8 key facts about South Korea Mobile Game Industry (update Mar 2019)

Hi there,

Similar to recent posts, this is an update of a popular post back in Dec 2016 “key facts about South Korea Mobile Game”. I use the latest information from eMarketer, NewZoo, App Annie, AppsFlyer and other sources.

This post is part of the series about South Korea that I have been writing in 2019. You can find other posts here:

South Korea subscription Video on demand (SVOD): key facts and trends

10 key facts about South Korea e-commerce

South Korea digital marketing landscape (updated 2019)

1. South Korea ranks number 4th in the world in terms of Mobile Game revenue (and expected to continue keeping that position)

south korea mobile game revenue forecast to 2022

2. Gamer penetration (of the total population) in South Korea is comparable with the rest of the top 4 markets

game population and penetration in south korea china japan us taiwan 2018

China gamer penetration is lower but given the scale of the market, this is totally understandable.

3. South Korea gamers are slightly skewed towards male and younger age group

mobile gamer in south korea demographics 2018

4. Two out of 5 internet users in South Korea watch gaming video content (which is lesser than China, the US and Taiwan)

Percentage of online population watches gaming video content in south korea china japan us taiwan 2018

5. Average revenue per paying gamers in South Korea is amongst the highest in the world

average revenue per user and per mobile gamer in japan south korea china us taiwan 2018

6. Given the revenue per paid gamer, the cost per game app install (CPI) in South Korea is more advantageous than CPI in the US and Taiwan

mobile game app cost per install in japan china south korea us and taiwan oct 2018

7. The retention rate for non organic gamers in South Korea is slightly smaller than the leaders Japan and Australia

percentage of paying users after 90 days for non organic acquisition in japan australia south korea us china  oct 2018

The same trend is seen for casual game

percentage of paying users after 90 days for casual games for non organic acquisition in japan south korea us australia oct 2018

8. 90% of the top 10 grossing games in South Korea are Role Playing games, which shows the continued strength of the genre

top grossing games in south korea on google play jan 2019

we observe a similar trend on Apple store as below

top grossing games in south korea on ios jan 2019

That’s all from me.

Cheers,

Chandler

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