According to the latest report by Renub Research, titled “South Korea Video Game Market & Forecast, by Category (Mobile, Download, Online Games, Gaming Networks), Users, Age Group, Gender, Income, Company Analysis” South Korea is the world’s fourth-largest video game market. Around half of the country’s population uses their mobile to play games. Gaming has been an essential part of South Korean society for decades. After school time, South Korean teens and adults have a tradition of going to a local LAN gaming centre to play games. Professional gaming has been profoundly rooted in South Korean society, making it a perfect breeding ground for a thriving and lucrative pro-gaming community. According to the Renub Research report, The South Korean Video Game Market will be US$ 9.8 Billion by 2026.
The South Korean government had dedicated TV channels too early before introduced competitive gaming in other areas of the world for the Korean nation to lead the world. Young adults’ social lives revolve around Internet cafés, also known as PC bangs. They go to play sports, chat, and socialize in front of the camera. South Korea’s government has taken a keen interest in the computer game industry after organizing the 2nd World Cyber Games in 2002.
One of the most severe issues with video games is addiction; several reports in Korea have linked video game addiction to psychiatric problems such as depression and anxiety. As a result of fears about pervasive video game addiction impacting players’ wellbeing and amid multiple injuries linked to it, the Korean government has spent large amounts in new clinics, services, and community organizations to ease the problem.
The Cinderella Act, which forbids playing video games from midnight to early morning, was passed by the government. Netmarble Games, South Korea’s largest group, has announced A3: Still Alive, a new mobile MMORPG that has been available for local users since March last year.
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By Category: The report studies market analysis of the following categories: (Download Games, Gaming Networks, Mobile Games, Online Games).
By Users: The user analysis of (Online Games, Mobile Games, Download Games, Gaming Networks) is given in this report.
By Gender: The report provides a market by both Male and Female gender.
By Income: The market of Low Income, Medium Income, and High Income is covered in this research report.
By Company: Business Overview, Recent Developments & Initiatives and Financial Overview of following companies: Netmarble Corp., Gravity Co. Ltd., DoubleU Games, Activision Blizzard, NHN Entertainment Corp.) is given in this report.
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