South Korea Video Games and Consoles Market Size, Share & Forecast 2026-2031

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Market Overview

South Korea Video Games and Consoles Market Highlights

- The South Korea video games and consoles market is forecast to expand by USD 1.9 billion over the five-year period to 2031.
- In terms of segment performance, video game software accounted for a revenue share of XX% in 2025, amounting to US$ XX million.
- The e-commerce channel accounted for XX% of total sales in 2025, registering a CAGR of XX% during the forecast period.
- The 2026-2031 outlook indicates a compound annual growth rate of 4.9% for the market.

This in-depth data report provides reliable, up-to-date insights into the video games and consoles sector in South Korea, with figures most recently refreshed in 2026. It includes historical analysis from 2021 onward, along with forward-looking forecasts through 2031 to support data-informed decision-making.

What This Report Covers

Annual market size figures expressed in (KRW/USD), spanning 2021 to 2031. The dataset includes both historical actuals and forecasts, along with CAGR calculations for historical and projected periods.

Market Segmentation

The South Korea video games and consoles market is structured as follows:

Product type: gaming hardware (gaming headsets/handheld games consoles/stationary consoles), video game software (console games/mobile games/online games and subscriptions/PC games)

Distribution channel: e-commerce, others

Macroeconomic and Demographic Indicators

In addition to core market data, the report incorporates key socio-economic indicators that provide essential context for interpreting market dynamics. These include population trends, the Consumer Price Index (CPI), Gross Domestic Product (GDP), per capita consumption (expressed in USD), and consumer spending as a percentage of GDP. Together, these metrics offer a macroeconomic backdrop that enhances the strategic relevance of the market size figures, helping stakeholders better assess demand potential and long-term growth opportunities.

Competitive Landscape: Market Share Analysis

Market share insights presented in this report illustrate the evolving competitive landscape of the video games and consoles sector in South Korea, with data on top-performing brands and consolidation trends. Key market participants include: Com2uS Holdings Co., Ltd., Devisisters Co., Ltd., Efun Co., Ltd., Electronic Arts, Inc., GungHo Online Entertainment, Inc., Joycity Corp., Kakao Corporation, Krafton, Inc., Microsoft Corp., NCSoft Corporation, Neowiz Co., Ltd., Netmarble Corp., Nexon Co., Ltd., NHN Corp., Nintendo Co., Ltd., Pearl Abyss Corp., SmileGate, Inc., Sony Corporation, Tencent Holdings Ltd., Webzen, Inc., Wemade Co., Ltd., Wemade Play Co., Ltd., etc.

This report provides market share data for leading players in the overall video games and consoles market, as well as in key segments including video games and consoles, gaming hardware, gaming headsets, handheld games consoles, stationary consoles, video game software, console games, mobile games, online games and subscriptions and PC games.

Market share analysis covered in the report:
South Korea video games and consoles market share
South Korea gaming hardware market share
South Korea gaming headsets market share
South Korea handheld games consoles market share
South Korea stationary consoles market share
South Korea video game software market share
South Korea console games market share
South Korea mobile games market share
South Korea online games and subscriptions market share
South Korea PC games market share

Why Choose This Report?

Designed as a data-rich strategic snapshot, the report delivers timely and reliable intelligence to support decisions across market entry, investment evaluation, supply chain planning, and competitive benchmarking. Whether you're an investor, manufacturer, distributor, or consultant, this report delivers actionable value.

Request a redacted sample to preview the data structure and presentation quality before purchase.

Deliverables Include

Professionally structured PDF report
Full EXCEL databook with year-by-year figures and multi-dimensional segmentation from 2021 to 2031

Table of Contents

TABLE OF CONTENTS
Market Segmentation
Market Overview
South Korea Video Games and Consoles Market - Product Type Analysis
South Korea Video Games and Consoles Market - Distribution Channel Analysis
Company/Brand Shares Analysis
Macroeconomic Data and Forecast
Research Methodology
Disclaimer

FIGURES AND TABLES
Table South Korea Video Games and Consoles Market 2021-2031
Chart South Korea Video Games and Consoles Market, Net Growth, 2021-2031
Chart South Korea Video Games and Consoles Market, Growth Rates, 2021-2031
Table South Korea Video Games and Consoles Market by Product Type, 2021-2031
Chart South Korea Video Games and Consoles Market by Product Type, CAGR Historic and Forecast, 2021-2031
Chart South Korea Video Games and Consoles Market by Product Type, 2021-2031
Table South Korea Video Games and Consoles Market by Distribution Channel, 2021-2031
Chart South Korea Video Games and Consoles Market by Distribution Channel, CAGR Historic and Forecast, 2021-2031
Chart South Korea Video Games and Consoles Market by Distribution Channel, 2021-2031
Table South Korea Video Games and Consoles Market Share (%), by Companies, 2021-2025
Chart South Korea Video Games and Consoles Market, by Companies, 2025
Table South Korea Video Games and Consoles Market Share (%), by Brands, 2021-2025
Chart South Korea Video Games and Consoles Market, by Brands, 2025
Table South Korea - Population (Millions) and Forecast
Table South Korea - Consumer Price Index (CPI) and Forecast
Table South Korea - Gross Domestic Product and Forecast
Table South Korea Video Games and Consoles Market: Spend as a Proportion of GDP (%)
Table South Korea Video Games and Consoles Market: Consumption per Capita (Population)

Companies Mentioned

Key industry players examined in this South Korea Video Games and Consoles market analysis comprise:
Com2uS Holdings Co., Ltd.
Devisisters Co., Ltd.
Efun Co., Ltd.
Electronic Arts, Inc.
GungHo Online Entertainment, Inc.
Joycity Corp.
Kakao Corporation
Krafton, Inc.
Microsoft Corp.
NCSoft Corporation
Neowiz Co., Ltd.
Netmarble Corp.
Nexon Co., Ltd.
NHN Corp.
Nintendo Co., Ltd.
Pearl Abyss Corp.
SmileGate, Inc.
Sony Corporation
Tencent Holdings Ltd.
Webzen, Inc.
Wemade Co., Ltd.
Wemade Play Co., Ltd.

Table of Contents

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