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2024 E‑Sports Viewership and Engagement Trends in Korea
Updated Mar 17, 2026 by
Korea Creative Content Agency
Key insights
Pages
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Insights
01
YouTube dominates the South Korean
e-sports
market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
Page 2
02
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.
Page 1
03
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.
Page 3
04
Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
Page 6
05
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.
Page 7
06
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.
Page 4
Insights
01
YouTube dominates the South Korean
e-sports
market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
Page 2
02
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.
Page 1
03
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.
Page 3
04
Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
Page 6
05
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.
Page 7
06
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.
Page 4