South Korea Virtual Reality Gaming Market Size, Share, and COVID-19 Impact Analysis, By Segment (Software, Hardware), By Device (Personal Computers, Gaming Consoles, Mobile Devices), and South Korea Virtual Reality Gaming Market Insights, Industry Trend, Forecasts to 2035
Industry: Information & TechnologySouth Korea Virtual Reality Gaming Market Insights Forecasts to 2035
- The South Korea Virtual Reality Gaming Market Size was Estimated at USD 916.1 Million in 2024
- The Market Size is Expected to Grow at a CAGR of around 19.99% from 2025 to 2035
- The South Korea Virtual Reality Gaming Market Size is Expected to Reach USD 6,801.5 Million by 2035
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According to a Research Report Published by Spherical Insights & Consulting, The South Korea Virtual Reality Gaming Market Size is anticipated to Reach USD 6,801.5 Million by 2035, Growing at a CAGR of 19.99% from 2025 to 2035. driven by a combination of growing consumer demand, technological advancement, and cultural zeal.
Market Overview
The market for virtual reality (VR) games in South Korea is the area of the gaming business that focuses on using VR technology to create engaging, interactive experiences. Players can interact with three-dimensional game environments in real time by using VR headsets, motion controllers, and peripherals with sensors. Additionally, In South Korea, location-based VR experiences like VR theme parks and VR gaming arcades are becoming more and more well-liked. These encounters give customers the chance to play multiplayer VR games and test out expensive VR gear, which propels market expansion. Furthermore, with a sizable fan base and professional gaming teams, South Korea boasts a flourishing eSports sector. The use of virtual reality gaming in eSports competitions is growing in popularity, drawing both competitors and spectators. The demand for VR gaming gear and content is being driven by this integration.
Report Coverage
This research report categorizes the market for the South Korea virtual reality gaming market based on various segments and regions and forecasts revenue growth and analyses trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the South Korea virtual reality gaming market. Recent market developments and competitive strategies such as expansion, product launch, and development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the South Korea virtual reality gaming market.
South Korea Virtual Reality Gaming Market Report Coverage
Report Coverage | Details |
---|---|
Base Year: | 2024 |
Market Size in 2024: | USD 916.1 Million |
Forecast Period: | 2025-2035 |
Forecast Period CAGR 2025-2035 : | CAGR of 19.99% |
2035 Value Projection: | USD 6,801.5 Million |
Historical Data for: | 2020-2023 |
No. of Pages: | 205 |
Tables, Charts & Figures: | 92 |
Segments covered: | By Segment, By Device |
Companies covered:: | NCsoft Corporation, Smilegate Entertainment Inc., Netmarble Corporation, Nexon Co., Ltd., Krafton Inc., Pearl Abyss Corp., and Other Key Companies. |
Pitfalls & Challenges: | COVID-19 Empact, Challenge, Future, Growth, & Analysis |
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Driving Factors
The market for virtual reality gaming in South Korea is expanding due to ongoing technological developments that offer more realistic and engaging gameplay experiences, such as improved graphics, high-resolution screens, and more responsive motion tracking. The market is expanding more quickly as a result of these developments and growing consumer demand for interactive and captivating game formats. Because VR offers a greater sense of presence and immersion than traditional gaming platforms, South Korean gamers, who are known for embracing cutting-edge technology, are drawn to it.
Restraining Factors
The South Korean VR gaming market is expanding quickly, but there is still a lack of high-quality VR gaming content compared to traditional gaming. To satisfy the rising demand, game developers must devote time and resources to producing engaging virtual reality gaming experiences.
Market Segmentation
The South Korea virtual reality gaming market share is classified into segment and device.
- The hardware segment held a significant share in 2024 and is expected to grow at a significant CAGR during the forecast period.
The South Korea virtual reality gaming market is segmented by segment into software, hardware. Among these, the hardware segment held a significant share in 2024 and is expected to grow at a significant CAGR during the forecast period. This includes accessories with sensors that allow for immersive gaming, motion controllers, and VR headsets. Strong consumer demand for high-performance devices and the nations sophisticated IT infrastructure are the main drivers of hardwares dominance.
- The personal computers segment held a significant share in 2024 and is expected to grow at a significant CAGR during the forecast period.
The South Korea virtual reality gaming market is segmented by device into personal computers, gaming consoles, mobile devices. Among these, the personal computers segment held a significant share in 2024 and is expected to grow at a significant CAGR during the forecast period. This dominance is supported by the nations long-standing PC gaming culture, the extensive use of powerful desktops and laptops, and the continued appeal of PC bangs, or gaming cafés, which are important locations for the adoption of virtual reality.
Competitive Analysis:
The report offers the appropriate analysis of the key organizations or companies involved within the South Korea virtual reality gaming market along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborative analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market.
List of Key Companies
- NCsoft Corporation
- Smilegate Entertainment Inc.
- Netmarble Corporation
- Nexon Co., Ltd.
- Krafton, Inc.
- Pearl Abyss Corp.
- Others
Recent Developments:
- In January 2025, Samsung Electronics announced a partnership with game developers Nexon Korea and Neople to deliver immersive 3D experiences in the upcoming game. The First Berserker: Khazan.
Key Target Audience
- Market Players
- Investors
- End-users
- Government Authorities
- Consulting and Research Firm
- Venture capitalists
- Value-Added Resellers (VARs)
Market Segment
This study forecasts revenue at South Korea, regional, and country levels from 2020 to 2035. Spherical Insights has segmented the South Korea Virtual Reality Gaming Market based on the below-mentioned segments:
South Korea Virtual Reality Gaming Market, By Segment
- Software
- Hardware
South Korea Virtual Reality Gaming Market, By Device
- Personal Computers
- Gaming Consoles
- Mobile Devices
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