South Korea Video Game Market & Forecast, by Category & Users | Renub Research Report
South Korea Video Game Market will be US$ 9.8 Billion by 2026. Forecast, by Category (Mobile, Download, Online Games, Gaming Networks), Users, Age Group, Gender, Income, Company Analysis
By: Renub Research
After the host of 2nd World Cyber Games in South Korea in 2002, the government has become serious regarding the video game industry in the country. Before the adoption of professional gaming in other parts of the world, the South Korean government had devoted television channels too early so that the Korean country would lead the world. Internet cafés, called PC bangs, are essential locations for young adults in their social life. They go there to play games, talk and socialize on camera.
The video game's main problems are its addiction; many studies in Korea have shown the link between video game addiction and psychological disorders like depression and anxiety. Thus, the Korean government has invested substantial sums in new hospitals, programs, and community groups to reduce the problem due to concerns of widespread video game addiction affecting players' health protection and despite numerous accidents related to it. The government took a measure and enforced the Cinderella Act that bans on playing video games from midnight to early morning.
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