South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2025-2033

South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2025-2033

Report Format: PDF+Excel | Report ID: SR112025A3043

Market Overview:

The South Korea virtual reality gaming market size reached USD 934.1 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 5,101.5 Million by 2033, exhibiting a growth rate (CAGR) of 19.72% during 2025-2033.

Report Attribute
 Key Statistics 
Base Year
2024
Forecast Years
2025-2033
Historical Years
2019-2024
Market Size in 2024
USD 934.1 Million
Market Forecast in 2033
USD 5,101.5 Million
Market Growth Rate 2025-2033 19.72%


Virtual reality (VR) games offer immersive and interactive games that are operated using smartphones, standalone systems, specialized game consoles or high-end computers. These games are played using VR gaming devices and peripherals, such as head-mounted displays (HMDs), hand controllers and sensor-equipped gloves, which provide a three-dimensional (3D) game environment. At present, the increasing number of individuals who want to experience realistic games is positively influencing the adoption of VR games in South Korea.

The strong gaming culture and the escalating demand for state-of-the-art gaming consoles are among the key factors contributing to the VR gaming market growth in South Korea. Apart from this, the increasing number of startups offering artistic and cultural games, along with the growing trend of VR arcades, are also bolstering the growth of the market. Moreover, the rising population of professional games, coupled with the growing popularity of 360-degree videos and the introduction of advanced laptops and personal computers (PCs), is anticipated to create lucrative opportunities for manufacturers to expand their consumer base in the upcoming years.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the South Korea virtual reality gaming market report, along with forecasts at the country and regional level from 2025-2033. Our report has categorized the market based on segment, device, age group and types of games.

Breakup by Segment:

South Korea Virtual Reality Gaming Market

  • Software
  • Hardware

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

Breakup by Age Group:

  • Adults
  • Children

Breakup by Types of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others

Breakup by Region:

  • East
  • West
  • Southwest
  • Southeast

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players.

Report Coverage:

Report Features Details
Base Year of the Analysis 2024
Historical Period 2019-2024
Forecast Period 2025-2033
Units Million USD
Segment Coverage Segment, Device, Age Group, Types of Games, Region
Region Covered East, West, Southwest, Southeast
Customization Scope 10% Free Customization
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report

The South Korea virtual reality gaming market was valued at USD 934.1 Million in 2024.

We expect the South Korea virtual reality gaming market to exhibit a CAGR of 19.72% during 2025-2033.

The growing popularity of location-based entertainment, along with the rising adoption of advanced laptops and PCs that provide detailed virtual environments, is primarily driving the South Korea virtual reality gaming market.

The sudden outbreak of the COVID-19 pandemic has led to the implementation of stringent lockdown regulations across South Korea, resulting in the rising demand for virtual reality gaming systems as a means of indoor entertainment.

Based on the segment, the South Korea virtual reality gaming market has been segmented into software and hardware. Currently, software holds the majority of the total market share.

Based on the device, the South Korea virtual reality gaming market can be divided into personal computers, gaming consoles, and mobile devices. Among these, personal computers currently exhibit a clear dominance in the market.

Based on the age group, the South Korea virtual reality gaming market has been categorized into adults and children. Currently, adults account for the largest market share.

Based on the types of games, the South Korea virtual reality gaming market can be segregated into racing, adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others. Among these, shooting exhibits a clear dominance in the market.

On a regional level, the market has been classified into East, West, Southwest, and Southeast, where West currently dominates the South Korea virtual reality gaming market.

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South Korea Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2025-2033
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