South Korea Brain Game Market was valued at USD 0.4 Billion in 2022 and is projected to reach USD 0.9 Billion by 2030, growing at a CAGR of 11.1% from 2024 to 2030.
The South Korean brain game market is experiencing remarkable growth, driven by technological advancements and a strong gaming culture. This expansion presents significant opportunities for various industries seeking to leverage cognitive training applications.
Market Overview
In 2024, South Korea's mobile gaming market generated approximately $6.77 billion in revenue, positioning it as the fourth-largest globally. The market is projected to maintain an annual growth rate of 12.25%, solidifying its status as the fastest-growing mobile gaming market worldwide. With a population of 51 million, around 24 million South Koreans engage in mobile gaming, a number expected to increase by 800,000 annually. Android devices dominate the market, accounting for 72% of users, although iOS is gaining traction.
Popular Game Genres
Role-Playing Games (RPGs): RPGs are the leading genre, contributing 47% of total market revenue, equating to $3.2 billion in 2024. A significant portion of this revenue, between 80% and 90%, is derived from in-app purchases.
Strategy Games: This genre generated approximately $717 million in 2024, experiencing a 69% year-over-year revenue growth.
Casual Games: Casual games led in downloads, reaching 177 million in 2024, followed by RPGs with 133 million downloads.
Applications in Cognitive Training
The integration of gaming into cognitive training has opened new avenues for industries such as education, healthcare, and corporate training. Brain games designed to enhance memory, attention, and problem-solving skills are gaining popularity. For instance, the success of "Anipang," a South Korean mobile puzzle game, underscores the potential of games that challenge cognitive abilities. Released in 2009, "Anipang" became the first South Korean game to surpass 20 million downloads within 74 days, highlighting the market's receptiveness to brain-stimulating games.
Industry Requirements
To effectively penetrate the South Korean brain game market, industries must consider several critical factors:
Localization: Full localization, including language translation and cultural adaptation, is essential. Korean gamers expect games to be tailored to their cultural context, which enhances user engagement and trust.
Regulatory Compliance: Adherence to local regulations is mandatory. All games distributed in South Korea must obtain age ratings from the Game Rating and Administration Committee (GRAC) or authorized self-rating entities. Additionally, game manufacturers and publishers are required to register under the Game Industry Act and report value-added telecommunications business activities under the Telecommunications Business Act.
Technological Infrastructure: South Korea's advanced technological landscape, characterized by high-speed internet and widespread smartphone usage, necessitates the development of high-quality, responsive games. Leveraging technologies such as Augmented Reality (AR) and Virtual Reality (VR) can further enhance the gaming experience.
Monetization Strategies: Understanding local spending habits is crucial. South Korean gamers are inclined to spend on in-game purchases that enhance gameplay progression and personal enjoyment. Offering in-game currency and bundles can effectively cater to these preferences.
Opportunities for Industries
The burgeoning brain game market in South Korea offers industries the chance to develop applications that serve both entertainment and cognitive enhancement purposes. By aligning game design with educational and training objectives, industries can create products that are both engaging and beneficial. The market's growth trajectory indicates a promising landscape for innovative applications that meet the cognitive training needs of various demographics.
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Lego
Fat Brain Toys
MATTEL
Smoby
Artsana
Hasbro
BANDAI
AULDEY
By the year 2030, the scale for growth in the market research industry is reported to be above 120 billion which further indicates its projected compound annual growth rate (CAGR), of more than 5.8% from 2023 to 2030. There have also been disruptions in the industry due to advancements in machine learning, artificial intelligence and data analytics There is predictive analysis and real time information about consumers which such technologies provide to the companies enabling them to make better and precise decisions. The Asia-Pacific region is expected to be a key driver of growth, accounting for more than 35% of total revenue growth. In addition, new innovative techniques such as mobile surveys, social listening, and online panels, which emphasize speed, precision, and customization, are also transforming this particular sector.
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Growing demand for below applications around the world has had a direct impact on the growth of the South Korea Brain Game Market
Puzzle Games
Strategy Games
Trivia Games
Word Games
Math Games
Children (6-12 years)
Teens (13-19 years)
Adults (20-40 years)
Older Adults (40+ years)
Mobile Apps
Online Browser Games
Console Games
PC Games
Virtual Reality Games
Easy
Intermediate
Advanced
Single Player
Multiplayer
Cooperative
Competitive
Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam)
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1. Introduction of the South Korea Brain Game Market
Overview of the Market
Scope of Report
Assumptions
2. Executive Summary
3. Research Methodology of Verified Market Reports
Data Mining
Validation
Primary Interviews
List of Data Sources
4. South Korea Brain Game Market Outlook
Overview
Market Dynamics
Drivers
Restraints
Opportunities
Porters Five Force Model
Value Chain Analysis
5. South Korea Brain Game Market, By Type
6. South Korea Brain Game Market, By Application
7. South Korea Brain Game Market, By Geography
Asia-Pacific
China
Japan
Korea
India
Australia
Indonesia
Thailand
Philippines
Malaysia and Vietnam
8. South Korea Brain Game Market Competitive Landscape
Overview
Company Market Ranking
Key Development Strategies
9. Company Profiles
10. Appendix
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