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*As the coronavirus disease (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviours of the consumers globally and our estimates about the latest market trends and forecasts are being done after considering the impact of this pandemic.

South Korea Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

Market Overview:

The South Korea virtual reality gaming market is currently witnessing robust growth. 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. On account of these factors, the market is expected to continue its robust growth during the forecast period (2021-2026).

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 for growth at the region level from 2021-2026. Our report has categorized the market based on region, segment, device, age group and types of games.

Breakup by Segment:

  • 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.

Key Questions Answered in This Report:

  • How has the South Korea virtual reality gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the South Korea virtual reality gaming market?
  • What are the key regional markets?
  • What is the breakup of the market based on the segment?
  • What is the breakup of the market based on the device?
  • What is the breakup of the market based on the age group?
  • What is the breakup of the market based on the types of games?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the South Korea virtual reality gaming market and who are the key players?
  • What is the degree of competition in the industry?

1    Preface
2    Scope and Methodology 

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3    Executive Summary
4    Introduction

    4.1    Overview
    4.2    Key Industry Trends
5    South Korea Virtual Reality Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6    Market Breakup by Segment
    6.1    Software
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Hardware
        6.2.1 Market Trends
        6.2.2 Market Forecast
7    Market Breakup by Device
    7.1    Personal Computers
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Gaming Consoles
        7.2.1 Market Trends
        7.2.2 Market Forecast
    7.3    Mobile Devices
        7.3.1 Market Trends
        7.3.2 Market Forecast
8    Market Breakup by Age Group
    8.1    Adults
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Children
        8.2.1 Market Trends
        8.2.2 Market Forecast
9    Market Breakup by Types of Games
    9.1    Racing
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Adventure
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Fighting
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    Shooting
        9.4.1 Market Trends
        9.4.2 Market Forecast
    9.5    Mystery Thriller
        9.5.1 Market Trends
        9.5.2 Market Forecast
    9.6    Puzzle
        9.6.1 Market Trends
        9.6.2 Market Forecast
    9.7    Science Fiction
        9.7.1 Market Trends
        9.7.2 Market Forecast
    9.8    Others
        9.8.1 Market Trends
        9.8.2 Market Forecast
10    Market Breakup by Region
    10.1    East
        10.1.1 Market Trends
        10.1.2 Market Forecast
    10.2    West
        10.2.1 Market Trends
        10.2.2 Market Forecast
    10.3    Southwest
        10.3.1 Market Trends
        10.3.2 Market Forecast
    10.4    Southeast
        10.4.1 Market Trends
        10.4.2 Market Forecast 
11    SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12    Value Chain Analysis
13    Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14    Price Analysis
15    Policy and Regulatory Landscape
16    Competitive Landscape

    16.1    Market Structure
    16.2    Key Players
    16.3    Profiles of Key Players

List of Figures

Figure 1: South Korea: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: South Korea: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015-2020
Figure 3: South Korea: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 4: South Korea: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 5: South Korea: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
Figure 6: South Korea: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 7: South Korea: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 8: South Korea: Virtual Reality Gaming Market: Breakup by Region (in %), 2020
Figure 9: South Korea: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2015 & 2020
Figure 10: South Korea: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 11: South Korea: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2015 & 2020
Figure 12: South Korea: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 13: South Korea: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 14: South Korea: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 15: South Korea: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 16: South Korea: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 17: South Korea: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2015 & 2020
Figure 18: South Korea: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 19: South Korea: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2015 & 2020
Figure 20: South Korea: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 21: South Korea: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
Figure 22: South Korea: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 23: South Korea: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2015 & 2020
Figure 24: South Korea: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 25: South Korea: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2015 & 2020
Figure 26: South Korea: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 27: South Korea: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 28: South Korea: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 29: South Korea: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 30: South Korea: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 31: South Korea: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2015 & 2020
Figure 32: South Korea: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 33: South Korea: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2015 & 2020
Figure 34: South Korea: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 35: South Korea: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2015 & 2020
Figure 36: South Korea: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 37: South Korea: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 38: South Korea: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 39: East: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 40: East: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 41: West: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 42: West: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 43: Southwest: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 44: Southwest: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 45: Southeast: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 46: Southeast: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 47: South Korea: Virtual Reality Gaming Industry: SWOT Analysis
Figure 48: South Korea: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 49: South Korea: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis

List of Tables

Table 1: South Korea: Virtual Reality Gaming Market: Key Industry Highlights, 2020 and 2026
Table 2: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2021-2026
Table 3: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2021-2026
Table 4: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
Table 5: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2021-2026
Table 6: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
Table 7: South Korea: Virtual Reality Gaming Market: Competitive Structure
Table 8: South Korea: Virtual Reality Gaming Market: Key Players

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