Table of Contents
Mobile games are the mainstream of video games in South Korea. In terms of value sales, mobile games accounted for 55% of total video games, followed by a 23% value share for online games. Considering the extremely high penetration of smartphones among South Koreans, the dominance of mobile games since 2012 is a natural consequence. Console games are a relatively weak area in the local market due to the easy access to online and mobile games at a lower cost.
Euromonitor International’s Video Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2011-2015, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2020 illustrate how the market is set to change.
Product coverage: Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report?
* Get a detailed picture of the Video Games market;
* Pinpoint growth sectors and identify factors driving change;
* Understand the competitive environment, the market’s major players and leading brands;
* Use five-year forecasts to assess how the market is predicted to develop.
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