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Korea Creative Content Agency
The 2024 landscape of the South Korean console and virtual reality gaming market reveals a sector characterized by high brand concentration and a preference for casual, simulation-based gameplay. Based on a survey of 2,157 console gamers and 8,076 VR users conducted between June and October 2024, the data highlights that Nintendo maintains a dominant market position, with 72.3% of console gamers utilizing its hardware. PlayStation follows with 42.9%, while Xbox accounts for 10.9% of the market share.
Console gaming in Korea functions primarily as a leisure activity rather than a daily habit. The most frequent usage pattern, reported by 24.3% of respondents, involves playing only once or twice per week. A significant portion of the user base, approximately 35%, engages with consoles on a monthly or less frequent basis. Regarding content preferences, players lean heavily toward immersive and interactive experiences, with simulation games cited as a top-three favorite by 44% of users, followed by sports and racing titles at 37.4% and action games at 31%.
Virtual reality adoption remains in an early stage, with usage rates across all age groups ranging between 3.4% and 9.8%. Engagement is highest among younger adults, specifically those in their 20s and 30s, who demonstrate the strongest interest in VR technology. Overall, the findings suggest that while console and VR gaming are established segments within the broader South Korean gaming industry, they currently serve as secondary, casual entertainment options that prioritize simulation and interactive genres over the high-intensity competitive titles often found in the domestic PC gaming market.