Publisher Fees - South Korea

  • South Korea
  • In South Korea, revenue in the Publisher Fees market market is projected to reach US$5.5m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.70%, resulting in a projected market volume of US$7.3m by 2029.
  • While in South Korea is involved in this market, it is important to note that most revenue is generated China, which has a projected market volume of US$29.6m in 2024.
  • In South Korea, the rising popularity of eSports is driving significant increases in publisher fees as competition among developers intensifies.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in South Korea is seeing minimal growth in publisher fees, influenced by factors such as lower consumer interest and saturation in the market. This has resulted in a stagnant market, despite the convenience offered by online services and increasing awareness of eSports among consumers.

Customer preferences:
With the rapid growth of the eSports market in South Korea, there has been a notable increase in consumer demand for high-quality gaming content and experiences. This trend has led to a rise in publisher fees, as game developers and publishers seek to capitalize on the growing popularity of eSports. Additionally, as South Korea's gaming culture continues to evolve and diversify, there is a growing preference for more immersive and competitive gaming experiences, leading to an increase in publisher fees for premium content and exclusive tournaments. This shift is largely driven by the younger demographic, who are highly engaged with eSports and value the competitive nature of these events.

Trends in the market:
In South Korea, the Publisher Fees Market within the eSports Market industry is seeing a surge in partnerships and collaborations between publishers and eSports organizations. This trend is driven by the increasing popularity of eSports and the desire for publishers to tap into this market. Additionally, there is a growing trend of publishers investing in their own eSports teams to showcase their games and promote their brand. These developments have significant implications for industry stakeholders, as they provide new revenue streams and opportunities for growth. However, it also raises concerns about potential conflicts of interest and the need for transparent regulations in this rapidly evolving market.

Local special circumstances:
In South Korea, the Publisher Fees Market within the eSports Market is heavily influenced by the country's strong gaming culture and advanced technology infrastructure. The government's support for eSports as a national pastime has led to a highly competitive and organized ecosystem. Additionally, South Korea's strict regulations on gaming and online content have created a unique environment for publishers, with stringent licensing and censorship policies. This has resulted in a highly competitive and lucrative market for publishers, with a strong emphasis on quality and innovation.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in South Korea is impacted by macroeconomic factors such as the country's strong investment in technology, favorable regulatory environment, and robust fiscal policies. These factors have contributed to the rapid growth of the eSports market in South Korea, making it a key player in the global eSports industry. Additionally, the country's strong economy and high disposable income among its population have also played a significant role in driving the demand for eSports and related services. Furthermore, the government's support for the development of the eSports industry, through initiatives such as tax incentives and infrastructure investments, has created a conducive environment for market growth.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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