Video Games in South Korea

Date: June 21, 2016
Pages: 23
Price:
US$ 990.00
Publisher: Euromonitor International Ltd
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: V96E25AE766EN
Leaflet:

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Mobile games are the mainstream of video games in South Korea. In terms of value sales, mobile games accounted for 55% of total video games, followed by a 23% value share for online games. Considering the extremely high penetration of smartphones among South Koreans, the dominance of mobile games since 2012 is a natural consequence. Console games are a relatively weak area in the local market due to the easy access to online and mobile games at a lower cost.

Euromonitor International's Video Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2011-2015, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2020 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
  • Get a detailed picture of the Video Games market;
  • Pinpoint growth sectors and identify factors driving change;
  • Understand the competitive environment, the market’s major players and leading brands;
  • Use five-year forecasts to assess how the market is predicted to develop.
Euromonitor International has over 40 years' experience of publishing market research reports, business reference books and online information systems. With offices in London, Chicago, Singapore, Shanghai, Vilnius, Dubai, Cape Town, Santiago, Sydney, Tokyo and Bangalore and a network of over 800 analysts worldwide, Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.
VIDEO GAMES IN SOUTH KOREA

Headlines
Trends
Competitive Landscape
Prospects
Category Data
  Table 1 Sales of Video Games by Category: Value 2010-2015
  Table 2 Sales of Video Games by Category: % Value Growth 2010-2015
  Table 3 Video Gaming Population: Number of People 2010-2015
  Table 4 Video Gaming Population: % Number of People 2010-2015
  Table 5 NBO Company Shares of Video Games: % Value 2011-2015
  Table 6 LBN Brand Shares of Video Games: % Value 2012-2015
  Table 7 NBO Company Shares of Video Games Hardware: % Value 2011-2015
  Table 8 LBN Brand Shares of Video Games Hardware: % Value 2012-2015
  Table 9 NBO Company Shares of Video Games Software: % Value 2011-2015
  Table 10 LBN Brand Shares of Video Games Software: % Value 2012-2015
  Table 11 Distribution of Video Games by Format: % Value 2010-2015
  Table 12 Distribution of Video Games Hardware by Format: % Value 2010-2015
  Table 13 Distribution of Video Games Software by Format: % Value 2010-2015
  Table 14 Forecast Sales of Video Games by Category: Value 2015-2020
  Table 15 Forecast Sales of Video Games by Category: % Value Growth 2015-2020
Executive Summary
Toys and Games Continues To Grow Positively in 2015
Television Commercials Help To Push Sales for Major Mobile Games
Netmarble Games Corp Becomes the New Top Player
Higher Concentration of Internet Retailing
Positive Outlook
Key Trends and Developments
'kidults' Become the Next Target Group To Replace the Decreasing Child Population
Internet Retailing Increases Its Influence in 2015
Market Data
  Table 16 Sales of Toys and Games by Category: Value 2010-2015
  Table 17 Sales of Toys and Games by Category: % Value Growth 2010-2015
  Table 18 NBO Company Shares of Toys and Games: % Value 2011-2015
  Table 19 LBN Brand Shares of Toys and Games: % Value 2012-2015
  Table 20 Distribution of Toys and Games by Format: % Value 2010-2015
  Table 21 Forecast Sales of Toys and Games by Category: Value 2015-2020
  Table 22 Forecast Sales of Toys and Games by Category: % Value Growth 2015-2020
Definitions
Sources
  Summary 1 Research Sources
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