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CONSUMERS

&

BRANDSPCgaminginSouthKoreaCHAPTER

01OverviewOnlinePCgamingmarketvalueworldwidefrom2011to2028(inbillionU.S.dollars)OnlinePCgamingmarketvalueworldwide2011-2028605047.547.847.84846.645.844.642.942.241.638.438.4403128.8302010025.124.723.621.120112012201320142015201620172018201920202021202220232024*

2025*

2026*

2027*

2028*4Description:In2023,theglobalonlinePCgamingmarketwasworth45.8billionU.S.dollarsandisprojectedtodeclineto48billionU.S.dollarsin2028.PCgaminggrowthisprojectedtoslowinthenextfewyearsduetoconsumeruptakeofconsolegaming.

ReadmoreNote(s):Worldwide;2011to2023;*ForecastReadmoreSource(s):Capcom;InternationalDevelopmentGroupGlobalmarketshareoftheSouthKoreangamingindustrybasedonsalesrevenuein2022,bycategoryShareofSouthKoreangamingindustryonglobalscale2022,bycategoryMarketshare6%0%2%4%8%10%12%14%OverallPCgame7.8%12.7%MobilegameConsolegameArcadegame11.4%1.5%1.3%5Description:Basedonsalesrevenues,theglobalmarketshareoftheSouthKoreangamingindustrywasataround7.8percentin2022.Inthatyear,around63percentofSouthKoreansstatedthattheywereplayinggames.

ReadmoreNote(s):SouthKorea;2022;basedonthesalesrevenueSource(s):KoreaCreativeContentAgencySizeofthegamingmarketinSouthKoreafrom2006to2022(intrillionSouthKoreanwon)GamingindustrysizeSouthKorea2006-202225201522.2120.9918.8915.5814.2913.1410.8910.729.979.759.72108.87.457.436.585.65.1450200620072008200920102011201220132014201520162017201820192020202120226Description:Asof2022,themarketvalueofSouthKorea’sgamingmarketamountedtoaround22.2trillionSouthKoreanwon.Thecountry’sgamingindustryisoneofthelargestintheworld.Overthepastdecade,themarkethascontinuedtogrow;themarketvalueisestimatedtogrowupto25.86trillionwonin2024.ReadmoreNote(s):SouthKorea;2006to2022Source(s):KoreaCreativeContentAgencySalesrevenueofthePCgamingmarketinSouthKoreafrom2017to2022(intrillionSouthKoreanwon)PCgamemarketsalesSouthKorea2017-2022765.815.645.024.94.8154.54432102017201820192020202120227Description:In2022,thePCgamingmarketinSouthKoreasawasalesrevenueofaround5.8trillionSouthKoreanwon.Thatyear,mobilegamesweremorepopularthanPCgames,resultinginahighersalesrevenue.

ReadmoreNote(s):SouthKorea;2017to2022Source(s):KoreaCreativeContentAgencyAnnualgrowthrateofthePCgamingmarketinSouthKoreafrom2016to2022PCgamemarketgrowthSouthKorea2016-202220%15%10%5%0%-5%-10%-15%20162017201820192020202120228Description:In2022,thePCgamingmarketinSouthKoreaincreasedbyaroundthreepercent.Thatyear,thePCgamingmarketwasthesecondbiggestsectorintheSouthKoreangamingmarket.

ReadmoreNote(s):SouthKorea;2016to2022Source(s):KoreaCreativeContentAgencyShareofSouthKoreansplayinggamesfrom2015to2023ShareofgamersSouthKorea2015-202380%74.5%74.4%71.3%70.3%70.5%67.9%67.2%70%60%50%40%30%20%10%0%65.7%62.9%2015201620172018201920202021202220239Description:AccordingtoasurveyconductedinSouthKoreain2023,around63percentofSouthKoreansplayedgamesthatyear.Thisrepresentsadecreasefromthepreviousyear.TheshareofKoreansplayinggamespeakedin2015at74.5percent.

ReadmoreNote(s):SouthKorea;2015to2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;MCST(SouthKorea)CHAPTER

02PCgamerdemographicsShareofSouthKoreansplayinggamesasofJuly2023,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)ShareofSouthKoreansplayingPCgamesasofJuly2023,bygenderShareofPCgamersSouthKorea2023,bygender60%51.1%50%40%30%25.1%20%10%0%MaleFemale12Description:AccordingtoasurveyconductedinSouthKoreain2023,around51percentofmalerespondentsstatedthattheyplayedPCgameswithinthelastyear.Oneinfourfemalerespondentshaddonethesame.Overall,38.4percentofrespondentshadplayedaPCgamerecently.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgencyShareofSouthKoreansplayingPCgamesasofJuly2023,byagegroupShareofPCgamersSouthKorea2023,byagegroupShareofrespondents0%10%20%30%40%50%50.1%60%70%10-19years20-29years30-39years40-49years50-59years60-64years66.4%49.4%33.8%24.4%4.2%13Description:AccordingtoasurveyconductedinSouthKoreain2023,over66percentofrespondentsintheirtwentiesstatedthattheyhadplayedaPCgamewithinthelastyear.ThismadethemthelargestshareofPCgamers.Amongtheoldestagegroup,therewereveryfewPCgamers.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;10,000respondents;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgencyShareofgamerswhousecomputersforgaminginSouthKoreaasofOctober2024,bygenderShareofgamerswhousecomputersSouthKorea2024,bygender70%64.5%60%50%40%30%20%10%0%40.1%MaleFemale14Description:AccordingtoasurveyconductedinSouthKoreain2024,around65percentofmaleand40percentoffemalerespondentsstatedthattheyusedcomputerstoplayvideogames.PCgaminglostpopularityamonggamersofbothgenderscomparedtothepreviousyear.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347gamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)ShareofgamerswhousecomputersforgaminginSouthKoreaasofOctober2024,byagegroupShareofgamerswhousecomputersSouthKorea2024,byagegroupShareofrespondents40%0%10%20%30%50%60%70%80%90%10-19years20-29years30-39years40-49years50-59years60-69years62.2%81.3%59.2%40.4%31.6%32.8%15Description:AccordingtoasurveyconductedinSouthKoreain2024,around81percentofrespondentsintheirtwentiesstatedthattheyusedcomputerstoplayvideogames.PCgamingwaslesspopularamongolderagegroups.

ReadmoreNote(s):SouthKorea;June25toOctober8,2024;8,076gamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)CHAPTER

03PreferencesandbehaviorsPreferredgenresofcomputergamesinSouthKoreaasofOctober2024PreferredPCgamegenresSouthKorea2024Shareofrespondents0%5%10%15%20%25%30%35%40%45%42.2%Roleplayinggames(RPGs)Shooters(FPS/TPS/Gunshooters)Simulationgames34.2%27.4%Sportsandracinggames24.1%Multiplayeronlinebattlearenagames(MOBA)Actiongames20%17.3%17.2%StrategyandcardgamesPuzzleandquizgames14.4%TabletopandcasinogamesPartyandcooperationgamesRhythmgames11.7%10.1%4.6%Other

0.1%17Description:AccordingtoasurveyconductedinSouthKoreain2024,around42percentofrespondentsstatedthatoneoftheirthreefavoritePCgamegenreswasroleplayinggames(RPGs).Otherpopulargenresincludedshooters(FPS/TPS/gunshooter)andsimulationgames.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347PCgamers;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%18Description:AccordingtoasurveyconductedinSouthKoreain2024,around24percentofPCgamersstatedthattheirmostpreferredPCgamegenrefellunderrole-playinggames(RPGs).Otherpopulargenresincludedshootersandsimulationgames.TheꢀSouthKoreangamingindustrywasvaluedatmultipletrillionSouthKoreanwonin2022,withfurthergrowthforecast.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347PCgamers;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%19Description:AccordingtoasurveyconductedamongSouthKoreanPCgamersin2024,around21percentofrespondentsstatedthattheyplayedPCgamesonceortwiceperweek.Almost30percentreportedplayingonceorevenseveraltimesperday,everysingleday.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;4,347PCgamers;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)MethodofPCvideogamepurchaseinSouthKoreaasofOctober2024PCvideogamepurchaseforminSouthKorea202490%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)20Description:AccordingtoasurveyconductedinSouthKoreain2024,around79percentofrespondentsstatedthattheyhadusedanonlineprovidersuchasSteaminordertopurchaseaPCgame.About33percenthadboughtgamesdirectlyviaagamedeveloper'swebsite.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;2,407respondents;10-69years;amongpeoplewhohadpurchasedaPCgameSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)MostplayedgamesinPCbangsbasedontimespentinSouthKoreaasofDecember2024LeadinggamesinPCbangsinSouthKorea2024Shareoftotalusagetime20%0%5%10%15%25%30%35%40%45%LeagueofLegendsValorant40.54%8.08%7.28%7.2%5.56%4.83%4.37%3.72%FIFAOnlinePUBGSuddenAttackMapleStoryOverwatchLostArkStarcraft1.89%1.79%MapleStoryWorld21Description:InDecember2024,around40.5percentofthetotalplaytimeofgamesplayedinPCbangsinSouthKoreawasspentplayingLeagueofLegends.ThiswasfollowedbyVALORANT,withabout8.1percentoftotalusagetime.

ReadmoreNote(s):SouthKorea;December2024Source(s):GametricsCHAPTER

04PCbangsSalesrevenueofPCbangsinSouthKoreafrom2015to2022(inbillionSouthKoreanwon)PCbangsalesSouthKorea2015-20222,5002,040.92,0001,876.61,828.31,840.81,7971,7601,660.41,466.81,5001,00050002015201620172018201920202021202223Description:In2022,thesalesrevenueofPCbangsstoodataround1.9trillionSouthKoreanwon.Whilethisrepresentsanincreasecomparedtothepreviousyear,revenuehasstillnotreturnedtopre-pandemiclevels.PCbangsareLANgamingcentersthatdevelopedfrominternetcafes.ReadmoreNote(s):SouthKorea;2015to2022Source(s):KoreaCreativeContentAgencySalesrevenuegrowthofPCbangsinSouthKoreafrom2015to2022PCbangsalesrevenuegrowthSouthKorea2015-202240%35.2%30%20%10%0%20%11.6%3.9%2.4%20211.9%2022-11.7%2016-11.9%2020-10%-20%201520172018201924Description:In2022,thePCbangmarketgrewbyaroundtwopercentfromthepreviousyear.Thesalesrevenuewasworthover1.87trillionSouthKoreanwonthatyear.

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

ReadmoreSource(s):KoreaCreativeContentAgencyNumberofmonthlyvisitstoPCbangsinSouthKoreafrom2015to2024PCbangmonthlyvisitnumberSouthKorea2015-202487.47.27.26.9765432106.46.36.36.26.25.8201520162017201820192020202120222023202425Description:In2024,theaveragenumberofmonthlyvisitstoPCbangsinSouthKoreawas7.4,aslightincreasefrom7.2inthepreviousyear.Mostoften,respondentsansweredtogotherefourtimespermonth.

ReadmoreNote(s):SouthKorea;June25toOctober8,2024;759respondents;10-64years;digitalgameplayerswhovisitedPCbangatleastonceaweekSource(s):KoreaCreativeContentAgencyAveragelengthofstayinPCbangsinSouthKoreafrom2015to2024(inminutes)AveragelengthofstayinPCbangSouthKorea2015-2024200184.3180163160169.2166.7157154155155139137140120100806040200201520162017201820192020202120222023202426Description:AccordingtoasurveyongaminginSouthKoreain2024,respondentssaidtheystayedinPCbangsanaverageof184.3minuteseachtimetheyvisited,whichwasasignificantincreasefromanaverageof169.2minutesrecordedinthepreviousyear.Previously,therehadbeenastarkincreaseofabouttenminutesfrom2021to2022.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;598respondents;10-64years;gamerswhovisitedPCbangatleastonceaweekSource(s):KoreaCreativeContentAgencyShareofvideogameplayerswhovisitedPCbangsatleastonceaweekinSouthKoreafrom2015to2024ShareofgamerswhovisitedPCbangweeklySouthKorea2015-202435%29.8%29.5%30%25%20%15%10%5%27.7%26.1%25%21.9%10.8%20219%8.1%20237.4%20240%201520162017201820192020202227Description:AccordingtoasurveyconductedinSouthKoreain2024,only7.4percentofrespondentsstatedthattheyhadvisitedaPCbangatleastonceaweekwithinthelastyear.Thisrepresentsafurtherdecreasefromthepreviousyear'sdecline.PCbangshavelikelybeenimpactedbycoronavirus(COVID-19)regulationsaswellasariseinhouseholdspurchasinggamingandotherentertainment-relateditemsforhomeuse.ReadmoreNote(s):SouthKorea;2015to2024;8,036respondents;10-69yearsSource(s):HankookResearch;KoreaCreativeContentAgency;MinistryoftheInteriorandSafety(SouthKorea)MostplayedvideogamegenresinPCbangsbasedontimespentinSouthKoreaasofDecember2024LeadinggenresinPCbangsinSouthKorea2024Shareoftotalusagetime0%5%10%15%20%25%30%35%40%45%50%Real-timestrategy(RTS)First-personshooters(FPS)Role-playinggames(RPGs)Sportsgames44.3%26.63%19.38%7.44%Arcadegames0.68%0.48%0.45%0.38%BoardgamesPokerRacinggamesGostop0.26%28Description:InDecember2024,almosthalfofthetotalcollectedplaytimeofgamesinPCbangsinSouthKoreawasspentplayingreal-timestrategy(RTS)gameslikeLeagueofLegends.PCbangsareLANgamingcentersthatdevelopedoutofinternetcafés.Theyprovidehigh-endgamingcomputersaswellasafastinternetconnectionandserveasahotspotforSouthKoreangamers,bothcasualandcompetitive.Theyalsohostspecialeventsforgamers.

ReadmoreNote(s):SouthKorea;December2024Source(s):GametricsReasonsforplayinggamesatPCbangsinSouthKoreain2024ReasonsforplayinggamesatPCbangSouthKorea2024Shareofrespondents0%10%20%30%40%50%60%70%63.6%Tospendtimewithfriends/colleaguesTospendone'sfreetime54.5%Toplaygameswithhigh-endPCs31%Gettingbetterexperiencesthroughreceivingitemsetc.viaPCbangpremiumBeingabletouseadditionalfacilitieslikeorderingfoodorsmokingloungesAbletoaccesspaidgames12.8%10.9%4.7%Notbeingabletoplayathomeorinschool3.8%29Description:In2024,accordingtoasurveyinSouthKorea,around63.6percentofsurveyedgamersstatedthatspendingtimewithfriendsandcolleaguesatPCbangwasoneoftheirmainreasonsforvisitingPCbangs.Spendingone'sfreetimecameinsecond,chosenbyaround54.5percentofrespondentsasfirstorsecondmostimportantreason.ReadmoreNote(s):SouthKorea;June25toOctober8,2024;2,646respondents;10-64years;userswhoplayedgamesatPCbangsSource(s):KoreaCreativeContentAgencyCHAPTER

05LeadingcompaniesSalesrevenueofleadingvideogamepublishersinSouthKoreain1stquarterof2024(inbillionSouthKoreanwon)LeadinggamepublishersrevenueinSouthKoreaQ12024RevenueinbillionSouthKoreanwon0100200300400500600700665.9KraftonNHN604.4585.4NetmarbleNCSoft397.9KakaoGamesWeMade246.3161.3160.5157.8DoubleUGamesCom2uSNeowizGamesPearlAbyss97.184.731Description:Inthefirstquarterof2024,SouthKoreangamepublisherKraftonpostedarevenueofaround666billionSouthKoreanwon.ThecompanyisbestknownforPUBG,agamepopularamongcasualandprogamers.Whilethetraditionalbigpublishersstillleadintermsofrevenue,newandupcomingꢀSouthKoreangamepublishershaveseenrecentsuccessesinthestockmarket.ReadmoreNote(s):SouthKorea;Q12024Source(s):DatanewsAnnualrevenuegeneratedbyNexonfrom2008to2023(inbillionyen)Nexonannualrevenue2008-2023450400423.4354.7135029330025020015010050274.5253.7248.5234.9190.26183.1172.93155.34108.392012*87.61201169.78201051.640.20200820092013201420152016201720182019202020212022202332Description:In2023,onlinegamedeveloperNexonreportedarevenueof423.4billionyen,upfrom354.7billionyeninthepreviousyear.OriginallyfoundedinSeoul,SouthKorea,thecompany'scurrentheadquartersiscurrentlylocatedinTokyo,Japan.

ReadmoreNote(s):Worldwide;2008to2023;*NexonhasadoptedtheInternationalFinancialReportingStandards(“IFRS”)fromthefiscalyearendingDecember31,2013.Thecompany's2012annualrevenuedatahasbeenretroactivelyadjustedwiththe[...]

ReadmoreSource(s):NexonSalesrevenueofNetmarbleCompanyCorp.from2015to2023(intrillionSouthKoreanwon)SalesrevenueNetmarble2015-20233.02.52.672.512.52.482.422.182.022.01.51.51.00.50.01.0720152016201720182019202020212022202333Description:In2023,SouthKoreanvideogamedeveloperNetmarblepostedasalesrevenueofaround2.5trillionSouthKoreawon.Thatyear,mobilegamesalesmadeupover90percentofthecompany'srevenue.

ReadmoreNote(s):SouthKorea;2015to2023;consolidatedSource(s):DART;NetmarbleGamesSalesrevenueofNCSoftCorporationfrom2014to2023(inbillionSouthKoreanwon)SalesrevenueNCSoft2014-20233,0002,5002,0001,5002,571.792,416.182,308.821,779.831,758.721,715.111,701.19983.5620161,0005000838.722014838.32015201720182019202020212022202334Description:In2023,NCsoft'ssalesrevenueamountedtoapproximately1.8trillionSouthKoreanwon.Thisrepresentsadecreasefromthepreviousyears.Annualsalesrevenuefirstexceededtheonetrillionwonmarkin2017.

ReadmoreNote(s):Worldwide,SouthKorea;2014to2023Source(s):NCsoftSalesrevenueofKraftonInc.from2014to2023(inbillionSouthKoreanwon)SalesrevenueKarfton2014-20232,5002,0001,5001,0001,910.581,885.351,854.021,670.431,120.031,087.48500310.35201735.646.35201537.1920160201420182019202020212022202335Description:In2023,SouthKoreanvideogameholdingcompanyKraftonreportedsalesrevenueofaround1.9trillionSouthKoreanwon.Thisrepresentsanincreasecomparedtothepreviousyear.Thecompany'smostpopulargame,PUBG,wasreleasedinlate2017,helpingrevenueincreasebyaround261percentinthespanofoneyear.Between2014and2023,revenueincreasedbyabout5,267percent.

ReadmoreNote(s):SouthKorea;2014to2023;consolidatedSource(s):DART;KraftonSalesrevenueofKakaoGamesInc.from2015to2023(inbillionSouthKoreanwon)SalesrevenueKakaoGames2015-20231,4001,2001,0008001,147.691,025.091,012.48600495.52420.82018391.042019400201.262017200101.280.76020152016202020212022202336Description:In2023,SouthKoreanvideogamepublisherKakaoGamesreportedsalesrevenueofaroundonetrillionSouthKoreanwon.Thisrepresentsaslightdecreasecomparedtothepreviousyear.Between2015and2022,revenueincreasedbyabout134,780percent,upfromroughly760.7millionwon.ReadmoreNote(s):SouthKorea;2015to2023;consolidatedSource(s):DART;KakaoGamesCHAPTER

06MicrotransactionsRateofpurchasingin-gamemoneyoritemsinPCvideogamesinSouthKoreafrom2018to2023PurchasingrateofPCin-gamemoneyoritemsinSouthKorea2018-202370%63.8%58.7%60%49.3%50%40%30%20%10%0%46.6%45.9%46.1%20182019202020212022202338Description:AccordingtoasurveyconductedinSouthKoreain2023,around46percentofrespondentsstatedthattheyhadpurchasedin-gamemoneyoritemsforPCgames.Thisrepresentsanincreasefromthepreviousyear.From2020onwards,therehavebeenlargeincreasesinPCgamersengaginginmicrotransactions.Nowhowever,thesefigureshavereturnedtopre-pandemicnumbers.

ReadmoreNote(s):SouthKorea;2018to2023;3,840PCgamers;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;StatisticsKoreaRateofpurchasingin-gamemoneyoritemsinPCvideogamesinSouthKoreaasofJuly2023,bygenderPurchasingrateofPCin-gamemoneyoritemsinSouthKorea2023,bygender50%46.7%44.7%45%40%35%30%25%20%15%10%5%0%MaleFemale39Description:AccordingtoasurveyconductedinSouthKoreain2023,around47percentofmalerespondentsstatedthattheyhadboughtanin-gameitemorin-gamemoneyforaPCgame.Asmallershareoffemalerespondents,atabout45percent,gavethesameanswer.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;3,840PCgamers;10-64yearsSource(s):GallupKorea;MinistryoftheInteriorandSafety(SouthKorea);StatisticsKoreaRateofpurchasingin-gamemoneyoritemsinPCvideogamesinSouthKoreaasofJuly2023,byagegroupPurchasingrateofPCin-gamemoneyoritemsinSouthKorea2023,byagegroupShareofrespondents0%10%20%30%40%50%60%10-19years20-29years30-39years40-49years50-59years60-64years28.9%41.6%51.2%56.7%56.3%14.1%40Description:AccordingtoasurveyconductedinSouthKoreain2023,around57percentofrespondentsintheirfortiesstatedthattheyhadpurchasedin-gamemoneyorin-gameitemsforPCgames.Aroundhalfofrespondentsintheirthirtiesandfiftiesreportedthesame.Suchpurchasesweresignificantlyloweramongteenagersandthoseintheirsixties.ReadmoreNote(s):SouthKorea;June8toJuly13,2023;3,840PCgamers;10-64yearsSource(s):GallupKorea;KoreaCreativeContentAgency;StatisticsKoreaDistributionofmonthlymicrotransactionpaymentsforin-gamemoneyoritemsinPCgamesinSouthKoreaasofOctober2024Microtransactionpaymentsdistributionforin-gamemoneyoritemsinSouthKorea2024Shareofpayments0%10%20%30%40%50%60%NothingUnder10k

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