Video Games in South Korea

 Published On: Jun, 2017 |    No of Pages: 24 |  Published By: Euromonitor | Format: PDF
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Year 2016 saw the development of two new categories, AR/VR headsets and toys-to-life, both of which saw triple-digit value growth. Given that these categories only started from 2015 onwards, absolute size was not significant in 2016. AR/VR headsets saw the most impressive growth during 2016 as many new brands appeared in the market thus increasing product awareness and more consumers took interest in the new technology of virtual reality (VR). Toys-to-life still has a relatively weak presence in...

Video Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2012-2016, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2021 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
* Get a detailed picture of the Video Games market;
* Pinpoint growth sectors and identify factors driving change;
* Understand the competitive environment, the market's major players and leading brands;
* Use five-year forecasts to assess how the market is predicted to develop.
VIDEO GAMES IN SOUTH KOREA

Headlines
Trends
Competitive Landscape
Prospects
Category Data
Table 1 Sales of Video Games by Category: Value 2011-2016
Table 2 Sales of Video Games by Category: % Value Growth 2011-2016
Table 3 NBO Company Shares of Video Games: % Value 2012-2016
Table 4 LBN Brand Shares of Video Games: % Value 2013-2016
Table 5 NBO Company Shares of Video Games Hardware: % Value 2012-2016
Table 6 LBN Brand Shares of Video Games Hardware: % Value 2013-2016
Table 7 NBO Company Shares of Video Games Software: % Value 2012-2016
Table 8 LBN Brand Shares of Video Games Software: % Value 2013-2016
Table 9 Distribution of Video Games by Format: % Value 2011-2016
Table 10 Distribution of Video Games Hardware by Format: % Value 2011-2016
Table 11 Distribution of Video Games Software by Format: % Value 2011-2016
Table 12 Distribution of Video Games Software (Physical) by Format: % Value 2011-2016
Table 13 Distribution of Video Games Software (Digital) by Format: % Value 2011-2016
Table 14 Forecast Sales of Video Games by Category: Value 2016-2021
Table 15 Forecast Sales of Video Games by Category: % Value Growth 2016-2021
Executive Summary
Toys and Games Market Growth Slows Down in 2016
Local Licensed Toys Show Higher Potential
Mobile Games Lead the Market
Internet Retailing Takes Up the Highest Sales Portion
Reduced Growth Potential Over the Forecast Period
Key Trends and Developments
Increased Spending Per Child Maintains the Toys and Games Market Size
Non-store Retailing Grows Further for Total Sales of Toys and Games
Market Data
Table 16 Sales of Toys and Games by Category: Value 2011-2016
Table 17 Sales of Toys and Games by Category: % Value Growth 2011-2016
Table 18 NBO Company Shares of Toys and Games: % Value 2012-2016
Table 19 LBN Brand Shares of Toys and Games: % Value 2013-2016
Table 20 Distribution of Toys and Games by Format: % Value 2011-2016
Table 21 Forecast Sales of Toys and Games by Category: Value 2016-2021
Table 22 Forecast Sales of Toys and Games by Category: % Value Growth 2016-2021
Sources
Summary 1 Research Sources
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