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South Korean Game Market Reaches KRW 23.85 Trillion… Entering a 5-Year Phase of 'Moderate Expansion'

South Korea's domestic game industry sales in 2024 increased by 3.9% year-on-year to reach a record-high KRW 23.8515 trillion, but the growth rate dropped to 3.9% from 21.3% in 2020, signaling that the market has entered a phase of 'moderate expansion.' By sector, mobile games maintained more than half the share at KRW 14.071 trillion (59.0%), while console games posted the highest growth rate at 4.8%, indicating a shift in momentum toward console and PC blockbusters. Export values rebounded slightly to USD 8.50346 billion, maintaining the country's 4th place global market share at 7.2% behind China, the US, and Japan, while export diversification progressed with increased shares in North America and China. In 2025 corporate earnings, Nexon (KRW 4.5072 trillion) and Krafton (KRW 3.3266 trillion) achieved record-high performances, whereas companies like Kakao Games and Webzen struggled, sharpening the polarization based on the ownership of global IPs. In summary, the South Korean game market has already achieved growth in scale and now stands at a turning point moving toward a phase of 'qualitative competition' centered on IP and global competitiveness.

최수진 기자Published 2026년 8월 2일Updated 2026년 8월 12일
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South Korean Game Market Reaches KRW 23.85 Trillion… Entering a 5-Year Phase of 'Moderate Expansion'

South Korea's domestic game industry sales in 2024 increased by 3.9% year-on-year to reach a record-high KRW 23.8515 trillion, but the growth rate dropped to 3.9% from 21.3% in 2020, signaling that the market has entered a phase of 'moderate expansion.' By sector, mobile games maintained more than half the share at KRW 14.071 trillion (59.0%), while console games posted the highest growth rate at 4.8%, indicating a shift in momentum toward console and PC blockbusters. Export values rebounded slightly to USD 8.50346 billion, maintaining the country's 4th place global market share at 7.2% behind China, the US, and Japan, while export diversification progressed with increased shares in North America and China. In 2025 corporate earnings, Nexon (KRW 4.5072 trillion) and Krafton (KRW 3.3266 trillion) achieved record-high performances, whereas companies like Kakao Games and Webzen struggled, sharpening the polarization based on the ownership of global IPs. In summary, the South Korean game market has already achieved growth in scale and now stands at a turning point moving toward a phase of 'qualitative competition' centered on IP and global competitiveness.

Surpassing the KRW 20 Trillion Mark Followed by 3% Growth Rates: A 5-Year Data-Driven Look at the South Korean Game Market Through the Game White Paper and Corporate Earnings


Executive Summary: Single-Digit Growth After Breaking the KRW 20 Trillion Barrier

While the overall scale of the South Korean game market has steadily expanded over the past five years, its growth velocity has slowed noticeably. According to the "2025 Korea Game White Paper" published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency on March 25, 2026, domestic game industry sales for 2024 were tallied at KRW 23.8515 trillion, representing a 3.9% increase year-on-year. This marks the largest scale in history. However, compared to a few years ago when double-digit growth was recorded, the pace of expansion has noticeably decelerated. It is closer to the truth to view the market as having entered a phase of "stable expansion" rather than "rapid growth."

Directly translated into a question, "How much has South Korea's game market grown?" the answer splits into two directions. Looking at absolute scale, the market expanded by approximately KRW 5 trillion over four years, growing from KRW 18.8855 trillion in 2020 to KRW 23.8515 trillion in 2024. Conversely, looking at the growth rate, it dropped from 21.3% in 2020 to 3.9% in 2024. In short, the latest data shows that while the market has grown, the speed of its growth has clearly decelerated.

This distinction is crucial for reading the market. Lumped together under the single expression "has grown," two distinct facts—the expansion of scale and the deceleration of the growth rate—are easily mixed up, leading to misunderstandings. While it is an undisputed fact that the industry scale sets a new all-time high every year, it is simultaneously true that the increment of increase is narrowing annually. Only by examining these two trends, commonly seen in mature industries, together can the current status of the market be fully understood. Emphasizing only scale metrics can make the market appear scorching hot, while highlighting only growth rates can misread the industry as contracting. In reality, both facts are true simultaneously, and the shifting qualitative structure of the market in between becomes the more critical observation point. Below, year-by-year figures, platforms, exports, and corporate earnings are examined sequentially to take a detailed look at "how much and how."


Growth Trajectory Over the Past 5 Years: Rapid Expansion of 21.3% in 2020 to 3.9% in 2024

Organizing annual sales based on the Game White Paper clearly reveals the trend of a moderating growth curve. Reflecting the COVID-19 pandemic boom, sales in 2020 surged 21.3% year-on-year to KRW 18.8855 trillion (2021 Korea Game White Paper). Sales then surpassed KRW 20 trillion for the first time in history in 2021 at KRW 20.9913 trillion, with a growth rate of 11.2% at the time. This was followed by KRW 22.2149 trillion (+5.8%) in 2022, KRW 22.9642 trillion (+3.4%) in 2023, and KRW 23.8515 trillion (+3.9%) in 2024. Compared to the 21.3% of 2020, the past three years have seen a solidification of low single-digit growth in the 3% to 5% range.

Listing the figures gives us: KRW 20.9913 trillion in 2021, KRW 22.2149 trillion in 2022, KRW 22.9642 trillion in 2023, and KRW 23.8515 trillion in 2024. Over three years, sales increased by approximately KRW 2.86 trillion, but the annual increment itself narrowed from the KRW 1.22 trillion range in 2022 to the KRW 750 billion range in 2023, before recovering slightly back to the KRW 890 billion range in 2024, showing a pattern of stagnation and rebound intersecting. Compared to the symbolic nature of 2021 when it first exceeded KRW 20 trillion, the subsequent three years are aptly described as a "gradual upward slope."

It is worth noting, however, that estimates surrounding market size vary depending on the surveying entity and collection scope. In some private analyses, the size of the domestic game market for 2023 was estimated differently from government statistics. This article is based on the "Korea Game White Paper," official government and institutional statistics with consistent survey scopes and methodologies, and year-over-year comparisons are made within the same source.

This slowdown is interpreted as the result of a convergence of factors. First, the base effect of the exceptional rapid growth driven by exploding indoor leisure demand during COVID-19 has dissipated. Additionally, factors such as the maturation of the domestic mobile market, widened variances in the box-office success of new releases, and rising development costs including labor have acted complexly. In other words, it can be seen as a characteristic of a natural maturation stage that appears after a market has already reached a substantial scale. The Game White Paper likewise diagnosed that while the 2024 growth rate moderated, the industry scale itself maintained a steady expansion trend.


Platform Landscape: Mobile Holds the Majority, Console Grows Fastest

Looking at growth rates by platform in 2024, internal temperature differences within the market become apparent. According to the 2025 Korea Game White Paper, console games recorded the highest growth rate at 4.8%, followed by mobile games at 3.4% and PC games at 2.0%. Conversely, arcade game sales decreased by 3.2%. However, according to the White Paper, the arcade game center sector turned toward a rebound starting in 2023 and showed a slight increase (2.9%) in 2024 as well, indicating mixed trends even within the segment.

Examining the sales structure by sector in 2024, the heavy bias toward mobile games remains clear. Based on the 2025 Korea Game White Paper, 2024 mobile game sales stood at KRW 14.071 trillion, accounting for 59.0% of the total. This was followed by PC games at KRW 6.0094 trillion (25.2%), console games at KRW 1.1836 trillion (5.0%), and arcade games at KRW 2759 billion (1.2%). The mobile share has been maintained moderately above half, at 57.4% in 2020, 58.8% in 2022, and 59.0% in 2024. Rather than expanding explosively, it has steadily maintained over half, suggesting that early signs of change are gradually being detected in the mobile-centric growth story. The relative strength of consoles is interpreted as not unrelated to domestic developers successively unveiling major new releases targeting global console and PC markets. While mobile, backed by a thick domestic user base, continues to act as a stable revenue source, the interpretation is gaining weight that new growth engines are increasingly likely to emerge from console and PC blockbusters. This point intersects with the corporate earnings trends for 2025 examined later.

In the distribution sector, fortunes diverged. According to the Game White Paper, PC bang (internet cafe) sales grew 12.8% year-on-year in 2024, but the number of PC bang businesses continued to decline. This suggests that amid a shortage of core elements to attract visitors, store-level sales increased while total store counts decreased, a process commonly known as a "flight to quality." Since sales metrics and business count metrics point in opposing directions, it is important to note that growth in the distribution sector cannot be concluded from a single metric alone.


Exports at USD 8.5 Billion, Defending 4th Place with a 7.2% Global Share

The standing of South Korean games on the global stage is also confirmed by the latest statistics. Game exports in 2024 reached USD 8.50346 billion (approximately KRW 11.5985 trillion based on the Bank of Korea's 2024 annual average trading reference rate of KRW 1,363.98), a 1.3% increase year-on-year. Considering that 2023 exports stood at USD 8.394 billion, down 6.5% from the previous year, 2024 succeeded in a modest rebound.

The global market share stood at 7.2%, maintaining 4th place following China, the United States, and Japan. The size of the global game market in 2024 is estimated at USD 220.071 billion, a 0.7% increase from the previous year. Within the export structure, a trend of diversification was notable. Export shares by country were led by China at 29.7%, Southeast Asia at 20.6%, North America at 19.5%, and Japan at 8.3%. Notably, the shares for North America and China expanded by 4.7 percentage points and 4.2 percentage points, respectively. This signals that the export landscape is reorganizing in a direction where long-standing absolute dependence on China is decreasing and markets like North America are expanding.

On the import side, 2024 game imports were tallied at USD 245.57 million (approx. KRW 334.9 billion), down 3.2% year-on-year. With exports exceeding imports by over 30 times, games maintain their status as a representative content export industry generating firm surpluses for South Korea. Industry employment also grew 3.1% year-on-year to 87,576 workers in 2024, continuing the expansion in employment. Among them, game production and publishing workers accounted for 54,285 (62.0%), and distribution workers accounted for 33,291 (38.0%), establishing a production-and-publishing-centric workforce structure. In that sales and employment expanded side by side, the game industry continues to function as a core axis of South Korea's content industry.


Latest Trends Seen Through 2025 Corporate Earnings: Deepened 'Polarization'

While the official Game White Paper contains industry-wide statistics up through 2024, the direction of 2025 trends can be gauged through individual corporate disclosure earnings. Looking at the finalized 2025 annual earnings of major game companies as the first-half 2026 earnings disclosures conclude, the keyword penetrating the market is "polarization." The gap between top-tier companies holding globally successful intellectual properties (IPs) and companies with high dependence on the domestic market has widened more sharply than ever before.

The frontrunner is Nexon. On a Nexon Japan consolidated basis, Nexon achieved record-high financial performance in 2025 with annual sales of KRW 4.5072 trillion and operating profit of KRW 1.1765 trillion. The box-office success of "Dungeon & Fighter Mobile" in China and surging North American and European sales from new releases like "Arc Raiders" drove growth. Krafton recorded sales of KRW 3.3266 trillion and operating profit of KRW 1.0544 trillion, surpassing KRW 3 trillion in sales for the first time since its founding. This is an increase of approximately 22.8% in sales year-on-year, re-proving the prowess of the "PUBG" IP. Netmarble also recorded its highest sales since listing at KRW 2.8351 trillion, with operating profit surging 63.5% year-on-year to KRW 3525 billion.

Mid-sized developers that secured box-office hits also stood out. Shift Up saw its 2025 sales and operating profit grow by the 30% range year-on-year, driven by the console new release "Stellar Blade," and Neowiz also saw sharp increases in sales and operating profit amid expectations for the sequel to "Lies of P." These are representative cases where a single blockbuster targeting console and global markets boosted corporate performance, readable in the same context as the console sector strength in 2024 examined earlier.

Conversely, companies suffering from a vacuum of new releases struggled. NCSOFT saw sales decline for three consecutive years to KRW 1.5069 trillion, though it showed signs of recovery with the success of its fourth-quarter new release "Aion 2." Kakao Games, Webzen, and Wemade saw double-digit year-on-year sales declines or returned to operational losses. According to an industry settlement report tallying domestic game company earnings at the end of 2025, 10 out of 28 target companies recorded losses, confirming the difficulties of the lower tier in contrast to the strong performances of the top tier. Industry insiders analyze that whether or not companies possessed globally successful hits acted as the decisive variable separating earnings. In other words, even as total industry sales grow moderately, the structure where the fruits of that growth are concentrated in a small number of global IP-holding companies is becoming distinct.


Outlook: From 'Growth in Scale' to 'IP and Global Competitiveness'

In summary, the South Korean game market has grown in scale over the past five years from the KRW 18 trillion range in 2020 to levels approaching KRW 24 trillion in 2024, but its growth engine stands at a turning point moving from "quantitative expansion" to "qualitative competition." As the domestic mobile market enters a maturation stage, the weight of future growth is highly likely to shift toward console- and PC-based global blockbusters and strong IP-securing capabilities. Indeed, the relative strength of the console sector in 2024, the expanded export share in North America, and the earnings reorganization centered on global hits in 2025 all point in the same direction.

From a business perspective, this transition carries significant implications. Since double-digit growth like the past can no longer be expected from the domestic market alone, the growth capacity of individual companies as well as the industry as a whole has become structured upon pioneering overseas markets and global IP expansion. The diversification trend where North America's export share is growing rapidly while dependence on China decreases, alongside earnings realignment centered on console and PC blockbusters, all support this shift in center of gravity from "domestic to global." Viewing games not merely as content, but as an export industry and IP business, has become more crucial than ever.

Of course, this outlook is not a fixed future but a direction implied by the latest data. Variables that will determine future growth rates include how effectively development efficiencies utilizing artificial intelligence (AI), the rise of non-MMORPG genres, and achievements in the console market translate into actual sales. What is clear is that the South Korean game market has entered a phase of reorganizing its growth methods anew, while maintaining global top-4-tier competitiveness. Growth in scale has already been achieved, and how to sustain that growth going forward is expected to be the key watchpoint for the coming years.


Data Transparency Guide

(1) Finalized Statistics: Domestic game industry sales, growth rates, import/export data, global market share, number of workers, and sales/growth rates by platform are finalized statistics based on the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency's annual "Korea Game White Paper." Figures for 2020 (sales of KRW 18.8855 trillion, growth rate of 21.3%) are based on the "2021 Korea Game White Paper," and figures for 2024 (sales of KRW 23.8515 trillion, mobile sales share of 59.0%, etc. by sector) are based on the "2025 Korea Game White Paper" published on March 25, 2026. (2) Corporate Earnings and Industry Aggregations: Annual sales and operating profits for 2025 of Nexon, Krafton, Netmarble, NCSOFT, etc., are based on finalized earnings disclosed by each company in the first half of 2026 and press reports summarizing them. Nexon figures are on a Nexon Japan consolidated basis, and figures may vary depending on accounting standards (consolidated vs. separate). "10 out of 28 major companies recording losses" is not an official government statistic but is based on a year-end 2025 media settlement report consolidating individual corporate earnings, and figures may vary depending on the scope of target companies surveyed. (3) Outlook: Descriptions regarding future growth directions, IP- and console-centric reorganization, and AI utilization are analytical outlooks based on latest data rather than confirmed facts. Due to the nature of official government statistics, industry-wide aggregations typically have a publication time lag of 1 to 2 years, meaning the most up-to-date industry-wide sales verifiable as of August 2026 are based on 2024. Industry-wide sales aggregates for 2025 will be finalized after the publication of the "2026 Korea Game White Paper" (expected publication in 2027), and it is clarified that the 2025 trends in this article are directional analyses through individual corporate disclosures.

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