T1 Base Camp PC bang interior

South Korea

23 sourced claims85 curated sources

Korea is the birthplace of eSports as spectator sport. StarCraft filled television schedules and stadiums here two decades before the rest of the world settled on the word esports, and the PC bang, the neighbourhood gaming café, made play a public activity rather than a bedroom one. That social-first format went global when battle royales reached the world through Krafton's PUBG: Battlegrounds. Korea is a tiny nation, and so builds for export above all, sending 8.5 billion dollars of games abroad in 2024 against 246 million imported. The government says Korea owns 7.2 percent of the world's gaming econonmy, on domestic revenue of 23.85 trillion won. Unexpectedly, that's shrinking. Game usage fell to 50.2 percent in 2025, down 9.7 points in a single year.

Photograph Wikimedia Commons

Market size

~23.9 trillion won2024

Domestic games industry revenue is 23.8515 trillion won in 2024, up 3.9 percent year on year, per the 2025 White Paper on Korean Games.

Source 2025 대한민국 게임백서, reported by Digital Today, named tech outlet

Each market states its size in its own currency, for its own year, and on its own definition of what counts, which is consumer spending in some and industry revenue in others. These ten figures cannot be compared with one another.

Player population

About 20 million2025

  1. CN
  2. US
  3. JP
  4. DE
  5. FR
  6. UK
  7. CA
  8. KR
  9. IT
  10. MENANot recorded

Each figure comes from a different source, a different year, and a different definition of a player. The bars show rough scale only. No free source measures every market on one method.

Source 한국콘텐츠진흥원 KOCCA and 문화체육관광부, 2025 게임이용자 실태조사

Research yourself

Type
Language
Cost

11 of 11 sources

These rows

NameWhat it lets you find outTypeCostMarkets
Mobile Index (IGAWorks)Korea-specific mobile rankings and usage estimates behind a Korean-language interface. Covers One Store (KR third-party store), which global vendors often miss. Methodology differs from Sensor Tower, so don't mix numbers across vendorsAnalytics platformFreemiumKR
PlayboardYouTube channel rankings with strong Korea coverage and Super Chat leaderboards. Provides estimates, not platform-reported dataAnalytics platformFreemiumKR, Global
소프트콘 뷰어십 SOFTC.ONE Viewership (Sopeuteukon Vieoship)Rankings and viewership metrics across Chzzk, SOOP, YouTube Live, and Twitch: who's big in Korea right now. Independent project, KO interface onlyCreator trackingFreeKR
vling (블링)Korean YouTube channel analytics and influencer-value data built for advertisers. YouTube only, no Chzzk/SOOP, ad-sales orientationCreator trackingFreemiumKR, Asia
SANDBOX Network (샌드박스네트워크, Saendeubakseu Neteuwokeu)Roster of ~265 creator teams across gaming/kids/entertainment who are professionally managed in KR. Private company that ranks its own talentCreator trackingFreeKR
DIA TV (CJ ENM) (다이아티비, Daia Tibi)Korea's other flagship MCN. CJ ENM is listed (KOSDAQ 035760), so the parent's disclosures give partial primary data. The roster is its own talentCreator trackingFreeKR
University Tomorrow 20s LabQuantitative youth/Gen Z research. Strong for child/young-adult segmentation.Adjacent research bodyFreeKR
Nexon IRFounded in Korea but listed in Tokyo, offers per-title and per-region detail and the economics of live-opsCorporate IRNot recordedKR, JP
Krafton IRPUBG economics and India exposureCorporate IRNot recordedKR, Global
NCSoft IRLineage economics, which is important for the ongoing MMO monetization story (i.e., people getting tired of being bilked by games show up in the numbers first here)Corporate IRNot recordedKR
Netmarble / Kakao Games IRKR mobile publishing economicsCorporate IRNot recordedKR