Key Insights into South Korean Gamers
Download PDFJul, 2022 © Newzoo 2022
Consumer Insights –Games & Esports
• Global coverage with
• Dozens of KPIs including more than 200 variables capturing
• surveyed on their gaming behavior and attitudes
• , including funnel metrics and audience profiles
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JAPAN MEXICO BRAZIL ARGENTINA CHILE COLOMBIA AUSTRALIA NEW ZEALAND CHINA
INDIA SOUTH KOREA THAILAND TAIWAN INDONESIA VIETNAM MALAYSIA PHILIPPINES SINGAPORE
POLAND UNITEDSTATES CANADA UNITED KINGDOM GERMANY FRANCE SPAIN ITALY RUSSIA
SOUTH AFRICA NETHERLANDS BELGIUM SWEDEN FINLAND TÜRKIYE EGYPT SAUDI ARABIA UNITED ARAB EMIRATES
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Welcome to our free market insights report series!
Gaming is among the world’s biggest entertainment and media platforms. An in -depth understanding
of the complex gaming landscape is crucial to identify the most valuable opportunities gaming
audiences have to offer. This understanding is not only important for game publishers and developers
but also for any company wanting to reach and authentically engage with the broadest and most
diverse subset of the world’s population.
In each of these insights reports we will dive into one of the markets covered in our Consumer
Insights -Games & Esports research which covers 36 diverse markets around the globe. This series of
reports will include some high -level takeaways from this research along with insights taken from our
Global Games Market Report and Newzoo Expert .
The data contained in these reports is a snapshot of the much broader scope of data we cover on
global gamers. Please contact us if you would like to learn more about Newzoo Consumer Insights –
Games & Esports or any of the other products covered in this report.
We hope you enjoy the report!
, Head of Consumer Insights
Newzoo
• Players and Revenues in 2022
• Gaming Engagement
• Playing and Viewing Behavior
• Gaming Persona Distribution
• Demographics and Motivations to Play
• Platform Play Behavior
• Top Games & Genres
• Payers and Paying Motivation
• Looking for More Gamer Insights?
• About Newzoo
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in the world
in the world
Newzoo Global Games Market Report
Market estimates and forecasts are included for markets/countries.
© Newzoo 2022
1Game Enthusiasts are consumers who engage with
gaming through playing, viewing, owning, and/or
social behavior
2Other gaming engagement includes visiting online gaming communities, discussing video
games with family and friends, listening to gaming podcasts, and attending large in -person
gaming conventions
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,094)
© Newzoo 2022
Only Viewing
Playing &Viewing
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,094)
TotalPlayers TotalViewers EsportsAudience EsportsEnthusiasts
Viewers are those that watch live -streamed or pre -recorded gaming video content in the past 12 months
Esports Audience are those that watch professional competitive gaming (esports) video content in the past 12 months
Esports Enthusiasts are those that watch gaming (esports) video content once a month or more
Given its recognition as a
legitimate sport in South Korea,
it’s no surprise that 22% of the
online population watches
Esports.
And 10% of South Koreans do so
on a monthly basis!
Despite Esports’ popularity in
South Korea, viewing of video
games still stands 2nd to playing.
Nearly 3 -in-4 South Koreans play
video games and nearly half both
play and view. Those who only
view games (without playing) land
in the minority.
Only Playing
© Newzoo 2022
Newzoo’s proprietary gamer segmentation wherein playing, viewing, owning, and socializing/other gaming
engagement are the four main dimensions for classification
While every Newzoo Persona is represented among
gamers in South Korea, there are two that stand -out as
most popular: Time Fillers and Mainstream Gamers.
These two gamer personas represent how diverse
gamers can truly be. Mainstream Gamers invest
significant time both playing and watching games, while
Time Fillers take a more casual and playing -exclusive
approach to the pastime.
Gaming Persona Distribution in South Korea
Consumer Insights –Games & Esports 2022
Total online population aged 10-65 (n= 2,094 )
© Newzoo 2022 Consumer Insights –Games & Esports 2022 Those who have played video games on a PC, console, or mobile in the past 6 months (n=1,510)
10-20 21-35 36-50 51-65
Male Female Non -Binary/Other
© Newzoo 2022
% Past 6 months players
Total online population aged 10-65 (n= 2,094 )
Consumer Insights –Games & Esports 2022
41% 59% 20%
Mobile Console PC
Base: Players of each platform
(Past 6 months)
Mobile players (n=1,236); Console players (n=420); PC players (n=846)
5h 04mins 4h 19mins 4h 39mins
Mobile Console PC
© Newzoo 2022
Source: Newzoo Expert –May 2022
Platforms covered: PC, PS4, PS5, Xbox One, Xbox Series X|S
Want more in -depth games data like
© Newzoo 2021
Consumer Insights –Games & Esports 2022
Those who have played video games on aPC, console, or mobile in the past 6months (n= 1,510 ), Total payers (past 6months) (n= 793 )
Advance quicker / easier in the game
For a sale / special offer / good price
Personalize characters or things built in -game
Unlock extra / exclusive playable content
Play with friends or family
Base: Total Payers (past 6 months) Base: Players (past 6 months)
The top motivation to spend money on
games in South Korea is to advance
more quickly or easily in the game.
Yet, these advantages during game -play
are not the only factors enticing gamers
to spend. A sale or special offer is nearly
as likely to encourage spending of
Payers.
Unlock the
of gamers in 36
key markets . 1Payers :Past 6months players who, on average, spend money on amonthly basis on games on aPC, console, or mobile device . Spending money includes gifts, downloadable content, subscriptions, and other micro – transactions .
© Newzoo 2022
Profile Gamers in your Target Markets with the Most Comprehensive Games Research Based on 75,000+ Consumers
JP
NL
IT
BE AU
DE
CA
FR FI
UK US TW
PL
NZ
SE SG
ES
KR
ID
TH
VN
PH MY
IN
ZA
BR
MX
TR
SA
AE AR
EG CL CO CN
RU
Markets
Metrics tracked Consumers Surveyed Game Franchises
Covered
A Residential Developed Approach methodology is used in AR, BR, CL, CN, CO, EG, IN, ID, MY, MX, PH, RU, SA, ZA, TH, TR, AE, a nd VN. The results for these markets are representative of active internet users in residential developed areas in respective countries/markets. InCN results are representative of the population in Tier 1 and 2 cities.
Years of Gamer Research
experience
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Covers 100+ metrics for Thousands of Games
on PC, Console, and Mobile, including MAU, DAU,
Lifetime Players, Revenues, Viewership
Player Demographics & Psychographic Data
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Over 75,000* consumers surveyed worldwide
Motivations, drivers, playing behavior
*Based onConsumer Insights -Games &Esports 2022