Hi there,
Similar to recent posts, this is an update of a popular post back in Dec 2016 “key facts about South Korea Mobile Game”. I use the latest information from eMarketer, NewZoo, App Annie, AppsFlyer and other sources.
This post is part of the series about South Korea that I have been writing in 2019. You can find other posts here:
South Korea subscription Video on demand (SVOD): key facts and trends
10 key facts about South Korea e-commerce
South Korea digital marketing landscape (updated 2019)
1. South Korea ranks number 4th in the world in terms of Mobile Game revenue (and expected to continue keeping that position)
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2. Gamer penetration (of the total population) in South Korea is comparable with the rest of the top 4 markets
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China gamer penetration is lower but given the scale of the market, this is totally understandable.
3. South Korea gamers are slightly skewed towards male and younger age group
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4. Two out of 5 internet users in South Korea watch gaming video content (which is lesser than China, the US and Taiwan)
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5. Average revenue per paying gamers in South Korea is amongst the highest in the world
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6. Given the revenue per paid gamer, the cost per game app install (CPI) in South Korea is more advantageous than CPI in the US and Taiwan
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7. The retention rate for non organic gamers in South Korea is slightly smaller than the leaders Japan and Australia
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The same trend is seen for casual game
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8. 90% of the top 10 grossing games in South Korea are Role Playing games, which shows the continued strength of the genre
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we observe a similar trend on Apple store as below
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That’s all from me.
Cheers,
Chandler