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
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Key Statistics
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Base Year
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2024
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Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024
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USD 934.1 Million |
Market Forecast in 2033
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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.
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:
Breakup by Device:
Breakup by Age Group:
Breakup by Types of Games:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players.
Report Features | Details |
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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) |
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.