In-game Advertising - South Korea

  • South Korea
  • South Korea's In-game Advertising market market is forecasted to achieve a revenue of US$0.99bn in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.81%, leading to a projected market volume of US$1.51bn by 2029.
  • The average revenue per user (ARPU) is projected to be US$33.41.
  • When compared globally, in China is expected to generate the highest revenue, reaching US$46,610.00m in 2024.
  • South Korea's media market is experiencing a surge in in-game advertising integration, leveraging the country's tech-savvy population for targeted brand exposure.

Key regions: China, India, United States, Germany, Europe

 
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Analyst Opinion

The In-game Advertising market in South Korea has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in South Korea have played a crucial role in the development of the In-game Advertising market.

South Korean gamers are known for their passion and dedication to gaming, spending a substantial amount of time playing online games. As a result, advertisers have recognized the potential of reaching this highly engaged audience through in-game advertisements. The integration of advertisements within games allows for a seamless and immersive experience, which is preferred by many gamers.

Additionally, South Korean gamers are generally receptive to in-game advertising as long as the advertisements are relevant and non-intrusive. Trends in the market have also contributed to the growth of the In-game Advertising market in South Korea. The increasing popularity of mobile gaming has opened up new opportunities for in-game advertising.

Mobile games are easily accessible and widely played in South Korea, making them an attractive platform for advertisers. Furthermore, advancements in technology have allowed for more sophisticated and targeted advertising within games, enhancing the effectiveness of in-game advertisements. Advertisers are now able to deliver personalized and interactive content to gamers, increasing engagement and driving conversion rates.

Local special circumstances have further fueled the development of the In-game Advertising market in South Korea. South Korea has a highly developed gaming industry, with numerous successful game developers and publishers. This has created a favorable environment for in-game advertising, as game developers have the resources and expertise to seamlessly integrate advertisements into their games.

Additionally, South Korea has a strong esports culture, with professional gaming teams and tournaments attracting a large audience. In-game advertising has become an integral part of esports events, providing advertisers with a unique opportunity to reach a highly engaged and passionate audience. Underlying macroeconomic factors have also played a role in the growth of the In-game Advertising market in South Korea.

The South Korean economy has been steadily growing, leading to increased consumer spending power. This has resulted in a larger gaming market, with more players and potential customers for advertisers. Furthermore, South Korea has a high internet penetration rate and a tech-savvy population, creating a conducive environment for in-game advertising.

In conclusion, the In-game Advertising market in South Korea is developing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The passion for gaming, the popularity of mobile gaming, the presence of a strong gaming industry, and the growing economy have all contributed to the growth of in-game advertising in South Korea. As the market continues to evolve, we can expect further innovations and advancements in in-game advertising strategies and technologies.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on in-app advertising spending and exclude agency commissions, rebates, production costs, and taxes. The market covers ad spending on advertisements displayed within a mobile application.

Modeling approach / Market size:

The market size is determined through a combined top-down and bottom-up approach. We use market data from independent databases, the number of application downloads from data partners, survey results taken from our primary research (e.g., Consumer Insights), and third-party reports to analyze and estimate global in-app advertising spending. To analyze the markets, we start by researching digital advertising in mobile applications for each advertising format, incidents of in-app and mobile browser usage, as well as the time spent in mobile apps by categories. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as GDP, mobile users, and digital consumer spending. Lastly, we benchmark key countries and/or regions (e.g., global, the United States, China) with external sources.

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.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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