South Korea Video Game Market & Forecast, by Category (Mobile, Download, Online Games, Gaming Networks), Users, Age Group, Gender, Income, Company Analysis韓国のテレビゲーム市場 この調査レポートは韓国のテレビゲーム市場を分析・予測したRenub Researchの市場調査報告書です。 Overview South Korea is the world's 4th largest market for video games. About half the population... もっと見る
Summaryこの調査レポートは韓国のテレビゲーム市場を分析・予測したRenub Researchの市場調査報告書です。 Overview South Korea is the world's 4th largest market for video games. About half the population of the country plays games on their smartphone. From the past several decades, gaming has been a staple of South Korean culture. South Korea teenagers and adults have habits of playing games and heads towards nearby LAN game centre, after school. South Korea deeply embedded competitive gaming has become a mass culture, making it an excellent breeding environment for a vibrant and highly lucrative pro-gaming scene. According to Renub Research analysis, the South Korea Video Game Market will be US$ 9.8 Billion by the year 2026. The video game's main problems are its addiction; many studies in Korea have shown the link between video game addiction and psychological disorders like depression and anxiety. Thus, the Korean government has invested substantial sums in new hospitals, programs, and community groups to reduce the problem due to concerns of widespread video game addiction affecting players' health protection and despite numerous accidents related to it. The government took a measure and enforced the Cinderella Act that bans on playing video games from midnight to early morning. South Korea largest giant Netmarble Games, launched its new mobile MMORPG, A3: Still Alive, which was available for local users since March 2020. Another largest video games giant Nexon launched its new mobile role-playing game V4 in September 2019, which was company's most highly anticipated massively multiplayer online role-playing games. By this, the company aims to attract users in local as well as abroad as seeing other mobile action games like HIT and OVERHIT. Renub Research report titled “South Korea Video Game Market & Forecast, by Category (Mobile Games, Download Games, Online Games, Gaming Networks), Users (Mobile Games, Download Games, Online Games, Gaming Networks), Age Group (18-24, 25-34, 35-44, 45-54, 55-64), Gender (Male, Female), Income (Low Income, Medium Income, High Income), Company (Netmarble Corp., Gravity Co. Ltd., DoubleU Games, Activision Blizzard, NHN Entertainment Corp.)” studies the Korea video game industry. This report provides an all-encompassing analysis of the key growth drivers and restraining factors, demand, and their projections for the upcoming years. Category & Users - The Report Studies the Market and Number of Users of the 4 Segments Gender - The Report provides the Korea Video Game Player Numbers in both the Genders Income - The Report Studies the Video Game Numbers by 3 Income Segments All the company covered in the report has been covered from 3 viewpoints Company Profile Table of ContentsTable of Contents Table of Contents: 5. South Korea Video Game Market 7. Category - South Korea Video Game Market 8. Users - South Korea Video Game Numbers 9. Age Group - South Korea Video Game Numbers 10. Gender - South Korea Video Game Numbers 11. Income - South Korea Video Game Numbers 12. Company Analysis List of Tables List of Tables: List of Figures List of Figures:Figure 1: South Korea - Number of Internet Users (Millions), 2015 - 2019 Figure 2: South Korea - Video Game Market (Million US$), 2017 - 2019 Figure 3: South Korea - Forecast for Video Game Market (Million US$), 2020 - 2026 Figure 4: South Korea - Video Game Market Share by Age Group (%), 2017 - 2019 Figure 5: South Korea - Forecast for Video Game Market Share by Age Group (%), 2020 - 2026 Figure 6: South Korea - Video Game Market Share by Gender (%), 2017 - 2019 Figure 7: South Korea - Forecast for Video Game Market Share by Gender (%), 2020 - 2026 Figure 8: South Korea - Video Game Market Share by Income (%), 2017 - 2019 Figure 9: South Korea - Forecast for Video Game Market Share by Income (%), 2020 - 2026 Figure 10: South Korea - Video Game Market by Mobile Games (Million US$), 2017 - 2019 Figure 11: South Korea - Forecast for Video Game Market by Mobile Games (Million US$), 2020 - 2026 Figure 12: South Korea - Video Game Market by Download Game (Million US$), 2017 - 2019 Figure 13: South Korea - Forecast for Video Game Market by Download Game (Million US$), 2020 - 2026 Figure 14: South Korea - Online Video Game Market by Online Game (Million US$), 2017 - 2019 Figure 15: South Korea - Forecast for Online Video Game Market by Online Game (Million US$), 2020 - 2026 Figure 16: South Korea - Video Game Market by Gaming Networks (Million US$), 2017 - 2019 Figure 17: South Korea - Forecast for Video Game Market by Gaming Network (Million US$), 2020 - 2026 Figure 18: South Korea - Video Game Market by Consoles (Million US$), 2017 - 2019 Figure 19: South Korea - Forecast for Video Game Market by Consoles (Million US$), 2020 - 2026 Figure 20: Most played games in PC bangs based on time spent in South Korea as of March 2020 Figure 21: South Korea - Video Game Market by PC Games (Million US$), 2017 - 2019 Figure 22: South Korea - Forecast for Video Game Market by PC Games (Million US$), 2020 - 2026 Figure 23: South Korea - Video Game Users by Mobile Game (Million), 2017 - 2019 Figure 24: South Korea - Forecast for Video Game Users by Mobile Game (Million), 2020 - 2026 Figure 25: South Korea - Video Game Users by Download Games (Million), 2017 - 2019 Figure 26: South Korea - Forecast for Video Game Users by Download Game (Million), 2020 - 2026 Figure 27: South Korea Internet Users & Population in Millions, 2015 - 2019 Figure 28: South Korea - Video Games Users by Online Games (Million), 2017 - 2019 Figure 29: South Korea - Forecast for Video Game Users by Online Games (Million), 2020 - 2026 Figure 30: South Korea - Video Game Users by Gaming Network (Million), 2017 - 2019 Figure 31: South Korea - Forecast for Video Game User by Gaming Network (Million), 2020 - 2026 Figure 32: South Korea - Video Game Users by Consoles (Million), 2017 - 2019 Figure 33: South Korea - Forecast for Video Game User by Consoles (Million), 2020 - 2026 Figure 34: South Korea - Video Game Users by PC Games (Million), 2017 - 2019 Figure 35: South Korea - Forecast for Video Game User by PC Games (Million), 2020 - 2026 Figure 36: Distribution of professional gamers in the 10 major e-sports teams in South Korea in 2017, by annual salary level Figure 37: Global - Netmarble Corporation Revenue (Million US$), 2017 - 2019 Figure 38: Global - Forecast for Netmarble Corporation Revenue (Million US$), 2020 - 2026 Figure 39: Global - Gravity Co. Ltd. Revenue (Million US$), 2017 - 2019 Figure 40: Global - Forecast for Gravity Co. Ltd. Revenue (Million US$), 2020 - 2026 Figure 41: Global - DoubleU Games Revenue (Million US$), 2017 - 2019 Figure 42: Global - Forecast for DoubleU Games Revenue (Million US$), 2020 - 2026 Figure 43: Global - Activision Blizzard Revenue (Million US$), 2017 - 2019 Figure 44: Global - Forecast for Activision Blizzard Revenue (Million US$), 2020 - 2026 Figure 45: Global - NHN Entertainment Company Revenue (Million US$), 2017 - 2019 Figure 46: Global - Forecast for NHN Entertainment Company Revenue (Million US$), 2020 - 2026
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