Updated Mar 17, 2026 by Korea Creative Content Agency
YouTube dominates the South Korean e-sports market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
E-sports consumption is primarily mobile and desktop-driven, with PCs (38.2%) and mobile phones (35.9%) accounting for 74.1% of all viewing devices.
Engagement is frequent and consistent, as 58.9% of viewers watch e-sports content at least once a week, with 20.4% watching 3–4 times weekly.
Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
There is strong potential for offline market growth, as 62.7% of the 1,858 surveyed viewers expressed a willingness to attend live e-sports events.
Viewing sessions are longer on weekends, with 8.1% of viewers engaging for five hours or more, compared to 4.7% during the work week.
YouTube dominates the South Korean e-sports market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
E-sports consumption is primarily mobile and desktop-driven, with PCs (38.2%) and mobile phones (35.9%) accounting for 74.1% of all viewing devices.
Engagement is frequent and consistent, as 58.9% of viewers watch e-sports content at least once a week, with 20.4% watching 3–4 times weekly.
Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
There is strong potential for offline market growth, as 62.7% of the 1,858 surveyed viewers expressed a willingness to attend live e-sports events.
Viewing sessions are longer on weekends, with 8.1% of viewers engaging for five hours or more, compared to 4.7% during the work week.