Key Takeaways
- Animation industry revenue KRW 1.5 trillion in 2022, exports USD 400 million with webtoons adaptation 30%
- Webtoon global users 200 million in 2023, Korean platforms Naver Webtoon 100 million MAU
- Manhwa exports USD 150 million in 2022, Japan and US top markets
- Korean design industry value added KRW 50 trillion in 2022, 3.1% of GDP with fashion at 40% share
- Fashion exports USD 20 billion in 2023, luxury brands like Gentle Monster USD 1 billion revenue
- Publishing market revenue KRW 4.5 trillion in 2022, e-books 30% growth to KRW 500 billion
- In 2022, Korean film box office revenue reached KRW 1.42 trillion, with 238.8 million admissions, a 48% increase from 2021
- 'Top Gun: Maverick' was the highest-grossing film in Korea 2022 with KRW 147.6 billion, but local films took 56% market share
- Korean dramas exported to 190 countries in 2022, generating USD 250 million in content sales
- In 2022, the Korean music market generated KRW 1.4 trillion in revenue, marking a 10.5% year-on-year growth driven by streaming services accounting for 82% of total sales
- K-pop exports reached USD 232.6 million in 2022, with BTS alone contributing 25% of total overseas revenue through albums and concerts
- Number of K-pop artists with over 10 million monthly Spotify listeners reached 15 in 2023, up from 8 in 2021
- Korean gaming industry revenue reached KRW 24.8 trillion in 2022, growing 9.2% YoY with mobile games at 52% share
- PUBG Mobile had 1 billion downloads globally by 2023, Korean developers earned USD 5 billion lifetime revenue
- Esports market size in Korea KRW 1.5 trillion in 2023, with League of Legends World Championship viewership 100 million
Korea’s creative industries are booming in 2022 to 2023, led by webtoons, gaming, and music exports.
Related reading
01 · Category
Animation, Comics, And Character Business25 stats
Animation, Comics, And Character Business Interpretation
02 · Category
Design, Fashion, And Publishing20 stats
Design, Fashion, And Publishing Interpretation
03 · Category
Film, Broadcasting, And Entertainment25 stats
Film, Broadcasting, And Entertainment Interpretation
More related reading
04 · Category
Music And Performing Arts30 stats
Music And Performing Arts Interpretation
05 · Category
Video Games And Esports25 stats
Video Games And Esports Interpretation
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Thomas Lindqvist. (2026, February 13). Korea Creative Industry Statistics. Gitnux. https://gitnux.org/korea-creative-industry-statistics
Thomas Lindqvist. "Korea Creative Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/korea-creative-industry-statistics.
Thomas Lindqvist. 2026. "Korea Creative Industry Statistics." Gitnux. https://gitnux.org/korea-creative-industry-statistics.
Sources & references
94 datasets cited across this report · attribution is report-level

