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Games Market in Korea

Abstract

Pearl Research is pleased to announce the release of our new "Games Market in Korea" study.

Key highlights:

  • Top online games include Activision Blizzard's Diablo 3, Riot Games' League of Legends, Ncsoft's Aion and Lineage series, and EA's FIFA Online 2.
  • The report analyzes the growing smartphone and mobile games market with 27 million smartphones in Korea. Approximately 61% of Korean smartphone users play games on their phone and smartphone users download an average of 26 apps. Prominent companies such as Nexon, NHN, DeNA, Gree and WeMade are expanding into the Korean mobile games market, which is discussed in the study along with mobile game market projections.
  • The study provides profiles on Com2us, Gamevil, SK Telecom, WeMade, Ncsoft, Nexon, CJ E&M, Neowiz, and NHN. The "Games Market in Korea" study also includes an analysis of Nexon's investment in Ncsoft, NHN consolidating its Japan operations and other trends

About Pearl Research

Pearl Research, a business intelligence and consulting firm, specializes in the Internet and technology markets with a special focus on emerging markets and platforms.

Table of Contents

  • Methodology
  • Internet, Wireless And Social Commerce Usage
  • Usage Patterns
  • Reasons for using Internet
  • Internet Shopping
  • SNS Usage
  • Households with Smart Devices
  • PC and Console Penetration
  • Social Commerce
  • Mobile Market Flourishes In Korea
  • Companies Expanding into Mobile
  • Mobile Regulations
  • Mobile Apps and Smartphone Usage
  • Market Forecasts
  • Drivers To Growth
  • Inhibitors To Growth
  • Unique Characteristics Of Online Games
  • Top Online Games
  • Game Portals
  • Korean Game Operators
  • CJ E&M
  • Neowiz
  • Nexon
  • Nexon America
  • NCSoft
  • NHN
  • Gravity
  • WeMade
  • Joymax
  • Gamevil
  • COM2uS

TABLE OF FIGURES

  • Figure 1: Key Country Metrics
  • Figure 2: Internet Usage Rate by Age (Rounded %)
  • Figure 3: Internet Users by Age (in millions)
  • Figure 4: Purposes of Using Internet (multiple responses, %)
  • Figure 5: Internet Shopping Usage (ages 12 and over)
  • Figure 6: Purchase Items by Internet Shopping (multiple responses)
  • Figure 7: SNS Usage Rate by Gender and Age (Rounded by %)
  • Figure 8: Daily Average SNS Usage Time by Type (minutes) - SNS user by type
  • Figure 9: Smart Device Ownership by Householder's Age(%)
  • Figure 10: Smart Device Ownership by Household Income (%)
  • Figure 11: Households with Information Devices (multiple responses)
  • Figure 12: Social Commerce Usage Rate (%) - Internet users aged 12 and over
  • Figure 13: Purchased Items through Social Commerce (multiple responses, %)
  • Figure 14: Social Commerce Usage Frequency(%) - Social Commerce users aged 12 and over, per month
  • Figure 15: Satisfaction with Social Commerce (%) - Social Commerce users aged 12 and over
  • Figure 16: Complaints about Social Commerce (multiple responses, %)
  • Figure 17: Social Commerce Usage Behavior and Perception (%) - Internet users aged and over
  • Figure 18: Companies' Mobile Strategy
  • Figure 19: Smartphone Service Pattern (% of Smartphone Users)
  • Figure 20: Smartphone purchasing (replacing) intention by gender and age within the next year
  • Figure 21: Online Games Market Forecast 2010 - 2016 Graph, KRW (billions)
  • Figure 22: Online Games Market Forecast 2010 - 2016 Data Table, KRW (billions) and USD
  • Figure 23: Top Online Games at Internet Cafes
  • Figure 24: Top Internet Sites in Korea (Unique Visitors, Reach)
  • Figure 25: Top Game Sites by Visitors
  • Figure 26: Top Game Application by Unique Users
  • Figure 27: Top Entertainment Websites (non - Games)
  • Figure 28: Comparison of Korea's Game Operators (KRW, billions)
  • Figure 29: CJ E&M's Annual Earnings
  • Figure 30: CJ E&M's Games for 2012
  • Figure 31: CJ E&M's Titles
  • Figure 32: Neowiz's Annual Revenues (millions KRW)
  • Figure 33: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
  • Figure 34: Slugger Website
  • Figure 35: Neowiz Overseas Sales Trend
  • Figure 36: Yearly Revenues
  • Figure 37: NCsoft Quarterly Financials
  • Figure 38: NCsoft Revenue Mix by Region
  • Figure 39: NCsoft Revenue Mix by Title
  • Figure 40: Korean Baseball Organization photos
  • Figure 41: Mobile Market Share, Search Engine
  • Figure 42: W11 Game
  • Figure 43: Titles from NHN
  • Figure 44: Ijji games
  • Figure 45: NHN Quarterly Financials
  • Figure 46: NHN's LINE app
  • Figure 47: Screenshot of Hangame
  • Figure 48: Gravity's Game Updates
  • Figure 49: Gamevil Quarterly Financials
  • Figure 50: Com2uS Revenue Composition
  • Figure 51: Com2uS Yearly Financials
  • Figure 52: Release Schedule for Com2uS
  • Figure 53: Piracy Software Rates in South Korea
  • Figure 54: Payment Methods for Internet Content, market share (%)
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