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Last Updated: Apr 25, 2025 | Study Period: 2022-2030
Video games are viewed as a significant form of social interaction in South Korea, where most games are either cooperative or competitive.
Role-playing, first-person shooter, mobile, and MMORPG games created locally have proven to be quite well-liked throughout the nation.
In South Korea, professional video game competitionsâparticularly those involving real-time strategy gamesâhave a sizable following.
Major tournaments are frequently televised on television and provide significant cash awards. Because of the growth of its creative industries, South Korea has become one of the most powerful economies in Asia.
Many South Koreans are extremely proud of their nation's enviable reputation as a pro-gaming superpower. As a result, more and more IT corporations are seeing the financial benefits of funding and supporting e-sports athletes.
The controversial regulation that prohibits young people from playing online video games late at night is being repealed, according to the South Korean government. The law prohibits children under the age of 18 from playing online PC games.
It was first adopted in the early years to stop excessive play and gaming addiction. Any non-compliant video game firms will be fined.
However, according to a recent story in The Korea Herald, the country's Ministry of Culture, Sports, and Tourism as well as the Ministry of Gender Equality and Family intend to repeal this rule in order to respect the rights of children.
The Gender Ministry also has plans to develop both online and physical rehabilitation camps, as well as measures to recognise young people who play too much and provide counselling and treatment.
The South Korea Gaming Market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2022 to 2030.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2022-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2022-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2022-2030 |
21 | Product installation rate by OEM, 2022 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2022 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |