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Report Overview

The South Korea mobile gaming market attained a value of USD 12.53 Billion in 2025 and is projected to expand at a CAGR of 7.10% through 2035. The market is further expected to achieve USD 24.88 Billion by 2035. Expansion of webtoon and K-pop intellectual properties into mobile games is accelerating game launches, lowering user acquisition costs, and giving publishers pre-built audiences that scale faster across domestic app stores channels.

Game publishers are scaling IP-first launches and deep live-service pipelines to secure long-term engagement momentum. In May 2024, Netmarble released Solo Leveling: ARISE in South Korea, translating a domestic webtoon franchise into a high production mobile action RPG. The title topped local download charts within weeks and recorded millions of global installs, reinforcing how Korean IP driven games convert fandom into immediate mobile engagement. This launch became critical for publishers because character driven RPGs continue to outperform casual genres in Korea, where players show strong retention and spending depth tied to narrative progression and live events, accelerating the South Korea mobile gaming market trends and dynamics.

Apart from individual launches, the market is being shaped by platform optimization and cross media expansion. Companies such as NCSoft, Krafton, and Kakao Games are investing heavily in engine upgrades, real-time analytics, and live service operations tailored for high-speed networks. In September 2024, Oasys entered into a strategic partnership with SK Planet, a leading ICT company in South Korea. Local publishers design games around short session play, supported by widespread 5G adoption, accelerating the South Korea mobile gaming market penetration.

2025

Base Year

2019-2025

Historical Period

2026-2035

Forecast Period

Compound Annual Growth Rate

7.1%

Value in USD Billion

2026-2035


*this image is indicative*

Key Trends and Recent Developments

south korea mobile gaming market

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South Korea Mobile Gaming Industry Segmentation

The EMR’s report titled “South Korea Mobile Gaming Market Report and Forecast 2026-2035” offers a detailed analysis of the market based on the following segments:

Market Breakup by Monetisation Type

  • In-app Purchases
  • Paid Apps
  • Advertising

Key Insight: In-app purchases lead within the South Korea mobile gaming market dynamics through strong live-service execution and IP loyalty. Advertising grows at the fastest pace as casual formats expand reach, while paid apps remain niche for premium experiences. Publishers diversify revenue streams to manage regulation and player fatigue. Monetization choices influence game design, pacing, and community perception. Korean studios prioritize long-term engagement economics over one-time monetization for capturing major market shares.

Market Breakup by Platform

  • Android
  • iOS
  • Others

Key Insight: Android leads the demand growth through scale and accessibility. iOS grows faster through spending intensity and ecosystem trust, meanwhile, other platforms remain marginal. Publishers design platform-specific strategies to balance acquisition and monetization. Platform selection shapes launch timing, content tuning, and revenue streams. The South Korea mobile gaming market rewards studios that optimize for both environments without fragmenting player communities.

south korea mobile gaming market by segments

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South Korea Mobile Gaming Market Share

By monetization type, in-app purchases accounts for the market share due to live service depth and spending loyalty

In-app purchases dominate the market because publishers have refined live-service monetization over long product lifecycles. RPG and strategy titles rely on character upgrades, cosmetics, and timed events to drive repeat spending. Korean players accept progression-based monetization when content cadence remains high. Developers design systems that reward long-term engagement rather than impulse buys. Platform analytics enable studios to adjust pricing and bundles dynamically. In-app purchases also integrate well with IP-based games, where emotional attachment fuels conversion, accelerating the South Korea mobile gaming market revenue.

Advertising emerges to be the fastest-growing monetisation model as casual and hybrid games expand audience reach. Publishers are blending rewarded ads with gameplay progression to reduce reliance on direct spending. This approach attracts younger users and non-core gamers. Korean studios increasingly use in-house ad mediation to control user experience. Advertising works well in genres with short sessions and high daily active users. Brands also see mobile games as effective youth engagement channels.

Android platforms hold the dominant share of the market due to accessibility and device diversity

Android dominates the South Korea mobile gaming market due to wide device availability and flexible distribution. Android allows faster testing and iteration cycles for live-service games. Publishers reach broader demographics through varied price points. Studios often soft-launch features on Android before wider rollout, while local OEM partnerships and carrier bundles support scale. Developers also benefit from deeper customization and analytics accessibility. Netmarble announced the launch of the sci-fi MMORPG, RF Online Next, now available on Android, iOS, and PC in South Korea, in March 2025.

iOS platforms are experiencing rapid growth in the South Korea mobile gaming market as premium users increase spending concentration. Korean publishers value iOS users for higher engagement stability and conversion rates. Games launched with polished visuals and performance gain traction quickly. Apple’s ecosystem supports strong payment reliability and security. Developers optimize live events and bundles specifically for iOS audiences as growth in this category is driven by monetisation quality rather than install volume.

south korea mobile gaming market report

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Competitive Landscape

Competition in the market revolves around IP ownership, live service execution, and platform optimization rather than sheer download volume. Leading South Korea mobile gaming companies focus on extending franchises through mobile-first adaptations, esports hooks, and creator-friendly features. Opportunities can be found in cross-media IP, where webtoons and K-pop properties reduce acquisition friction.

South Korea mobile gaming market players are also investing in real-time analytics to refine monetization under tighter disclosure rules. Another priority for these companies is global export readiness, positioning South Korea as a controlled soft-launch environment to refine gameplay, monetization, and retention metrics before scaling releases across broader Asian markets. As development costs rise, studios with scalable engines and disciplined live operations gain advantage. This shift is opening partnership opportunities with global publishers, platforms, and investors seeking predictable engagement metrics and culturally exportable content from Korea across multiple monetization formats and regions.

Com2uS Corporation

Com2uS Corporation, established in 1998 and headquartered in Seoul, South Korea, focuses on long-running mobile franchises with global reach. The company excels in live operations, balancing RPG depth with frequent updates. Com2uS targets overseas markets early, localizing monetization and events. Its strength lies in sustaining aging titles while incubating new IP internally.

KRAFTON, Inc.

KRAFTON, Inc., founded in 2018 and headquartered in Seongnam, South Korea, is known for scaling IP across platforms. The company applies mobile adaptations to PC-led franchises, emphasizing core gameplay retention. KRAFTON invests heavily in engine technology and global publishing partnerships. Its mobile strategy targets competitive and social engagement formats.

Netmarble Corp

Netmarble Corp, established in 2000 and headquartered in Seoul, South Korea, specializes in mobile RPGs based on popular IP. The company converts webtoons and films into high-production mobile titles. Netmarble focuses on narrative depth, cooperative modes, and live events. It invests in cross-media partnerships to accelerate launches.

NCSoft Corporation

NCSoft Corporation, founded in 1997 and headquartered in Pangyo, South Korea, focuses on hardcore RPG experiences. The company adapts its PC MMORPG expertise into mobile formats. NCSoft emphasizes long-term progression, guild systems, and monetization balance. Its titles target high-spending core users.

*Please note that this is only a partial list; the complete list of key players is available in the full report. Additionally, the list of key players can be customized to better suit your needs.*

Other key players in the market include NEXON Co., Ltd, Pearl Abyss Corp., Kakao Games Corp., Webzen Co., Ltd., NHN Co., Ltd., and Actozsoft Co., Ltd., among others.

Key Highlights of the South Korea Mobile Gaming Market Report

  • Deep analysis of IP-led mobile launches and live-service monetization models.
  • Competitive benchmarking of domestic publishers and global expansion strategies.
  • Market assessment across core, casual, and esports-driven mobile segments.
  • Investment-focused outlook emphasizing long-term engagement and export potential.

Why Rely on Expert Market Research?

  • Strong expertise in digital entertainment and mobile-first economies.
  • Customized insights aligned with publisher, investor, and platform priorities.
  • Robust research methodology combining industry interviews and data validation.
  • Strategic intelligence designed to support growth, partnerships, and market entry decisions.

Call to Action

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Australia Mobile Gaming Market

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*

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Key Questions Answered in the Report

In 2025, the market reached an approximate value of USD 12.53 Billion.

The market is projected to grow at a CAGR of 7.10% between 2026 and 2035.

The market is estimated to witness a healthy growth in the forecast period of 2026-2035 to reach USD 24.88 Billion by 2035.

Stakeholders are investing in IP adaptation, strengthening live operations, partnering with creators, expanding overseas publishing, and optimizing analytics to improve retention, compliance, and predictable revenues across competitive mobile ecosystems locally.

The will and capability to spend on one’s hobbies due to rising disposable income and the growth of online gaming communities are the key trends of the mobile gaming market in South Korea.

The leading distribution channels in the market are Android and iOS.

The key players in the market include Com2uS Corporation, KRAFTON, Inc., Netmarble Corp, NCSoft Corporation, NEXON Co., Ltd, Pearl Abyss Corp., Kakao Games Corp., Webzen Co., Ltd., NHN Co., Ltd., and Actozsoft Co., Ltd., among others.

Rising development costs, strict monetization regulation, talent competition, global marketing spend, and fast-changing player preferences challenge Korean publishers as they balance innovation speed, compliance, and sustainable live-service operations long-term growth.

Report Summary

Explore our key highlights of the report and gain a concise overview of key findings, trends, and actionable insights that will empower your strategic decisions.

Key Highlights of the Report

Please note that the figures mentioned in the description serve as estimates and may vary from the actual figures presented in the final report.

REPORT FEATURES DETAILS
Base Year 2025
Historical Period 2019-2025
Forecast Period 2026-2035
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Monetisation Type
  • Platform
Breakup by Monetisation Type
  • In-app Purchases
  • Paid Apps
  • Advertising
Breakup by Platform
  • Android
  • iOS
  • Others
Market Dynamics
  • SWOT Analysis 
  • Porter's Five Forces Analysis 
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Com2uS Corporation
  • KRAFTON, Inc.
  • Netmarble Corp
  • NCSoft Corporation
  • NEXON Co., Ltd
  • Pearl Abyss Corp.
  • Kakao Games Corp.
  • Webzen Co., Ltd.
  • NHN Co., Ltd.
  • Actozsoft Co., Ltd
  • Others

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