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South Korea Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

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.

 

 
 

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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:

 

 
 

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  • 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 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)

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


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Key Questions Answered in This Report

The South Korea virtual reality gaming market was valued at US$ 518 Million in 2021.

We expect the South Korea virtual reality gaming market to exhibit a CAGR of 23.38% during 2022-2027.

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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