The South Korea video games market was valued at $2772.1 million in 2016 and is expected to reach $4366.5 million by 2025, growing at a CAGR of 4.96% during the forecast period of 2017-2025. Considering the fact that the nation is suffering from economic stagnation and the consumers now tend to spend less, video games are expected to become an affordable leisure activity.

SOUTH KOREA VIDEO GAMES MARKET FORECAST 2017-2025

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The South Korea video games market was valued at $2772.1 million in 2016 and is expected to reach $4366.5 million by 2025, growing at a CAGR of 4.96% during the forecast period of 2017-2025. Considering the fact that the nation is suffering from economic stagnation and the consumers now tend to spend less, video games are expected to become an affordable leisure activity. Overall, the video games category is anticipated to face a positive outlook in the coming years.

The South Korea video games market is segmented on the basis of hardware and software. The software segment is the major shareholder in the market and is expected to continue its dominance during the forecast period. Mobile games were the strongest performer in 2016, particularly for in-game purchases. This is an area that most industry players are focusing on as can be concluded by the significant level of marketing activities among the leading brands and companies. As is evident from the initiative of the major players, the marketing media for games has now moved onto TV commercials. This strategy is highly effective to promote the games for consumers across all age groups.

The major players in the video game market are Microsoft Corp, Sony Corp, Electronic Arts Inc, Nintendo, Activision Inc, Ubisoft Entertainment Ltd, Warner Bros Entertainment Inc, King Digital Entertainment Plc, Riot Games Inc, Tencent Holdings Ltd, Netease.Com Inc, Ncsoft Corp,  Wargaming.Net, Bandai Namco and Blizzard Entertainment Inc.

 

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    1. RESEARCH SCOPE
      • STUDY GOALS
      • SCOPE OF MARKET STUDY
      • WHO WILL FIND THIS REPORT USEFUL?
      • STUDY AND FORECASTING YEARS
    2. RESEARCH METHODOLOGY
      • SOURCES OF DATA
        • SECONDARY DATA
        • PRIMARY DATA
      • TOP DOWN APPROACH
      • BOTTOM-UP APPROACH
      • DATA TRIANGULATION
    3. EXECUTIVE SUMMARY
    4. MARKET DETERMINANTS
      • MARKET DRIVERS
        • GROWING DEMAND FOR ONLINE GAMES
        • GAMES CATERING TO ALL AGES AND GENDERS
        • INCREASING PENETRATION OF SMARTPHONES AND TABLETS IN GAMING INDUSTRY
        • TECHNOLOGICAL ADVANCEMENTS
        • MAJOR COMPANIES PROMOTING GAMERS AND DEVELOPERS
        • AWARENESS AMONG CONSUMERS REGARDING EDUCATIVE USE OF GAMES
      • MARKET RESTRAINTS
        • HIGH PRICING OF GAMES
        • VIOLENT GAMES A CONCERN
        • HEALTH ISSUES CAUSED DUE TO GAMING A CONCERN
        • FREE GAMES AVAILABILITY WITH EASY AVAILABILITY OF INTERNET
        • DEVELOPING NEWER AND BETTER VERSIONS OF ALREADY EXISTING POPULAR GAMES
      • MARKET OPPORTUNITIES
        • COMPETITIVE LEAGUES (E-SPORTS)
        • INCREASING DEMAND FOR VIRTUAL REALITY GAMES
      • MARKET CHALLENGES
        • INCREASING ONLINE PIRACY
        • EASY ENTRY OF NEW PLAYERS IN THE MARKET
        • FREEMIUM MODEL BEING CRITICIZED
    1. MARKET SEGMENTATION
      • BY TYPE
        • HARDWARE
          • HANDHELD CONSOLES
          • STATIC CONSOLES
          • GAMING ACCESSORIES
        • VIDEO GAMES SOFTWARE
          • VIDEO GAMES SOFTWARE (PHYSICAL)
          • VIDEO GAMES SOFTWARE (DIGITAL)
          • VIDEO GAMES SOFTWARE BY PLATFORM
          • VIDEO GAMES SOFTWARE BY FORMAT
      • BY DISTRIBUTION CHANNEL
        • RETAIL STORES
          • SUPERMARKET/HYPERMARKETS
          • GAMING STORES
        • ONLINE RETAILING
    1. KEY ANALYTICS
      • PORTER’S ANALYSIS
      • OPPORTUNITY MATRIX
    2. GEOGRAPHICAL ANALYSIS
    3. COMPETITIVE LANDSCAPE
      • MARKET SHARE ANALYSIS
        • TOP COMPANIES IN SOUTH KOREA
      • COMPANY PROFILES
        • MICROSOFT CORP
        • SONY CORP
        • ELECTRONIC ARTS INC
        • NINTENDO
        • ACTIVISION INC
        • UBISOFT ENTERTAINMENT LTD
        • WARNER BROS ENTERTAINMENT INC
        • KING DIGITAL ENTERTAINMENT PLC
        • RIOT GAMES INC
        • TENCENT HOLDINGS LTD
        • COM INC
        • NCSOFT CORP
        • BLIZZARD ENTERTAINMENT INC
        • NET
        • BANDAI NAMCO

     

    TABLE LIST

    TABLE           1. SOUTH KOREA VIDEO GAMES MARKET BY TYPE 2017-2025 ($ MILLION)TABLE           2. SOUTH KOREA VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)

    TABLE           3. SOUTH KOREA VIDEO GAMES MARKET BY GAMING ACCESSORIES TYPE 2017-2025 ($ MILLION)

    TABLE           4. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE 2017-2025 ($ MILLION)

    TABLE           5. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)

    TABLE           6. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (DIGITAL) 2017-2025 ($ MILLION)

    TABLE           7. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE BY PLATFORM 2017-2025 ($ MILLION)

    TABLE           8. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE BY FORMAT 2017-2025 ($ MILLION)

    TABLE           9. SOUTH KOREA VIDEO GAMES MARKET BY DISTRIBUTION CHANNEL 2017-2025 ($ MILLION)

    TABLE           10. SOUTH KOREA VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)

     

    FIGURE LIST

    FIGURE 1      SOUTH KOREA VIDEO GAMES MARKET 2017-2025 ($ MILLION)FIGURE 2      SOUTH KOREA VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)

    FIGURE 3      SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY HANDHELD CONSOLES 2017-2025 ($ MILLION)

    FIGURE 4      SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY STATIC CONSOLES 2017-2025 ($ MILLION)

    FIGURE 5      SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY GAMING ACCESSORIES 2017-2025 ($ MILLION)

    FIGURE 6      SOUTH KOREA GAMING ACCESSORIES MARKET BY TOYS TO LIFE 2017-2025 ($ MILLION)

    FIGURE 7      SOUTH KOREA GAMING ACCESSORIES MARKET BY AR/VR HEADSETS 2017-2025 ($ MILLION)

    FIGURE 8      SOUTH KOREA GAMING ACCESSORIES MARKET BY OTHER GAMING ACCESSORIES 2017-2025 ($ MILLION)

    FIGURE 9      SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE 2017-2025 ($ MILLION)

    FIGURE 10   SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 11   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 12   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 13   SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 14   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 15   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 16   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES 2017-2025 ($ MILLION)

    FIGURE 17   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES 2017-2025 ($ MILLION)

    FIGURE 18   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY PLATFORM 2017-2025 ($ MILLION)

    FIGURE 19   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 20   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 21   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 22   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 23   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY FORMAT 2017-2025 ($ MILLION)

    FIGURE 24   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY GAME SALES 2017-2025 ($ MILLION)

    FIGURE 25   SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY INGAME PURCHASES 2017-2025 ($ MILLION)

    FIGURE 26   SOUTH KOREA VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)

    FIGURE 27   SOUTH KOREA VIDEO GAMES MARKET BY SUPERMARKETS/HYPERMARKETS 2017-2025 ($ MILLION)

    FIGURE 28   SOUTH KOREA VIDEO GAMES MARKET BY GAMING STORES 2017-2025 ($ MILLION)

    FIGURE 29   SOUTH KOREA VIDEO GAMES MARKET BY ONLINE RETAILING 2017-2025 ($ MILLION)

    FIGURE 30   TOP COMPANIES IN SOUTH KOREA (2016)

    1. MARKET SEGMENTATION
      • BY TYPE
        • HARDWARE
          • HANDHELD CONSOLES
          • STATIC CONSOLES
          • GAMING ACCESSORIES
        • VIDEO GAMES SOFTWARE
          • VIDEO GAMES SOFTWARE (PHYSICAL)
          • VIDEO GAMES SOFTWARE (DIGITAL)
          • VIDEO GAMES SOFTWARE BY PLATFORM
          • VIDEO GAMES SOFTWARE BY FORMAT
      • BY DISTRIBUTION CHANNEL
        • RETAIL STORES
          • SUPERMARKET/HYPERMARKETS
          • GAMING STORES
        • ONLINE RETAILING

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