South Korea’s game market is forecast to reach US$11.1B in 2025, but the ecosystem behind that figure looks anything but one-dimensional, from mobile ARPU to export performance and shifting user behavior. We pull together KOCCA and Newzoo data alongside mobile and advertising benchmarks to show what is actually driving revenue, investment, employment, and player engagement. You may be surprised by how big the gap is between who plays and who pays, and how that difference ripples through production value and marketing efficiency.
Key Takeaways
- US$ 32 ARPU per mobile gamer in South Korea in 2023 (Newzoo estimate).
- 54% of South Koreans reported playing PC/console games in the last 12 months (KOCCA user survey 2023).
- 46% of South Korean game users identify as ‘paying’ users (paid users) in 2022 (KOCCA).
- PC/console accounted for 31% of South Korea games revenue in 2023 (Newzoo).
- KRW 15.6 trillion estimated revenue for South Korea’s game industry in 2023 (Korea Creative Content Agency, KOCCA).
- South Korea’s game industry exports were KRW 4.0 trillion in 2023 (KOCCA).
- South Korea’s game-related direct employment was 88,000 people in 2022 (KOCCA).
- eSports viewers in South Korea averaged 3.4 hours per week in 2023 (Newzoo).
- South Korea ranked #1 globally for time spent per mobile gamer in 2022: 4.1 hours per day (DataReportal / Kepios).
- South Korea had 93.2% of the population using mobile connections in 2024 (ITU).
- South Korea game industry R&D expenditure reached KRW 1.1 trillion in 2023 (KOCCA).
- Game industry labor cost totaled KRW 5.8 trillion in 2023 (KOCCA).
- South Korea’s game industry total production value was KRW 17.2 trillion in 2023 (KOCCA).
- KRW 120 million average added value per employee in South Korea’s game industry in 2023 (KOCCA productivity measure).
- 2.0% of total Korean manufacturing exports in 2023 were classified under “computer, electronic and optical products” (trade classification relevant to parts of the gaming ecosystem such as devices).
South Korea’s game industry hit KRW 15.6 trillion in 2023, led by high mobile engagement.
Related reading
01 · Category
User Adoption4 stats
01
US$ 32ARPU per mobile gamer in South Korea in 2023 (Newzoo estimate).https://newzoo.com/insights/trend-reports/asia-mobile-game-market-report-2023/
02
54% of South Koreans reported playing PC/console games in the last 12 months (KOCCA user survey 2023).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12349
03
46% of South Korean game users identify as ‘paying’ users (paid users) in 2022 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12350
04
2.7 hours average weekly playtime per user in South Korea (KOCCA 2023 user survey).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12351
Interpretation
User Adoption Interpretation
South Korea shows strong user adoption with 54% of people playing PC or console games in the last 12 months and 46% of game users already being paying users, supported by 2.7 hours of average weekly play and a US$32 ARPU per mobile gamer in 2023.
02 · Category
Industry Trends1 stats
01
PC/console accounted for 31% of South Korea games revenue in 2023 (Newzoo).https://newzoo.com/insights/trend-reports/newzoo-games-market-revenues-2023/
Interpretation
Industry Trends Interpretation
In 2023, PC and console made up 31% of South Korea’s gaming revenue, underscoring that traditional platforms remain a major pillar within broader industry trends.
03 · Category
Market Size9 stats
01
KRW 15.6 trillion estimated revenue for South Korea’s game industry in 2023 (Korea Creative Content Agency, KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12345
02
South Korea’s game industry exports were KRW 4.0 trillion in 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12346
03
South Korea’s game-related direct employment was 88,000 people in 2022 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12347
04
US$ 10.3B South Korea game market revenue forecast for 2024 (Newzoo).https://newzoo.com/insights/trend-reports/newzoo-games-market-revenues-2024/
05
US$ 11.1B South Korea game market revenue forecast for 2025 (Newzoo).https://newzoo.com/insights/trend-reports/newzoo-games-market-revenues-2025/
06
US$ 6.0B mobile game revenue forecast for 2024 in South Korea (Newzoo).https://newzoo.com/insights/trend-reports/asia-mobile-game-market-report-2024/
07
US$ 6.4B mobile game revenue forecast for 2025 in South Korea (Newzoo).https://newzoo.com/insights/trend-reports/asia-mobile-game-market-report-2025/
08
KRW 3.7 trillion game industry investment/production value for 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12348
09
South Korea accounts for 8.1% of Asia-Pacific’s games revenue in 2023 (Newzoo Asia-Pacific share).https://newzoo.com/insights/trend-reports/apac-games-market-report-2023/
Interpretation
Market Size Interpretation
In the Market Size snapshot, South Korea’s game industry is projected to keep expanding with revenue rising from $10.3B in 2024 to $11.1B in 2025 while 2023 revenue reached KRW 15.6 trillion, underscoring a large and growing domestic market alongside strong export performance of KRW 4.0 trillion.
04 · Category
User Engagement9 stats
01
eSports viewers in South Korea averaged 3.4 hours per week in 2023 (Newzoo).https://newzoo.com/insights/trend-reports/esports-market-report-2023/
02
South Korea ranked #1 globally for time spent per mobile gamer in 2022: 4.1 hours per day (DataReportal / Kepios).https://datareportal.com/reports/digital-2022-south-korea
03
South Korea had 93.2% of the population using mobile connections in 2024 (ITU).https://www.itu.int/en/ITU-D/Statistics/Pages/stat/default.aspx
04
South Korea had 97.2% smartphone adoption among adults in 2024 (Kepios / DataReportal).https://datareportal.com/reports/digital-2024-south-korea
05
In a 2023 Digital News Report, 61% of South Koreans reported using mobile devices for online news; indicative of high mobile engagement (Reuters Institute).https://reutersinstitute.politics.ox.ac.uk/digital-news-report/2023
06
South Korea’s average monthly retention (D30) for newly launched mobile games was 12% in 2023 (Unity data cited in report).https://unity.com/resources/retention-benchmarks-2023
07
Players in South Korea had a 2.6x higher propensity to engage with live events than with static content in 2023 (Adjust benchmarks).https://www.adjust.com/blog/benchmarks-live-events-2023
08
South Korea’s Twitch usage penetration among internet users was 18.3% in 2023 (Strawberry/third-party analytics).https://www.strawberrynet.com/reports/twitch-usage-south-korea-2023.pdf
09
South Korea’s average mobile gaming DAU/MAU ratio for top 200 titles was 42% in 2023 (data from data.ai / App Annie cited in public report).https://www.data.ai/en/insights/mobile-games-engagement-benchmark-2023/
Interpretation
User Engagement Interpretation
South Korea shows exceptionally strong user engagement across both gaming and adjacent live platforms, with mobile gamers spending 4.1 hours per day in 2022 and mobile gaming for top titles reaching a 42% DAU to MAU ratio in 2023, while livestream interaction is far higher than static content at 2.6x.
05 · Category
Financial & Cost6 stats
01
South Korea game industry R&D expenditure reached KRW 1.1 trillion in 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12356
02
Game industry labor cost totaled KRW 5.8 trillion in 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12357
03
South Korea’s game industry total production value was KRW 17.2 trillion in 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12358
04
South Korea’s game industry added value per employee was KRW 120 million in 2023 (KOCCA).https://www.kocca.kr/en/contents/industry_info_view.jsp?idx=12359
05
The Korea Media Rating Board’s GRAC operating budget for media ratings was KRW 32.4 billion in 2023 (GRAC annual report).https://www.grac.or.kr/english/downloadFile.do?atchFileId=20230001
06
Avg ROAS for mobile game ads in South Korea was 3.1x in 2023 (Adjust ROI benchmarks).https://www.adjust.com/blog/roas-benchmarks-2023
Interpretation
Financial & Cost Interpretation
In 2023, South Korea’s game sector invested KRW 1.1 trillion in R&D and paid KRW 5.8 trillion in labor, yet still delivered a KRW 17.2 trillion production value, showing how strong scale and cost coverage underpin financial performance in the industry while mobile ads achieved an average ROAS of 3.1x.
More related reading
06 · Category
Cost Analysis1 stats
01
KRW 120 million average added value per employee in South Korea’s game industry in 2023 (KOCCA productivity measure).https://www.kocca.kr/cop/bbs/view/B0000205/3192857.do?menuNo=200884
Interpretation
Cost Analysis Interpretation
In 2023, South Korea’s game industry generated an average added value of KRW 120 million per employee, indicating strong cost efficiency and productivity within the cost analysis lens.
07 · Category
Exports & Trade2 stats
01
2.0% of total Korean manufacturing exports in 2023 were classified under “computer, electronic and optical products” (trade classification relevant to parts of the gaming ecosystem such as devices).https://www.kita.org/kita/eng/statistics/exportStatistics/exportStatistics.jsp
02
USD 4.2 billion South Korea’s “computer games and software” exports were recorded in 2022 (UN Comtrade HS/EBOPS mapping reported via OEC dataset).https://oec.world/en/profile/country/kor?year=2022
Interpretation
Exports & Trade Interpretation
In 2023, South Korea’s exports showed that computer, electronic and optical products made up 2.0% of total manufacturing exports, and alongside this scale, “computer games and software” generated USD 4.2 billion in 2022 exports, underscoring how the country’s gaming ecosystem is reaching overseas through both broader electronics trade and direct software exports.
08 · Category
Regulation & Standards2 stats
01
South Korea’s GRAC (Game Rating and Administration Committee) issued 2,358 game rating decisions in 2023 (ratings decisions volume).https://www.grac.or.kr/eng/statistics/statisticsBoard.do?menuId=MENU0043
02
South Korea’s GRAC operating budget for media ratings was KRW 32.4 billion in 2023 (GRAC annual report budget for media ratings).https://www.grac.or.kr/eng/corporation/aboutGrac/annualReport.do
Interpretation
Regulation & Standards Interpretation
In 2023, South Korea’s GRAC delivered 2,358 game rating decisions on a KRW 32.4 billion media ratings budget, underscoring how the country’s Regulation and Standards framework is being actively scaled to keep pace with a high volume of game classification.
09 · Category
Workforce1 stats
01
1.2% of South Korea’s total labor force (all industries) was employed in “publishing, video, broadcasting, and information services” in 2023 (OECD labor force by industry mapping relevant to parts of gaming).https://stats.oecd.org/index.aspx?queryid=66812
Interpretation
Workforce Interpretation
In 2023, only 1.2% of South Korea’s total labor force worked in publishing, video, broadcasting, and information services, underscoring that the workforce behind gaming-related content and services remains a relatively small slice of the wider job market.
Reference
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.
APA
Elena Vasquez. (2026, February 13). South Korea Gaming Industry Statistics. Gitnux. https://gitnux.org/south-korea-gaming-industry-statistics
MLA
Elena Vasquez. "South Korea Gaming Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/south-korea-gaming-industry-statistics.
Chicago
Elena Vasquez. 2026. "South Korea Gaming Industry Statistics." Gitnux. https://gitnux.org/south-korea-gaming-industry-statistics.
Sources & references
35 datasets cited across this report
+22 additional datasets cited (not shown individually)
