Metaverse Advertising - South Korea

  • South Korea
  • The Metaverse Advertising market in South Korea is expected to reach a value of US$29.6m in 2024.
  • It is projected to show an annual growth rate (CAGR 2024-2030) of 26.83%, leading to a projected market volume of US$123.4m by 2030.
  • The United States, with a projected market volume of US$602.2m in 2024, generates the highest value in this market segment.
  • South Korea is a leading market for Metaverse Advertising, with a strong focus on immersive and interactive experiences.
 
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Analyst Opinion

The Metaverse Advertising market in South Korea is experiencing significant growth and development.

Customer preferences:
South Korean consumers have shown a strong interest in immersive and interactive experiences, making them an ideal target audience for Metaverse Advertising. With the increasing popularity of virtual reality (VR) and augmented reality (AR) technologies, consumers in South Korea are actively seeking out new and innovative ways to engage with brands and products. They are drawn to the unique and immersive nature of the Metaverse, which allows them to explore virtual worlds and interact with virtual objects in a way that traditional advertising cannot replicate.

Trends in the market:
One of the key trends in the Metaverse Advertising market in South Korea is the integration of advertising into virtual reality games and experiences. Gaming is immensely popular in South Korea, and advertisers are leveraging this by incorporating branded content and advertisements into virtual reality games. This allows them to reach a highly engaged and captive audience who are actively participating in the virtual world. Additionally, brands are also exploring partnerships with popular virtual influencers and content creators to promote their products and services within the Metaverse. Another trend in the market is the rise of virtual shopping experiences. South Korean consumers are known for their love of shopping, and the Metaverse offers a unique opportunity for brands to create virtual stores and shopping experiences. Virtual shopping allows consumers to browse and purchase products in a virtual environment, providing a novel and convenient way to shop. This trend is particularly relevant in the current global pandemic, where consumers are looking for alternative ways to shop without leaving their homes.

Local special circumstances:
South Korea has a highly developed and advanced technology infrastructure, making it well-suited for the growth of the Metaverse Advertising market. The country has one of the highest internet penetration rates in the world, and its population is technologically savvy. This provides a strong foundation for the adoption and integration of Metaverse Advertising. Additionally, South Korea has a vibrant and competitive gaming industry, with many successful game developers and publishers. This ecosystem provides a fertile ground for the development of Metaverse Advertising within gaming experiences. The country also has a strong esports culture, with a large and dedicated fanbase. This presents opportunities for advertisers to engage with esports audiences through the Metaverse.

Underlying macroeconomic factors:
The growth of the Metaverse Advertising market in South Korea is also influenced by macroeconomic factors. The country has a strong and stable economy, with a high level of disposable income. This allows consumers to invest in virtual reality and augmented reality devices, which are often required to access the Metaverse. Additionally, South Korea has a well-established advertising industry, with brands actively seeking new and innovative ways to reach consumers. The Metaverse provides a unique and exciting platform for advertisers to engage with their target audience, driving the growth of the market.

Methodology

Data coverage:

Figures are based on advertising spending and exclude agency commissions, rebates, production costs, and taxes.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

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

Overview

  • Market Size
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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