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Games Software in South Korea

South Korea: Games Software Industry Report

  • June 2015
  • 29 pages
  • ID: 3519197
In this report:
The performance of the market is forecast to decelerate, with an anticipated CAGR of ##.##% for the five-year period 2014 - 2019, which is expected to drive the market to a value of $##.##bn by the end of 2019.
Although per capita GDP is expected to continue increasing, the market will approach saturation and maturity, which will lead to growth rates decelerating.

Summary

Table of Contents

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Presentation

Games Software in South Korea industry profile offers broad overview information containing: market size (value 2010-14, and estimate to 2019). The report also offers details of the top players, including main business metrics and analysis of the competitive environment within the market. Fundamental source for important data and analysis covering the South Korea games software market. Contains industry size and segmentation information, textual and graphical study of business growth trends, dominant companies and macroeconomic data.

Key Findings

*The games software market consists of the total incomes generated through the sale of console games and PC & Mac games. Console games includes the software used in games consoles hardware including the Nintendo Wii, Playstation 3 and 4, and Xbox 360 and Xbox One. This also includes the software that is used in wireless or portable handheld devices including the Nintendo DS, and Playstation Vita. This category excludes the revenue generated through the sales of games consoles and handheld devices. The PC and Mac games includes PC games and Mac games and excludes online games including casual games, massively multi player online role play games. The industry is valued at retail selling price with any currency conversions counted using constant 2014 annual average exchange rates.

*The South Korean games software sector, in total, generated revenues of $1.8bn in 2014, totalling a CAGR of 12.90 percent in the timespan 2010-2014.

*The console games segment was the business' most profitable in 2014, with overall revenues of $1.7bn, equivalent to 97.40 percent of the segment's global value.

*The performance of the market is forecast to slow down, with an expected compound annual growth rate of 8.80 percent over a 5-year span 2014 - 2019, which is anticipated to drive the market to a value of $2.7bn before 2019.

Main elements

Save time operating entry-level research by identifying the size, increase, and key players in the games software market in South Korea (KR)

Use the Five Forces analysis to find out the challenging intensity and therefore attractiveness of the games software market in South Korea (KR)

Top companies profiles show details of main games software market actors' overall activities and financial performance

Add weight to presentations and pitches by understanding the future growth prospects of the South Korea games software market with five year forecasts

Macroeconomic facts offer insight into global developments within the South Korea economy

Key questions & answers

What was the dimension of the South Korea games software market worth in 2014?

What is the projected dimension of the South Korea games software market in 2019?

What elements influence the competition forces in the South Korea games software market?

What has performance of the market been during these last 5 years?

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