Market Overview:
The South Korea virtual reality gaming market is expected to exhibit a CAGR of 23.38% during 2022-2027. 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.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the South Korea virtual reality gaming market, along with forecasts at the country and regional level from 2022-2027. Our report has categorized the market based on segment, device, age group and types of games.
Breakup by Segment:
Breakup by Device:
- Personal Computers
- Gaming Consoles
- Mobile Devices
Breakup by Age Group:
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 |
2021 |
Historical Period |
2016-2021 |
Forecast Period |
2022-2027 |
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$ 2699
Five User License: US$ 3699
Corporate License: US$ 4699 |
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:
- 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$), 2016-2021
Figure 3: South Korea: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 4: South Korea: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 5: South Korea: Virtual Reality Gaming Market: Breakup by Device (in %), 2021
Figure 6: South Korea: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 7: South Korea: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 8: South Korea: Virtual Reality Gaming Market: Breakup by Region (in %), 2021
Figure 9: South Korea: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2016 & 2021
Figure 10: South Korea: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 11: South Korea: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2016 & 2021
Figure 12: South Korea: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 13: South Korea: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2016 & 2021
Figure 14: South Korea: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 15: South Korea: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2016 & 2021
Figure 16: South Korea: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 17: South Korea: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2016 & 2021
Figure 18: South Korea: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 19: South Korea: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2016 & 2021
Figure 20: South Korea: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 21: South Korea: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2016 & 2021
Figure 22: South Korea: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 23: South Korea: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2016 & 2021
Figure 24: South Korea: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 25: South Korea: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2016 & 2021
Figure 26: South Korea: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 27: South Korea: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2016 & 2021
Figure 28: South Korea: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 29: South Korea: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2016 & 2021
Figure 30: South Korea: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 31: South Korea: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2016 & 2021
Figure 32: South Korea: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 33: South Korea: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2016 & 2021
Figure 34: South Korea: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 35: South Korea: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2016 & 2021
Figure 36: South Korea: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 37: South Korea: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2016 & 2021
Figure 38: South Korea: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 39: East: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 40: East: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 41: West: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 42: West: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 43: Southwest: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 44: Southwest: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 45: Southeast: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 46: Southeast: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
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, 2021 and 2027
Table 2: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2022-2027
Table 3: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2022-2027
Table 4: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2022-2027
Table 5: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2022-2027
Table 6: South Korea: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2022-2027
Table 7: South Korea: Virtual Reality Gaming Market: Competitive Structure
Table 8: South Korea: Virtual Reality Gaming Market: Key Players