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The South Korea mobile gaming market size reached a value of more than USD 10.92 billion in 2023. The South Korea mobile gaming industry is expected to grow at a CAGR of 7.1% between 2024 and 2032, reaching a value of USD 16.47 billion by 2032.
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The market for mobile gaming is expanding in South Korea. Despite being a relatively small population, South Korea is the world's fourth-largest market for mobile gaming, after China, Japan, and U.S.A. Furthermore, it's believed that more than 70% of Koreans play mobile games.
People now earn more disposable income than when the initially PC MMORPGs started in South Korea. Users of RPG mobile games tend to be financially secure. Due to the time and effort necessary for the game, users of mobile RPGs are referred to as "heavy gamers." The majority of these avid players view this game as a pastime. An economically secure person would very often spend the money on their hobbies. There is an online community for mobile MMORPGs as well. As players play more, they level up, join more guilds and events, and eventually develop a sizable in-game community with several other players.
South Koreans are technologically savvy and have access to one of the fastest internet network facilities in the world. The gaming culture in South Korea is well known worldwide. Through the games League of Legends, Starcraft, Overwatch, and many more, South Koreans have proven their passion for and expertise in gaming. The market for mobile games is expanding, even in South Korea. The hardware in smartphones has advanced quickly. The improved mobile chipsets, larger displays with better resolution, and longer battery life aid in supporting video games on mobile. Furthermore, esports and online gaming have exploded in popularity among millennials and Gen Zs, which is also resulting in high gamer penetration in the country.
Additionally, social media and internet platforms like Twitch have aided in the popularity of mobile gaming. New games are frequently featured by streamers and YouTubers on their channels, which promotes interest in and enthusiasm among the general public and has helped them to create a fanbase.
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Based on monetisation type, the South Korea mobile gaming market is segmented into in-app purchases, paid apps, and advertising. On the basis of platform, the mobile gaming market of South Korea is divided into android and iOS, among others.
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the South Korea mobile gaming market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.
The possibility to buy special privileges within games, or in-game purchases, is a key revenue-generating avenue for the mobile gaming industry. The expansion of mobile gaming earnings is also made possible by the flexibility of in-game payment options. In the past, the majority of mobile games were paid apps that required upfront purchases. However, due to their low entry barrier and adaptable payment methods, free-to-play games have grown in popularity. Showing advertisements in between the games is now also getting popular among people, especially students who avoid any purchases. However, owing to rising disposable incomes and the capability to spend more on one's passion and hobbies, this will positively affect the South Korea mobile gaming market growth in the coming years.
The rapid use of tablets and smartphones, the expansion of mobile broadband connections, and the creation of complex games for these devices have all contributed to mobile gaming's position as one of the video game market's fastest-growing categories in South Korea. During the forecast period, both iOS and Android will be growing, with the Android segment securing a larger share as it is the most widely used operating system in the country.
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NEXON Co., Ltd.- Nexon Co., Ltd. creates, manufactures, and distributes online games for personal computers (PCs), mobile games, and associated services. The firm offers mobile games with names like AxE and Moonlight Blade as well as PC online games with titles like Dungeon, MapleStory, and Fighter. The business creates, manufactures, and distributes online games for personal computers (PCs), mobile games, and associated services. The company was founded in 2002 and is headquartered in Tokyo, Japan.
Kakao Games Corp.- A Kakao subsidiary, Kakao Games Corp. is a South Korean publisher of video games. It focuses on creating and releasing games for PC, mobile, and virtual reality platforms. Before Daum was acquired, Kakao Games was only recognised for distributing video games in Korea. Its name was changed to Kakao Games. Now, in part because of its social component with KakaoTalk, Kakao Games distributes its games around the globe to North America, Europe, and other regions of Asia. The headquarters of the company are in Jeju-si, South Korea.
REPORT FEATURES | DETAILS |
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Monetisation Type |
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Breakup by Platform |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
7 Opportunities and Challenges in the Market
8 South Korea Mobile Gaming Market Analysis
8.1 Key Industry Highlights
8.2 South Korea Mobile Gaming Historical Market (2018-2023)
8.3 South Korea Mobile Gaming Market Forecast (2024-2032)
9 South Korea Mobile Gaming Market by Monetisation Type
9.1 In-app Purchases
9.1.1 Market Share
9.1.2 Historical Trend (2018-2023)
9.1.3 Forecast Trend (2024-2032)
9.2 Paid Apps
9.2.1 Market Share
9.2.2 Historical Trend (2018-2023)
9.2.3 Forecast Trend (2024-2032)
9.3 Advertising
9.3.1 Market Share
9.3.2 Historical Trend (2018-2023)
9.3.3 Forecast Trend (2024-2032)
10 South Korea Mobile Gaming Market by Platform
10.1 Android
10.1.1 Market Share
10.1.2 Historical Trend (2018-2023)
10.1.3 Forecast Trend (2024-2032)
10.2 iOS
10.2.1 Market Share
10.2.2 Historical Trend (2018-2023)
10.2.3 Forecast Trend (2024-2032)
10.3 Others
11 Market Dynamics
11.1 SWOT Analysis
11.1.1 Strengths
11.1.2 Weaknesses
11.1.3 Opportunities
11.1.4 Threats
11.2 Porter’s Five Forces Analysis
11.2.1 Supplier’s Power
11.2.2 Buyer’s Power
11.2.3 Threat of New Entrants
11.2.4 Degree of Rivalry
11.2.5 Threat of Substitutes
11.3 Key Indicators for Demand
11.4 Key Indicators for Price
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 Com2uS Corporation
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 KRAFTON, Inc.
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 Netmarble Corp
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 NCSoft Corporation
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 NEXON Co., Ltd
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 Pearl Abyss Corp.
12.2.6.1 Company Overview
12.2.6.2 Product Portfolio
12.2.6.3 Demographic Reach and Achievements
12.2.6.4 Certifications
12.2.7 Kakao Games Corp.
12.2.7.1 Company Overview
12.2.7.2 Product Portfolio
12.2.7.3 Demographic Reach and Achievements
12.2.7.4 Certifications
12.2.8 Webzen Co., Ltd.
12.2.8.1 Company Overview
12.2.8.2 Product Portfolio
12.2.8.3 Demographic Reach and Achievements
12.2.8.4 Certifications
12.2.9 NHN Co., Ltd.
12.2.9.1 Company Overview
12.2.9.2 Product Portfolio
12.2.9.3 Demographic Reach and Achievements
12.2.9.4 Certifications
12.2.10 Actozsoft Co., Ltd
12.2.10.1 Company Overview
12.2.10.2 Product Portfolio
12.2.10.3 Demographic Reach and Achievements
12.2.10.4 Certifications
12.2.11 Others
13 Key Trends and Developments in the Market
List of Key Figures and Tables
1. South Korea Mobile Gaming Market: Key Industry Highlights, 2018 and 2032
2. South Korea Mobile Gaming Historical Market: Breakup by Monetisation Type (USD Million), 2018-2023
3. South Korea Mobile Gaming Market Forecast: Breakup by Monetisation Type (USD Million), 2024-2032
4. South Korea Mobile Gaming Historical Market: Breakup by Platform (USD Million), 2018-2023
5. South Korea Mobile Gaming Market Forecast: Breakup by Platform (USD Million), 2024-2032
6. South Korea Mobile Gaming Market Structure
In 2023, the South Korea mobile gaming market attained a value of nearly USD 10.92 billion.
The market is projected to grow at a CAGR of 7.1% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 16.47 billion by 2032.
The surge of heavy players, the growing popularity of esports, the increasing tech-savvy population, and the increased use of social media platforms for streaming are the major drivers of the mobile gaming industry in South Korea.
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 major players in the industry are 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.
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