South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032

South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A3043
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Market Overview:

The South Korea virtual reality gaming market size reached US$ 773.5 Million in 2023. Looking forward, IMARC Group expects the market to reach US$ 4,431.0 Million by 2032, exhibiting a growth rate (CAGR) of 20.8% during 2024-2032.

Report Attribute
 Key Statistics 
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023
US$ 773.5 Million
Market Forecast in 2032
US$ 4,431.0 Million
Market Growth Rate 2024-2032 20.8%


Virtual reality (VR) games offer immersive and interactive games that are operated using smartphones, standalone systems, specialized game consoles or high-end computers. These games are played using VR gaming devices and peripherals, such as head-mounted displays (HMDs), hand controllers and sensor-equipped gloves, which provide a three-dimensional (3D) game environment. At present, the increasing number of individuals who want to experience realistic games is positively influencing the adoption of VR games in South Korea.

The strong gaming culture and the escalating demand for state-of-the-art gaming consoles are among the key factors contributing to the VR gaming market growth in South Korea. Apart from this, the increasing number of startups offering artistic and cultural games, along with the growing trend of VR arcades, are also bolstering the growth of the market. Moreover, the rising population of professional games, coupled with the growing popularity of 360-degree videos and the introduction of advanced laptops and personal computers (PCs), is anticipated to create lucrative opportunities for manufacturers to expand their consumer base in the upcoming years.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the South Korea virtual reality gaming market report, along with forecasts at the country and regional level from 2024-2032. Our report has categorized the market based on segment, device, age group and types of games.

Breakup by Segment:

South Korea Virtual Reality Gaming Market

  • Software
  • Hardware
     

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
     

Breakup by Age Group:

  • Adults
  • Children
     

Breakup by Types of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others
     

Breakup by Region:

  • East
  • West
  • Southwest
  • Southeast

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Million
Segment Coverage Segment, Device, Age Group, Types of Games, Region
Region Covered East, West, Southwest, Southeast
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3699 
Five User License: US$ 4699 
Corporate License: US$ 5699
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report

The South Korea virtual reality gaming market was valued at US$ 773.5 Million in 2023.

We expect the South Korea virtual reality gaming market to exhibit a CAGR of 20.8% during 2024-2032.

The growing popularity of location-based entertainment, along with the rising adoption of advanced laptops and PCs that provide detailed virtual environments, is primarily driving the South Korea virtual reality gaming market.

The sudden outbreak of the COVID-19 pandemic has led to the implementation of stringent lockdown regulations across South Korea, resulting in the rising demand for virtual reality gaming systems as a means of indoor entertainment.

Based on the segment, the South Korea virtual reality gaming market has been segmented into software and hardware. Currently, software holds the majority of the total market share.

Based on the device, the South Korea virtual reality gaming market can be divided into personal computers, gaming consoles, and mobile devices. Among these, personal computers currently exhibit a clear dominance in the market.

Based on the age group, the South Korea virtual reality gaming market has been categorized into adults and children. Currently, adults account for the largest market share.

Based on the types of games, the South Korea virtual reality gaming market can be segregated into racing, adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others. Among these, shooting exhibits a clear dominance in the market.

On a regional level, the market has been classified into East, West, Southwest, and Southeast, where West currently dominates the South Korea virtual reality gaming market.

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South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032
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