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Report
3 pages
2026.02.20 Announcement regarding Candidates for Directors including Directors who are Audit and Supervisory Committee Members
NEXON Co., Ltd. will present a slate of six director candidates for approval at its 24th Annual General Meeting on March 25, 2026.
The board is retaining current executives Junghun Lee, Shiro Uemura, Patrick Söderlund, and Daehyun Kang to ensure leadership continuity.
New outside director appointments include Alexander Iosilevich, an investment-banking executive, and Kaoru Hattori, a partner at the law firm Nagashima Ohno & Tsunematsu.
Employment
Asia
Japan
+1
NEXON Co.
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 Second Quarter
GREE projects Q3 FY2023 operating income for its Internet and Entertainment Business to range between ¥1.0 billion and ¥1.5 billion, heavily dependent on the performance of new Korean and traditional Chinese releases of 'Heaven Burns Red'.
The 'REALITY' metaverse platform has achieved profitability, with significant overseas growth led by North America, followed by Indonesia and Thailand.
GREE is scaling marketing spend in Q3 to support the one-year anniversary of 'Heaven Burns Red' and the international expansion of the 'REALITY' platform.
Market Analysis
Metaverse
Mobile
+4
GREE
Report
1 pages
Raport Bieżący Nr 19/2024: Zawarcie Umowy Produkcyjno-Wydawniczej z Krafton Inc.
PCF Group S.A. signed a production and publishing agreement with Krafton Inc. on September 10, 2024.
The partnership focuses on the development of a new gameplay mode codenamed 'Project Echo' for an existing Krafton-owned title.
The collaboration is structured as a work-for-hire arrangement where PCF Group provides production services in exchange for financial compensation.
Game Development
Game Publishing
Mergers & Acquisitions
+1
PCF Group
Report
5 pages
Nexon Releases Earnings for Fourth Quarter and Full-Year 2025
Nexon achieved record full-year 2025 revenue of ¥475.1 billion, a 6% year-over-year increase, with operating income holding steady at ¥124.0 billion.
The new title ARC Raiders was a major growth driver, selling over 14 million units within 15 weeks and reaching a peak of 960,000 concurrent users.
The 22-year-old MapleStory franchise reached record annual revenue with 43% year-over-year growth, helping to offset a 21% decline in the Dungeon&Fighter franchise.
Market Analysis
Monetization
Game Publishing
+3
NEXON Co.
Feb 2026
Report
8 pages
Strategies for Creating Global Hit Formats: Exporting and Localizing K-Broadcast Formats
Successful global format export requires a proactive strategy of deliberate localization rather than relying on passive inbound interest.
Core attributes for cross-cultural success include simplicity, flexibility, scalability, authenticity, compelling storytelling, and play-along participation, often enhanced by a 'Korean Twist' of genre-blending.
Protecting intellectual property is essential and should be managed through the FRAPA Format Registration System, detailed e-trail documentation, and the creation of a comprehensive 'format bible'.
Game Development
Marketing
Global
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
30 pages
Growth of the Korean Emoticon Market: A New Distribution and Expansion Method for the K-Character Industry
The Korean emoticon market has grown into a KRW 1.5 trillion (≈US$1.2 trillion) industry, anchored by the KakaoTalk platform.
Over the last 14 years, the market has seen the release of more than 850,000 distinct emoticons, resulting in over 300 billion individual sends.
Emoticons have evolved from simple messaging features into high-value intellectual property (IP) assets, such as KakaoFriends and LINE Friends, that drive revenue across merchandise, mobile games, and animation.
Market Analysis
Monetization
South Korea
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
6 pages
Securing Competitiveness in Human-Creativity-Driven BGM Production in the Age of AI-Generated Music: South Korea
Human creativity remains the primary competitive advantage for BGM producers, as the ability to convey authentic emotion and intent cannot be replicated by AI.
T2Sound maintains market competitiveness by prioritizing meticulous mixing and mastering to ensure high-quality emotional resonance, rather than competing solely on speed or cost.
Global demand is shifting away from generic background music toward tracks with distinctive sonic signatures, with Korean BGM gaining traction due to its unique emotional texture.
AI
South Korea
Market Analysis
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
6 pages
2025 eSports Player Rankings: By Game and Earnings in Korea
League of Legends remains the most lucrative eSports title in South Korea, with top earner Lee Sang-hyeok (Faker) accumulating $1.88 million in prize money as of July 2025.
Established titles offer significantly higher financial returns than newer games, as evidenced by StarCraft II leader Cho Sung-choo earning $1.39 million and PUBG leader Park Jung-young earning $1.25 million.
Newer competitive titles show a substantial earnings gap compared to legacy games, with top Overwatch 2 player Choi Tae-min earning $375,450 and Valorant leader Kim Jong-min earning $164,980.
Esports
South Korea
PC
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
35 pages
Guide to Growing Chinese Gaming Apps Overseas
Video advertising is the most effective monetization channel for Chinese developers in mature markets, currently yielding a 21% Day 7 return on ad spend.
Generative AI is being deployed at scale to automate the production of localized ad creatives, voice-overs, and performance-tested copy to reduce costs and speed up regional market entry.
Long-term player retention is increasingly driven by integrating social hangout spaces, customizable home systems, and minigames into core gameplay loops.
Market Analysis
Mobile
User Acquisition
+6
EA
Jan 2025
Report
17 pages
Characteristics and Implications of K-Contentization of Foreign Original Remakes: Focusing on Recent Drama Case Studies
Korean producers are increasingly using foreign-original remakes as a risk-management strategy to combine proven intellectual property with local production expertise for global OTT distribution.
The market has shifted from early, unofficial Japanese manga adaptations to a diverse 2020–2025 surge of genre-rich content sourced from the US, UK, France, Spain, and Sweden.
Successful adaptations, such as 'The World of the Married,' achieved peak viewership of 28.4% by prioritizing deep cultural translation over rigid adherence to the original source material.
Market Analysis
Investment
South Korea
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
25 pages
Global Business Strategies for K-Fashion: A Focus on K-Content
AI integration is a primary driver of profitability, evidenced by Gentle Monster’s 25% revenue increase through recommendation engines and H&M’s reduction in refund rates via digital twins.
Korean fashion brands are shifting influencer strategies from celebrity-based notoriety to value-aligned storytelling, treating fan-generated media as a core co-marketing partner to boost authenticity.
On-demand production models, such as those utilized by Desigual, are effectively leveraging AI-driven forecasting to minimize inventory waste and improve supply chain sustainability.
Market Analysis
Player Demographics
South Korea
KOCCA – Korea Creative Content Agency
Jan 2025
Report
10 pages
Interview with Lee, Su-Hyun: South Korea
South Korea’s fashion industry is undergoing a comprehensive digital transformation (DX) that integrates generative AI for 3-D virtual prototyping, smart-factory automation, and data-centric marketing to reduce sample costs and lead times.
The adoption of on-demand production and digital traceability is being prioritized to meet carbon-neutral objectives and support circular-economy initiatives within the fashion value chain.
Smart apparel development is currently limited to functional niches in sports, healthcare, and disaster safety, with technical progress hindered by the durability of conductive fibers and the need for miniaturized, flexible battery solutions.
AI
Market Analysis
South Korea
KOCCA – Korea Creative Content Agency
Jan 2025
Report
7 pages
Interview with Keunkyo Kim, Head of Global Business at NC AI
NC AI is leveraging 14 years of MMORPG-based reinforcement learning and real-time processing expertise to expand from gaming into industrial sectors, including manufacturing, robotics, smart cities, and defense.
The company is developing a dual-track AI strategy that balances a 200-billion-parameter large language model with lightweight, edge-optimized multimodal diffusion models for field efficiency.
NC AI’s proprietary VARCO 3D engine enables the generation of physics-based 3D environments from text or images, while the open-source VARCO Vision 2.0 achieved over 10,000 downloads within ten days of release.
AI
South Korea
Market Analysis
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
5 pages
2024 Analysis of OTT Usage Patterns and Content Consumption in Korea
Cost is the primary driver for subscription churn, with 61% of users citing usage fees as the main reason for cancellation and 31% specifically noting fee increases.
Content scarcity is a major retention risk, as 51% of respondents cancel subscriptions due to a perceived lack of worthwhile content.
Domestic dramas (48%) and OTT-produced originals (45%) dominate the South Korean market, accounting for the vast majority of viewing share.
Market Analysis
South Korea
Streaming
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
7 pages
2024 E‑Sports Viewership and Engagement Trends in Korea
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.
Market Analysis
Player Demographics
Esports
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Whitepaper
127 pages
Guide to Game Literacy: Improving Understanding of Games
Parental involvement is a critical determinant of healthy gaming habits, as 78.5% of adaptive gamers have informed parents compared to only 60.2% of those classified as problematic.
The UK gaming market is projected to grow from £4 billion in 2022 to £10 billion by 2030, with the national gamer population expected to reach 38.5 million by 2025.
A 2023 Korean survey indicates that 86% of adolescents play video games, with the user base segmented into 71% general users, 12% adaptive users, and 3% problematic users.
Player Behavior
Game Design
South Korea
K-GAMES – Korea Association of Game Industry
Jan 2024
Report
6 pages
2024 Professional Gamer Workforce and Career Structure in Korea
South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
Market Analysis
Player Demographics
Salary
+2
KOCCA – Korea Creative Content Agency
Jan 2024
Report
5 pages
2024 Analysis of Short-Form Video Usage Patterns and Platform Preferences in Korea
Consumer preference for ultra-short videos (15 seconds or less) in South Korea surged from 19.7% in 2021 to 53.2% in 2023.
TikTok leads in engagement volume, with users watching an average of 15.4 short videos per session, compared to 11 on YouTube Shorts and 10.6 on Instagram Reels.
Humor and gag content is the primary driver for both YouTube Shorts (48.2%) and TikTok (40.5%).
Market Analysis
Player Behavior
South Korea
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
4 pages
2024 Netflix’s Growth Strategy and Investment Trends in the Korean Market
Netflix’s streaming revenue in South Korea grew more than five-fold between 2019 and 2024, rising from approximately 175.6 billion won to 898.3 billion won.
The company’s revenue model in South Korea is highly concentrated, with over 99% of income generated directly from user subscriptions.
Annual investment in Korean content saw a massive escalation, climbing from 15 billion won in 2016 to a peak of 550 billion won in 2021.
Investment
Streaming
Market Analysis
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
5 pages
2024 Financial and Fan Support Structures in Korean eSports
Korean e-sports team expenditures grew nearly five-fold between 2015 and 2023, rising from 22.1 billion won to 111.6 billion won.
Market investment is accelerating, with total team spending increasing by 15.9% between 2022 and 2023 alone.
Fan loyalty is highly concentrated, as T1 commands 78.2% of identified team supporters, while the runner-up Gen.G holds only 5.4%.
Market Analysis
South Korea
Player Behavior
+1
KOCCA – Korea Creative Content Agency
Jan 2024
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