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The South Korea mobile gaming market size reached a value of more than USD 12.53 Billion in 2025. The South Korea mobile gaming industry is expected to grow at a CAGR of 7.10% between 2026 and 2035, reaching a value of USD 24.88 Billion by 2035.
Base Year
Historical Period
Forecast Period
Compound Annual Growth Rate
7.1%
Value in USD Billion
2026-2035
*this image is indicative*
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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The Expert Market Research'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
Market Breakup by Platform

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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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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.
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.
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.
*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 South Korea Mobile Gaming Market are Com2uS Corporation, KRAFTON, Inc., Netmarble Corp, NCSoft Corporation, Pearl Abyss Corp., Webzen Co., Ltd., NHN Co., Ltd., and Actozsoft Co., Ltd. among others.
*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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In 2025, the South Korea mobile gaming market attained a value of nearly 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.
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.
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.
| 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:
|
| Breakup by Monetisation Type |
|
| Breakup by Platform |
|
| Market Dynamics |
|
| Competitive Landscape |
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| Companies Covered |
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