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DIGITAL

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TRENDSGamersinSouthKoreaCHAPTER

01GamingindustryGlobalmarketshareoftheSouthKoreangamingindustrybasedonsalesrevenuein2022,bycategoryShareofSouthKoreangamingindustryonglobalscale2022,bycategoryMarketshare6%0%2%4%8%10%12%14%OverallPCgame7.8%12.7%MobilegameConsolegameArcadegame11.4%1.5%1.3%4Description:Basedonsalesrevenues,theglobalmarketshareoftheSouthKoreangamingindustrywasataround7.8percentin2022.Inthatyear,around63percentofSouthKoreansstatedthattheywereplayinggames.

ReadmoreNote(s):SouthKorea;2022;basedonthesalesrevenueSource(s):KoreaCreativeContentAgencySizeofthegamingmarketinSouthKoreafrom2006to2022(intrillionSouthKoreanwon)GamingindustrysizeSouthKorea2006-202225201522.2120.9918.8915.5814.2913.1410.8910.729.979.759.72108.87.457.436.585.65.1450200620072008200920102011201220132014201520162017201820192020202120225Description:Asof2022,themarketvalueofSouthKorea’sgamingmarketamountedtoaround22.2trillionSouthKoreanwon.Thecountry’sgamingindustryisoneofthelargestintheworld.Overthepastdecade,themarkethascontinuedtogrow;themarketvalueisestimatedtogrowupto25.86trillionwonin2024.ReadmoreNote(s):SouthKorea;2006to2022Source(s):KoreaCreativeContentAgencyAnnualgrowthrateofthegamingmarketinSouthKoreain2022,bycategoryGamingindustrygrowthSouthKorea2022,bycategoryYear-on-yeargrowthrate6%0%2%4%8%10%12%AmusementarcadeArcadegameMobilegameConsolegamePCgame10.4%8.9%7.6%6.4%3%PCbang*1.9%6Description:In2022,amusementarcadesshowedthebiggestexpansioninthegamingindustryofSouthKoreawithagrowthofaround10.4percentcomparedtothepreviousyear.ThearcadegamesectorisstillrecoveringfromtheheavyhitittookduringtheCOVID-19pandemic.ReadmoreNote(s):SouthKorea;2022;*PCbang,uniquelydevelopedinSouthKorea,referstoavenuewherevisitorscanusedesktopcomputers,theInternetenvironment,printers,andsnackbars.Itisconsideredasasocialmeetingpointfore-sports[...]

ReadmoreSource(s):KoreaCreativeContentAgencySalesdistributionofthegamingmarketinSouthKoreain2022,bycategory(inbillionSouthKoreanwon)GamingindustrysalesbreakdownSouthKorea2022,bycategorySalesrevenueinbillionSouthKoreanwon02,0004,0006,0008,00010,00012,00014,00013,072MobilegamePCgame5,805.3PCbang*1,876.6ConsolegameArcadegame1,119.6297.6Amusementarcade

43.87Description:In2022,mobilegamingwasthestrongestsectoroftheSouthKoreangamingmarket,withasalesrevenueofaround13.1trillionSouthKoreanwon.AccordingtotheKoreanCreativeContentAgency,morethan53percentofSouthKoreansplayedmobilegamesthatyear.ReadmoreNote(s):SouthKorea;2022;*PCbang,uniquelydevelopedinSouthKorea,referstoavenuewherevisitorscanusedesktopcomputers,theInternetenvironment,printers,andsnackbars.Itisconsideredasasocialmeetingpointfore-sports[...]

ReadmoreSource(s):KoreaCreativeContentAgencyExportvalueofthegamingindustryinSouthKoreafrom2012to2022(inbillionU.S.dollars)GamemarketexportvalueSouthKorea2012-20221098.988.678.1986.6676.415.926543.283.212.972.7232102.64201220132014201520162017201820192020202120228Description:In2022,SouthKoreaexportedaround8.98billionU.S.dollarsofgames,increasedfromabout8.67billiondollarsinthepreviousyear.Koreangameexportshaveincreasedthroughouttheperiodofconsideration,withanotablejumpin2017.

ReadmoreNote(s):SouthKorea;2012to2022Source(s):KoreaCreativeContentAgencyNumberofemployeesinthegamingmarketinSouthKoreain2022,bycategoryGamingindustryemploymentbreakdownSouthKorea2022,bycategoryNumberofemployees10,000

15,00005,00020,00025,00030,00035,00034,71540,000PCbang*operationMobilegameproduction/distributionPCgameproduction/distributionConsolegameproduction/distributionArcadegameproduction/distributionAmusementarcadeoperation30,11315,0242,0751,3011,1189Description:In2022,around34.7thousandpeoplewereemployedatPCbangsinSouthKorea.OthergamingsectorswithalargeamountofemployeesweremobileandPCgameproductionanddistributionbusinesses.

ReadmoreNote(s):SouthKorea;2022;*PCbang,uniquelydevelopedinSouthKorea,referstoavenuewherevisitorscanusedesktopcomputers,theInternetenvironment,printers,andsnackbars.Itisconsideredasasocialmeetingpointfore-sportslovers[...]

ReadmoreSource(s):KoreaCreativeContentAgencyCHAPTER

02DemographicsShareofSouthKoreansplayinggamesasofJuly2023,byplatformShareofgamersSouthKorea2023,byplatform60%53.2%50%38.4%40%30%20%10%0%15.1%7.4%MobilePCConsoleArcade11Description:AccordingtoasurveyconductedinSouthKoreain2023,around53percentofrespondentsstatedthattheyplayedmobilegames.Thismademobilethemostpopulargamingplatforminthecountry,followedbyPCgaming.PCbangsareapopulardestinationforgamersinSouthKorea,mainlyduetothehigh-endPCsavailableinsuchplaces.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)RateofindividualswhoplayedvideogamesinSouthKoreainthelastyearasofOctober2024,bygenderGamerrateinSouthKorea2024,bygender70%66.1%60%50%40%30%20%10%0%53.5%MaleFemale12Description:AccordingtoasurveyconductedinSouthKoreain2024,around66percentofmalerespondentsstatedthattheyhadplayedvideogameswithinthelastyear.Onlyabout54percentoffemalerespondentshadalsogamedinthattimeperiod.Overall,60percentofSouthKoreansplayedvideogames.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;10,000respondents;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)ShareofindividualswhoplayedvideogamesinSouthKoreainthelastyearasofOctober2024,byagegroupGamershareinSouthKorea2024,byageShareofrespondents40%0%10%20%30%50%60%70%80%90%10-19years20-29years30-39years40-49years50-59years60-69years81.4%85.1%74.4%60.7%44.6%31.1%13Description:AccordingtoasurveyconductedinSouthKoreain2024,around85percentofrespondentsintheirtwentiesstatedthattheyplayedvideogameswithinthelastyear.Thismadethemtheagegroupwiththelargestshareofgamers,followedbyteenagersandpeopleintheirthirties.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;10,000respondents;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)ShareofSouthKoreansplayingmobilegamesasofJuly2023,byagegroupShareofmobilegamersSouthKorea2023,byagegroupShareofrespondents40%0%10%20%30%50%60%70%69.6%80%10-19years20-29years30-39years40-49years50-59years60-64years64.5%61.8%55.7%39.9%28.1%14Description:AccordingtoasurveyconductedinSouthKoreain2023,around70percentofteenagerespondentsstatedthattheyplayedmobilegames.Amajorityofpeopleinallagegroupsexceptforthoseaged50yearsandolderusedtheirphonestoplaygames.InSouthKorea,mobilegamingisthemostpopularformofgaming.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)RateofSouthKoreansplayingPCgamesasofJuly2023,byagegroupRateofPCgamingSouthKorea2023,byagegroupShareofrespondents0%10%20%30%40%50%50.1%60%70%10-19years20-29years30-39years40-49years50-59years60-64years66.4%49.4%33.8%24.4%4.3%15Description:AccordingtoasurveyconductedinSouthKoreain2023,around66percentofrespondentsintheirtwentiesstatedthattheyplayedPCgames.Apartfromthetwoyoungestagegroups,PCgameswerenotplayedbythemajorityofpeople.InSouthKorea,PCgamingisapopularformofgamingandisparticularlyrelevantinthevibrante-sportsscene.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)ShareofSouthKoreansplayingconsolegamesasofJuly2023,byagegroupShareofconsolegamersSouthKorea2023,byagegroupShareofrespondents15%0%5%10%9.8%20%25%30%10-19years20-29years30-39years40-49years50-59years23.4%24.3%20.4%7.6%60-64years

0.1%16Description:AccordingtoasurveyconductedinSouthKoreain2023,around24percentofrespondentsintheirthirtiesstatedthattheyhadplayedconsolegameswithinthelastyear.Whileconsolegamingwasdecentlypopularamongadults,alessershareofteenagersandelderlyplayedconsolegames.Whilethereisamarketforthistypeofgamingplatforminthecountry,itisnotthemostpopularformofgaminginSouthKorea.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)CHAPTER

03PreferencesTypesofplatformsusedbygamersinSouthKoreaasofJuly2023PlatformsusedbygamersSouthKorea202390%84.6%80%70%60%50%40%30%20%10%0%61%24.1%11.8%MobilePCConsoleArcade18Description:AccordingtoasurveyconductedinSouthKoreain2023,around84.6percentofgamersstatedthattheyhadplayedmobilegamesthatyear.In2022,theSouthKoreangamingmarketwasvaluedatabout22trillionSouthKoreanwon.

ReadmoreNote(s):SouthKorea;June8toJuly13,2023;6,292respondents;10-64years;SouthKoreanswhoplayedgameswithinthepreviousyearSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)MostpreferredgenreofmobilegamesinSouthKoreaasofOctober2024PreferredmobilegamegenreSouthKorea2024Shareofrespondents0%5%10%15%20%25%30%28.4%PuzzleandquizgamesRole-playinggames(RPGs)TabletopandcasinogamesSimulationgames15.8%9.9%9.2%Shooters(FPS/TPS/Gunshooter)Sportsandracinggames8%7%6.8%StrategyandcardgamesActiongames4.5%Hypercasualgames3.8%Rhythmgames2%Geolocationaugmentedreality(GeoAR)PartyandcooperationgamesMultiplayeronlinebattlearenagames(MOBA)1.9%1.4%1.3%19Description:AccordingtoasurveyconductedinSouthKoreain2024,around28percentofmobilegamersstatedthattheirfavoritegenreofmobilegamewaspuzzleandquizgames.Thiswasfollowedbyroleplayinggames(RPGs)andtabletoporcasinogames.Mobilegamingispopularinthecountry,withtheꢀSouthKoreanmobilegamingindustryexperiencinghighgrowthratesoverthelastyears,withfurthergrowthforecast.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;7,402mobilegamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)MostpreferredgenreofcomputergamesinSouthKoreaasofOctober2024MostpreferredPCgamegenreSouthKorea2024Shareofrespondents5%

10%0%15%20%25%23.7%Roleplayinggames(RPGs)Shooters(FPS/TPS/Gunshooters)Multiplayeronlinebattlearenagames(MOBA)Simulationgames14.6%11.5%11.3%Sportsandracinggames11.1%Puzzleandquizgames7.3%7.1%StrategyandcardgamesTabletopandcasinogamesActiongames5.1%4.7%PartyandcooperationgamesRhythmgames2.3%1.2%Other

0.1%20Description:AccordingtoasurveyconductedinSouthKoreain2024,around24percentofPCgamersstatedthattheirmostpreferredPCgamegenrefellunderrole-playinggames(RPGs).Otherpopulargenresincludedshootersandsimulationgames.TheꢀSouthKoreangamingindustrywasvaluedatmultipletrillionSouthKoreanwonin2022,withfurthergrowthforecast.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347PCgamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)MostpreferredgenreofconsolegamesinSouthKoreaasofOctober2024PreferredconsolegamesgenreSouthKorea2024Shareofrespondents0%5%10%15%20%25%30%SimulationgamesSportsandracinggames26.3%22.3%Roleplayinggames(RPGs)Actiongames16.3%14.6%PartyandcooperationgamesShooters(FPS/TPS/Gunshooters)Rhythmgames6.9%5.1%3.8%Puzzleandquizgames2.5%Strategyandcardgames1.1%0.8%TabletopandcasinogamesMultiplayeronlinebattlearenagames(MOBA)0.4%21Description:AccordingtoasurveyconductedinSouthKoreain2024,around26percentofconsolegamersstatedthattheirfavoritegenreofconsolegamewassimulationgames.Otherpopulargenresincludedsportsandracinggamesaswellasroleplayinggames(RPGs).TheSouthKoreangamingindustrywasworthmultipletrillionSouthKoreanwonin2022,withfurthergrowthforecast.ReadmoreNote(s):June25toOctober8,2024;2,157consolegamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)ConsolesusedbygamersinSouthKoreaasofOctober2024ConsolesgamersusedSouthKorea202480%72.3%70%60%50%42.9%40%30%20%10.9%10%0.8%0%NintendoseriesPlaystationseriesXboxseriesOther22Description:AccordingtoasurveyconductedinSouthKoreain2024,around72percentofconsolegamersstatedthattheyusedaconsolefromNintendo.Nintendomadethemostpopulargamingconsoleseries,followedbyPlaystationatabout43percent.TheꢀSouthKoreangamingindustrywasworthmultipletrillionSouthKoreanwonin2022,withfurthergrowthbeingforecast.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;2,157consolegamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)CHAPTER

04GamerbehaviorFrequencyofplayingmobilegamesinSouthKoreaasofOctober2024FrequencyofmobilegameusageinSouthKorea2024Shareofrespondents0%5%10%15%20%25%30%35%40%SeveraltimesperdayOnceaday(everyday)5-6timesperweek33.5%18.6%8%3-4timesperweek12.9%14.2%1-2timesperweek2-3timespermonthOnceamonth5.1%2.7%Lessthanoncein2-3months4.9%24Description:AccordingtoasurveyconductedamongSouthKoreanmobilegamersin2024,around34percentofrespondentsstatedthattheyplayedmobilegamesmultipletimesperday.Afurther19percentplayedonceperday,everyday.MobilegamesarethemostpopulartypeofgameinSouthKorea.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;7,402mobilegamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)FrequencyofplayingPCgamesinSouthKoreaasofOctober2024FrequencyofPCgameusageinSouthKorea2024Shareofrespondents0%5%10%15%20%25%SeveraltimesperdayOnceaday(everyday)5-6timesperweek15.6%14.3%8.9%3-4timesperweek18%1-2timesperweek21.3%2-3timespermonthOnceamonth9.9%4.6%Lessthanoncein2-3months7.5%25Description:AccordingtoasurveyconductedamongSouthKoreanPCgamersin2024,around21percentofrespondentsstatedthattheyplayedPCgamesonceortwiceperweek.Almost30percentreportedplayingonceorevenseveraltimesperday,everysingleday.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347PCgamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)FrequencyofgamersusingconsolesinSouthKoreaasofOctober2024FrequencyofusingconsolesSouthKorea2024Shareofrespondents0%5%10%15%20%25%30%SeveraltimesperdayOnceperday3.3%5%5-6timesperweek4%3-4timesperweek9.8%1-2timesperweek24.3%2-3timespermonthOnceamonth18.8%12%Lessthanonceevery2-3months22.8%26Description:AccordingtoasurveyconductedinSouthKoreain2024,around24percentofconsoleplayersstatedthattheyplayedonceortwiceperweek.Another23percentplayedconsolegameslessfrequentlythanonceeverytwotothreemonths.

ReadmoreNote(s):SouthKorea;June25toOctober8,2024;2,157consolegamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)HoursspentonplayingvideogamesperweekinSouthKoreaasofDecember2024HoursspentonplayingvideogamesperweekinSouthKorea2024Shareofrespondents10%0%5%15%20%20%25%Lessthan1hour1to5hours26%6to10hours15%11to15hours7%16to20hours3%3%Morethan20hoursDon'tknow5%Idon'tplayvideogames20%27Description:Whenaskedabout"Hoursspentonplayingvideogamesperweek",26percentofSouthKoreanrespondentsanswer"1to5hours".Thisonlinesurveywasconductedin2024,among2,032consumers.

ReadmoreNote(s):SouthKorea;JanuarytoDecember2024;2032respondents;18-64yearsSource(s):StatistaConsumerInsightsMethodofPCvideogamepurchaseinSouthKoreaasofOctober2024PCvideogamepurchaseforminSouthKorea202490%79.2%80%70%60%50%40%30%20%10%0%32.9%20.4%Onlineprovider(e.g.Steam)Gamedeveloper'swebsite(e,g,Ubisoft,Blizzard)Physicalcopy(CD/DVD)28Description:AccordingtoasurveyconductedinSouthKoreain2024,around79percentofrespondentsstatedthattheyhadusedanonlineprovidersuchasSteaminordertopurchaseaPCgame.About33percenthadboughtgamesdirectlyviaagamedeveloper'swebsite.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;2,407respondents;10-69years;amongpeoplewhohadpurchasedaPCgameSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)VideogamepurchasesbystorebrandinSouthKoreaasofDecember2024VideogamepurchasesbystorebrandinSouthKorea2024Shareofrespondents15%0%5%10%20%25%30%35%40%GooglePlayStoreAppleAppStore/AppleArcadeBlizzard/BSteam41%22%22%21%EAPlay/Origin17%NintendoeShop17%NetmarblePlayStationStore14%14%Com2us12%Amazon10%DIRECTGAMESMicrosoftStore10%10%EpicGamesStore/EpicGamesLauncher9%29Description:WeaskedSouthKoreanconsumersabout"Videogamepurchasesbystorebrand"andfoundthat"GooglePlayStore"takesthetopspot,while"Uplay/UbisoftStore/UbisoftConnect"isattheotherendoftheranking.

ReadmoreNote(s):SouthKorea;JanuarytoDecember2024;755respondents;18-64years;respondentswhospentmoneyonvideogamesSource(s):StatistaConsumerInsightsCHAPTER

05ProfessionalgamingOverallleadingeSportsplayersfromSouthKoreaasofJanuary2025,bytotalprizemoneyearned(in1,000U.S.dollars)TopeSportsplayersinSouthKorea2025,bytotalprizemoneyearnedTotalprizemoneyinthousandU.S.dollars02004006008001,0001,2001,4001,3561,6001,8001,8162,000Faker(Lee,SangHyeok)Maru(Cho,SungChoo)Loki(Park,JungYoung)Dark(Park,RyungWoo)Rogue(Lee,ByungRyul)Duke(Lee,HoSeong)Bang(Bae,JunSik)1,245.451,193.931,077.91959.07915.94Wolf(Lee,JaeWan)913.17905.34Pio(Cha,SeungHoon)Jaedong(Lee,JaeDong)876.431Description:AsofJanuary2025,LeeSangHyeok,alsoknownas"Faker",hasearnedaround1.8millionU.S.dollarsinprizemoney.ThismakeshimthetopSouthKoreanearnerofprizemoneyfrome-sportstournaments.Overall,KoreaneSportsplayershavewonatotalofover153.1milliondollarsacrossaround9,000tournaments.SouthKorearanksthirdworldwideintermsofearnings,behindChinaandtheUnitedStates.ReadmoreNote(s):SouthKorea;January7,2025Source(s):eSportsEarningsNumberofprofessionalgamersinSouthKoreaasofAugust2024,bygameSouthKorea'smajorprofessionalgamers'number2024,bygameNumberofprogamersLeagueofLegends(LoL)Valorant5856PUBG54PUBGMobileRainbowSixSiegeEternalReturn483732EASPORTSFCOnline4Kartrider:Drift1615Tekkenseries10Overwatch28LeagueofLegends:WildRiftHearthstone66StarCraftII432Description:AccordingtoasurveyconductedinSouthKoreain2024,thelargestshareofprofessionale-sportsgamersplayedLeagueofLegends(LoL),with58outofatotalof361players.SimilarlypopulargamesincludedValorantandPUBG.

ReadmoreNote(s):SouthKorea;JunetoAugust2024;361professionale-sportsplayersSource(s):C&IResearch;KoreaCreativeContentAgencyAgedistributionoftheprofessionalgamersinSouthKoreaasofAugust2024ProfessionalgameragedistributioninSouthKorea202440%35%30%25%20%15%37.7%29.7%23.9%8.7%10%5%0%Under19years20-21years22-24years25+years33Description:AccordingtoasurveyconductedinSouthKoreain2024,around38percentofprofessionale-sportsgamersstatedthattheywerebetween22and24yearsold.Theymadeupthelargestagegroupamongproe-sportsgamersthatyear,representingaslightshifttowardsoldergamers.ReadmoreNote(s):SouthKorea;JunetoAugust2024;138professionale-sportsgamersSource(s):C&IResearch;KoreaCreativeContentAgencyIncomesourcesofprofessionalgamersinSouthKoreaasofAugust2024ProfessionalgamerincomesourceinSouthKorea2024Shareofrespondents0%10%20%30%40%50%60%70%80%80.4%90%SalaryCompetitionprizemoneyStreamingincome50%18.8%Bonus13%BroadcastappearancesDownpayment6.5%5.8%4.3%AdrevenueRevenuedistributionfromin-gameitemsalesNoincome4.3%4.3%MerchandisingsalesOther1.4%0.7%34Description:AccordingtoasurveyconductedinSouthKoreain2024among138professionale-sportsgamers,around80percentofrespondentsstatedthatreceivingasalarywasasourceofincomeforthem.Professionalgamersemployedbyteamsorcollectivesgenerallyreceivesalariesalongsideother,moreflexibleincomesourceopportunities.Themostcommonsourcesofirregularincomeamongprofessionalgamerswasawardmoneywonduringcompetitions.

ReadmoreNote(s):SouthKorea;JunetoAugust2024;138professionalgamersSource(s):C&IResearch;KoreaCreativeContentAgencyDistributionofe-sportsviewershipmethodsinSouthKoreaasofAugust2024,byplatformE-sportsviewershipinSouthKorea2024,byplatform78.5%14.1%7.2%0.2%YouTubeSOOP(formerlyAfreecaTV)CHZZK(Naver)Others35Description:AccordingtoasurveyconductedinSouthKoreain2024,around79percentofe-sportsviewersstatedthattheyusedYouTubetowatche-sports.Theothertwomaine-sportsplatformsweredomesticplatforms.TwitchceasedoperationsinSouthKoreainFebruary2024.ReadmoreNote(s):SouthKorea;JunetoAugust2024;1,858respondents;10yearsandolder;amongpeoplewhowatchede-sportsstreamsorbroadcastsSource(s):C&IResearch;KoreaCreativeContentAgencyDistributionofe-sportsviewershipmethodsinSouthKoreaasofAugust2024,bydeviceE-sportsviewershipinSouthKorea2024,bydeviceShareofrespondentsPCMobileLaptop38.2%35.9%12.5%Tablet9.2%TV4.1%Others

0.1%36Description:AccordingtoasurveyconductedinSouthKoreain2024,around38percentofrespondentsstatedthattheywatchede-sportsontheirPCs.Thiswascloselyfollowedbymobileviewership,at36percentofviewers.

ReadmoreNote(s):SouthKorea;JunetoAugust2024;1,858respondents;10yearsandolder;amongpeoplewhowatchede-sportsbroadcastsSource(s):C&IResearch;KoreaCreativeContentAgencyCHAPTER

06PCbangSalesrevenuegrowthofPCbangsinSouthKoreafrom2015to2022PCbangsalesrevenuegrowthSouthKorea2015-202240%35.2%30%20%10%0%20%11.6%3.9%2.4%20211.9%2022-11.7%2016-11.9%2020-10%-20%201520172018201938Description:In2022,thePCbangmarketgrewbyaroundtwopercentfromthepreviousyear.Thesalesrevenuewasworthover1.87trillionSouthKoreanwonthatyear.

ReadmoreNote(s):SouthKorea;2015to2022;*PCbang,uniquelydevelopedinSouthKorea,referstoavenuewherevisitorscanusedesktopcomputers,theInternetenvironment,printers,andsnackbars.Itisconsideredasasocialmeetingpointfor[...]

ReadmoreSource(s):KoreaCreativeContentAgencyDistributionofPCbangvisitorsinSouthKoreaasofOctober2024,bynumberofmonthlyvisitShareofPCbangvisitorsSouthKorea2024,byfrequency9+times26.1%5-8times32.3%4times41.6%39Description:AccordingtoasurveyconductedinSouthKoreain2024,around42percentofsurveyrespondentsinSouthKoreawhovisitPCbangsatleastonceaweeksaidtheydidfourtimesamonth.Oneinfourwentnineormoretimes

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