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The South Korea virtual reality gaming market is expected to exhibit robust growth during 2021-2026. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.
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.
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 country and regional level from 2021-2026. Our report has categorized the market based on segment, device, age group and types of games.
Breakup by Segment:
Breakup by Device:
Breakup by Age Group:
Breakup by Types of Games:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players.
|Base Year of the Analysis||2020|
|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 $ 2499
Five User License $ 2999
Corporate License $ 3999
|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)|
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