High Popularity of Esports is Expected to Drive the South Korea Online Gaming Market

Published: Jan 2021

The South Korean online gaming market is anticipated to grow with a considerable CAGR of 8.4% during the forecast period (2020-2026). The country holds nationwide broadband communication networks that provide easily accessible, high-speed, large-capacity data transmission. According to the World Bank in 2018, 95.5% of the population has access to the internet. Though, due to the high usage of smartphone devices as gaming consoles, companies are shifting their focus on offerings games for smartphones. 

Browse the full report description South Korean Online Gaming Market Size, Share & Trends Analysis Report By Game Type (Role-Playing Games, Action Games, Racing Games, Simulation Games, Strategy Games, Sports Games, and Other Games), By Device Type (Console, Computer, Mobile Devices, and Others), By Revenue Model (Free Gaming Services and Paid Gaming Services), Forecast Period (2020-2026) at https://www.omrglobal.com/industry-reports/south-korean-online-gaming-market

Furthermore, the high popularity of online gaming among the young population of the country will also drive the growth of the market. Moreover, the penetration of e-sports is also high in the country. The country also has the Korea e-Sports Association (KeSPA) that manages large e-sports events such as League of Legends and Dota 2 among others. It is also supporting the economy of the country. For instance, the Culture Ministry expects over 100,000 new jobs to be added by the mid-2020s which will support the South Korean esports infrastructure of producers, designers, engineers, promoters, and organizers. Hence, significant support from the government for the gaming environment is expected to aid market growth. 

Market Coverage

  • The market number available for – 2019-2026
  • Base year- 2019
  • Forecast period- 2020-2026
  • Segment Covered- 

o By Game Type

o By Device Type

o By Revenue Model

  • Competitive Landscape- NEXON Co. Ltd., NCSoft Corp., Netmarble Corp., Doubleu Games Co, Ltd. NXC Corp., Krafton Inc.

Key Questions Addressed by the Report

  • What is the market growth rate?
  • Which segment dominates the market in the base year?
  • Which segment will project the fastest growth in the market?
  • How COVID-19 impacted the market?

o Recovery Timeline

o Deviation from the pre-COVID-19 forecast

o Most affected segment

  • Who is the leader in the market?
  • How players are addressing challenges to sustain growth?
  • Where is the investment opportunity?

Japan Online Gaming Market Report Segment

By Game Type

  • Role-Playing Game (MMORPG & MMOG)
  • Action & Adventure Games 
  • Racing Games 
  • Simulation Games 
  • Strategy Games 
  • Sports Games 
  • Other Games (Card Games)

By Device Type

  • Console
  • Computer
  • Mobile Devices
  • Others

By Revenue Model

  • Free Gaming Services
  • Paid Gaming Services

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