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South Korea gaming industry reports and market data

81 documents·20 writers·246 charts and tables

Documents

Cover of Market Study: China, Japan and South Korea
Report46 pages

Market Study: China, Japan and South Korea

The Asia-Pacific region stands as the global leader in the gaming industry, generating 49 percent of total worldwide revenue.

  • The Asia-Pacific region generates 49 percent of total worldwide gaming revenue, driven primarily by China, Japan, and South Korea.
  • Entering the Chinese market requires collaboration with local publishers to navigate mandatory ISBN licensing, strict government censorship, and a fragmented Android ecosystem.
  • Japan’s mature market is dominated by mobile revenue and console hardware, where success depends on high-quality RPGs, gacha mechanics, and established brand trust.
Neogames FinlandJun 2021
Cover of Mobile Game Genre Report: Role-Playing Games 2021
Report30 pages

Mobile Game Genre Report: Role-Playing Games 2021

Role-playing games represent the most lucrative segment of the global mobile gaming market, generating $18.5 billion in 2020 and accounting for nearly a quarter of all mobile gaming revenue.

  • Mobile RPGs generated $18.5 billion in 2020, representing nearly 25% of total mobile gaming revenue.
  • The market is heavily concentrated in East Asia, with China, Japan, and South Korea accounting for over 70% of global RPG earnings.
  • Approximately 50% of top-performing RPG titles rely on established intellectual properties, such as the Marvel franchise, to drive player acquisition and revenue.
PangleJan 2021
Cover of How Do Asian Game Pubs (JP + KR) Bring Games to the West? | Mike Lee (Crunchyroll, SEGA, Nexon, Glu)
47 min
GameMakers47 min

How Do Asian Game Pubs (JP + KR) Bring Games to the West? | Mike Lee (Crunchyroll, SEGA, Nexon, Glu)

Japanese and Korean game publishers face distinct strategic hurdles when expanding into Western markets, often characterized by a tension between domestic design philosophies and global consumer expectations.

  • Japanese and Korean publishers often treat the West as a secondary market for incremental revenue, leaving them vulnerable to Chinese developers who prioritize aggressive, global-first strategies.
  • Successful Western market entry for Asian studios frequently relies on combining high-fidelity RPG mechanics with established anime or Western intellectual properties, as demonstrated by companies like Netmarble.
  • Asian publishers face significant financial risk due to high licensing costs and the difficulty of adapting games designed for isolated domestic markets to Western consumer expectations.
GameMakersDec 2020
Cover of Fireside Chat: You Need to be in South Korea! Everything You Need to Know About G-STAR (and Beyond)
31 min
PocketGamer.biz31 min

Fireside Chat: You Need to be in South Korea! Everything You Need to Know About G-STAR (and Beyond)

South Korea stands as the world’s fourth-largest gaming market, representing approximately 6% of the global industry.

  • South Korea is the world’s fourth-largest gaming market, accounting for 6% of the global industry and experiencing 15% growth during the pandemic.
  • G-STAR, held annually in Busan, is the essential strategic gateway for foreign companies to access B2B networking and incubation support.
  • Successful market entry relies on partnerships with established local publishers such as Nexon or Kakao to navigate the sophisticated, relationship-driven ecosystem.
PocketGamer.bizNov 2020
Cover of Introduction to G-STAR 2020 & the Asian Game Market
22 min
PocketGamer.biz22 min

Introduction to G-STAR 2020 & the Asian Game Market

The Asian gaming market represents nearly 50 percent of the global industry, making it a critical region for developers seeking commercial success.

  • The Asian gaming market accounts for nearly 50 percent of the global industry, making it a primary region for international commercial expansion.
  • South Korea functions as a strategic gateway to the broader Asia-Pacific market, which includes major gaming hubs like China, Japan, Australia, and India.
  • The Korean market is characterized by consistent year-over-year revenue growth, supported by the world’s second-fastest 5G network and high consumer engagement in role-playing, casual, and simulation genres.
PocketGamer.bizOct 2020
Cover of Korea Mobile Game Market Trends: Stats, Publishing Campaigns, Marketing, Partnership, Localisation
18 min
PocketGamer.biz18 min

Korea Mobile Game Market Trends: Stats, Publishing Campaigns, Marketing, Partnership, Localisation

The South Korean mobile game market is a highly concentrated, high-barrier environment characterized by intense competition and a strong preference for role-playing games (RPGs).

  • The South Korean mobile game market is highly concentrated, with the top 10 games capturing 50% of the total market share and three major publishers—NCSoft, Netmarble, and Nexon—dominating revenue.
  • RPG titles are the primary driver of the Korean market, accounting for eight out of the top 10 games, with a recent trend shifting toward character-gathering RPGs that incentivize higher player spending.
  • Google Play is the dominant platform with a 75% market share, while the local 'One Store' has surpassed the Apple App Store in market share, typically capturing 13% to 15%.
PocketGamer.bizOct 2019
Cover of Market Study: China, Japan and South Korea
Report46 pages

Market Study: China, Japan and South Korea

The Asia-Pacific region stands as the preeminent global gaming hub, with China, Japan, and South Korea serving as the primary engines for industry growth.

  • China, Japan, and South Korea represent the primary engines of the Asia-Pacific gaming market, requiring tailored, long-term strategies rather than standardized global approaches.
  • Market entry in China necessitates navigating a mandatory ISBN licensing system and strict content censorship, often requiring collaboration with local publishers to ensure compliance.
  • Japan’s mobile market is highly saturated but features the world’s highest per-player spending, specifically within RPG and gacha-based genres.
Neogames FinlandOct 2019
Cover of Digital marketing in Asia (China, Japan and South Korea)
24 min
PocketGamer.biz24 min

Digital marketing in Asia (China, Japan and South Korea)

The digital marketing landscape in Asia—specifically China, Japan, and South Korea—requires a multifaceted strategy that balances paid performance-based advertising with organic engagement.

  • In the Chinese market, companies should prioritize organic search and social strategies alongside paid media, specifically leveraging Baidu SEO and WeChat subscription accounts to build community engagement.
  • WeChat is the dominant platform for interactive marketing in China, offering superior functionality compared to Western social media for gathering user feedback and managing direct communication through subscription accounts.
  • For successful market entry in Japan, utilize pre-order platforms one month before product launch to capture feedback from the country's highly penetrated gamer demographic.
PocketGamer.bizFeb 2019
Cover of Meet the Dragon's neighbours – South Korea and Japan
18 min
PocketGamer.biz18 min

Meet the Dragon's neighbours – South Korea and Japan

The gaming landscapes of South Korea and Japan, while geographically proximate and technologically advanced, exhibit distinct cultural behaviors and consumer preferences that dictate market entry strategies.

  • South Korean gamers exhibit a fast-paced lifestyle, leading to short game life cycles and a high demand for constant updates, whereas Japanese gamers are more patient and often retain a single game for months or years.
  • Cultural differences in social pressure significantly impact user behavior; South Korean consumers feel intense pressure to follow trends and maintain 'proper' age-appropriate activities, while Japanese consumers experience less social pressure and demonstrate greater patience.
  • The gaming landscape in East Asia has shifted from a Japan-centric market in the 1990s to a tripartite industry involving China, South Korea, and Japan, driven by the emergence of internet cafes and mobile gaming.
PocketGamer.bizFeb 2019
Cover of Going global: Bringing giant games from South Korea to the West
19 min
PocketGamer.biz19 min

Going global: Bringing giant games from South Korea to the West

Netmarble’s strategy for expanding South Korean mobile titles into Western markets centers on deep cultural localization and iterative adaptation.

  • Netmarble's 'Lineage 2: Revolution' achieved over 30 million downloads and exceeded $1 billion in accumulated revenue by leveraging the Unreal 4 engine to bring high-spec, 50-versus-50 real-time guild battles to mobile.
  • Successful global expansion requires significant localization beyond translation, such as adjusting leveling difficulty, UI layouts, and PvE/PvP content ratios to align with Western player preferences.
  • When localizing 'Everybody's Marble' for Western markets, Netmarble delayed the launch by six months to overhaul character designs and simplify complex tutorials that were deemed unsuitable for non-Asian audiences.
PocketGamer.bizOct 2018
Cover of The Asian games market and G-STAR
20 min
PocketGamer.biz20 min

The Asian games market and G-STAR

The South Korean gaming market represents a significant segment of the broader Asia-Pacific region, which accounts for nearly half of the global $108 billion gaming industry.

  • South Korea generates $1.3 billion in annual gaming revenue from 15.5 million gamers, achieving a high average revenue per user (ARPU) of approximately $87.
  • Mobile gaming has overtaken traditional PC titles in market share, with Android holding an 80% market dominance and Samsung serving as the primary hardware provider.
  • The South Korean gaming demographic is mature, with 57% of users falling between the ages of 25 and 44.
PocketGamer.bizOct 2018
Cover of Mobile gaming: The East versus West power panel
37 min
PocketGamer.biz37 min

Mobile gaming: The East versus West power panel

The global mobile gaming landscape is currently defined by a strategic tension between the mature, high-barrier markets of East Asia and the expansive, growth-oriented opportunities in the West.

  • The Asia-Pacific region, led by China, Japan, and South Korea, remains the primary driver of global mobile gaming innovation and revenue despite extreme market saturation and complex regulatory barriers.
  • Chinese gaming giants Tencent and NetEase maintain dominant control over their domestic market, requiring foreign developers to secure strong local partnerships for successful entry.
  • Asian conglomerates are actively acquiring Western intellectual property and talent to offset domestic growth plateaus, with Chinese firms favoring autonomous studio management while Korean firms prefer integrated, hands-on structures.
PocketGamer.bizJun 2018

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