaming industry, recognizing its economic potential and promoting policies to encourage its growth. In conclusion, the Gaming Networks market in South Korea is experiencing growth due to the country's strong gaming culture, advanced technological infrastructure, and supportive government policies. Customer preferences for mobile gaming, eSports, and VR/AR gaming experiences are driving the market trends. The local special circumstances of a developed internet infrastructure and a thriving gaming industry further contribute to the market's growth.

Methodology

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.

Forecasts:

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.

Overview

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