DUBLIN–(BUSINESS WIRE)–The “Korean Gaming Market (Mobile, PC and Console): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)” report has been added to ResearchAndMarkets.com’s offering.
The Korean gaming market is anticipated to reach US$20.98 billion in 2026, growing at a CAGR of 6.21% during the period spanning 2022-2026.
After the US, China, and Japan, it is the fourth largest market, accounting for more than 6% of the worldwide gaming industry in 2021.
The growth in the market has been driven by factors like smartphone penetration, rapid urbanization, rising gaming subscribers’ penetration rate, expansion of MMORPGs, cross-platform gaming coming to a reality, and surging youth population.
The market is expected to face certain challenges such as side effects of excessive gaming and stringent government regulations. To overcome these challenges, the market would witness some key trends like metaverse in gaming industry, adoption of cloud gaming, E-sports, expansion of 5G, rise of cryptocurrency, and integration of board games in cafes.
The Korean gaming market can be segmented as follows: Mobile, PC and Consoles. Mobile held a larger share of the market in 2021. A wide variety of games is popular in Korea and this includes mobile games, PC computer games, and consoles. However, the most frequently accessed and enjoyed type of game in Korea is mobile games.
The Korean gaming market by export value increased at a CAGR of 9.19%. The Korean gaming market value by export category can be segmented as follows: Mobile, PC and Console. In 2021, the dominant share of the market was held by mobile segment.
The competitive landscape of the market, along with the company profiles of leading players (Netmarble, Pearl Abyss, NCSoft, Nexon, Krafton, and Com2us Corporation) are also presented in detail.
Key Topics Covered:
1. Market Overview
1.3 History of Gaming
1.4 Benefits of Games
1.5 Segments of Gaming and Its Benefits
1.6 Cloud Based Gaming
1.7 Gaming in Korea
2. Impact of COVID-19
2.1 Impact of COVID-19 on Korea Gaming Market
2.2 Korea Mobile Game Downloads
2.3 Post-COVID Scenario
3. Korean Market Analysis
3.1 Global Gaming Market by Value
3.2 Global Gaming Market Forecast by Value
3.3 Korean Gaming Market by Value
3.4 Korean Gaming Market Forecast by Value
3.5 Korean Gaming Market by Segments
3.2.1 Korean Mobile Gaming Market by Value
3.2.2 Korean Mobile Gaming Market Forecast by Value
3.2.3 Korean PC Gaming Market by Value
3.2.4 Korean PC Gaming Market Forecast by Value
3.2.5 Korean Console Gaming Market by Value
3.2.6 Korean Console Gaming Market Forecast by Value
3.6 Korean Gaming Market by Export Value
3.7 Korean Gaming Market by Export Category
3.8 Korean Gaming Market by Import Value
3.9 Korean Gaming Market by Import Category
3.10 Korea Cloud Based Gaming Market Forecast by Value
3.11 Korea Cloud Based Gaming Subscribers Forecast
3.12 Korea Cloud Based Mobile Gamers by Age Group
3.13 Korea Cloud Based Computer Gamers by Age Group
4. Market Dynamics
4.1 Growth Drivers
4.1.1 Rising Smartphone Penetration
4.1.2 Rapid Urbanization
4.1.3 Rising Gaming Subscribers Penetration Rate
4.1.4 Expansion of MMORPG
4.1.5 Cross-platform Gaming Coming to a Reality
4.1.6 Surging Youth Population
4.2 Key Trends and Developments
4.2.1 Metaverse in Gaming Industry
4.2.2 Adoption of Cloud Gaming
4.2.4 Expansion of 5G
4.2.5 Rise of Cryptocurrency
4.2.6 Integration of Board Games in Cafes
4.3.1 Side Effects of Excessive Gaming
4.3.2 Stringent Government Regulations
5. Competitive Landscape
5.1 Korean Market
5.1.1 Revenues Comparison – Key Players
5.1.2 Market Capitalization Comparison – Key Players
5.1.3 Games Comparison – Key Players
5.1.4 Market Share – Key Players
6. Company Profiles
6.1 Business Overview
6.2 Financial Overview
6.3 Business Strategies
For more information about this report visit https://www.researchandmarkets.com/r/y8sgi0