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Gaming PCs & Laptops - South Korea

South Korea
  • In South Korea, revenue in the Gaming PCs & Laptops market market is projected to reach US$1.13bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.16%, leading to a projected market volume of US$1.38bn by 2029.
  • Within the Gaming PCs & Laptops market market in South Korea, the number of users is anticipated to amount to 1.7m users by 2029.
  • User penetration in South Korea will be 3.2% in 2024 and is expected to increase to 3.4% by 2029.
  • The average revenue per user (ARPU) in this market is expected to reach US$687.90.
  • In a global context, the majority of revenue will be generated China, which is projected to generate US$12.96bn in 2024.
  • In South Korea, the demand for high-performance gaming PCs and laptops is surging, driven by the nation's vibrant esports culture and technological advancements.

Definition:

The market for gaming PCs and laptops encompasses a dynamic range of specialized computing devices tailored to deliver optimal gaming performance. These systems are engineered with high-performance components, including advanced processors, dedicated graphics cards, and ample memory, designed to handle the demands of modern video games. Gaming PCs and laptops offer gamers the ability to experience immersive gameplay, stunning visuals, and competitive edge, making them essential tools for both casual enthusiasts and professional players. This market segment is characterized by constant technological advancement and customization options to cater to diverse gaming preferences and requirements.

Structure:

The market can be structured into Gaming PCs and Gaming Laptops, where revenues are solely from gaming-tailored products.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending. Market numbers for PCs and laptops are also featured in the Consumer Market Insights. Key players in the market are companies, such as Alienware, MSI or HP. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Gaming PCs, such as gaming PCs from Alienware
  • Gaming laptops, such as gaming laptops from MSI

Out-Of-Scope

  • Business PCs, such as Dell working stations
  • Business laptops, such as Lenovo Thinkpad or MacBook
Target audience: PC / laptop gamers in Germany - Cover

Statista Consumer Insights report

Target audience: PC / laptop gamers in Germany

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Gaming PCs & Laptops market in South Korea has experienced significant growth in recent years, driven by the increasing popularity of gaming among the country's population.

    Customer preferences:
    South Korean consumers have a strong affinity for gaming and are willing to invest in high-performance gaming PCs and laptops to enhance their gaming experience. They prioritize features such as powerful processors, high-resolution displays, and advanced graphics cards to ensure smooth gameplay and immersive visuals. Additionally, South Korean gamers often participate in competitive gaming tournaments, driving the demand for gaming PCs and laptops with low latency and high refresh rates.

    Trends in the market:
    One of the key trends in the South Korean Gaming PCs & Laptops market is the rise of eSports. eSports has gained immense popularity in South Korea, with professional gaming teams and tournaments attracting a large audience. As a result, there is a growing demand for gaming PCs and laptops that can handle the requirements of competitive gaming, including fast response times and high refresh rates. Another trend in the market is the increasing adoption of virtual reality (VR) gaming. South Korean gamers are embracing VR technology, which offers a more immersive gaming experience. This has led to a surge in demand for gaming PCs and laptops that are capable of running VR games smoothly, with powerful processors and graphics cards.

    Local special circumstances:
    South Korea has a well-developed gaming infrastructure, with high-speed internet connectivity and a strong gaming culture. The country's internet speeds are among the fastest in the world, enabling gamers to play online games without lag or latency issues. Additionally, South Korea has a large number of PC bangs, which are gaming cafes where gamers can rent high-performance PCs to play games. This has created a conducive environment for the growth of the Gaming PCs & Laptops market in the country.

    Underlying macroeconomic factors:
    South Korea has a strong economy and a high standard of living, which has contributed to the growth of the Gaming PCs & Laptops market. As disposable incomes have increased, consumers have been able to allocate more of their budget towards gaming and entertainment. Furthermore, the government has been supportive of the gaming industry, providing incentives and infrastructure to promote the development of eSports and gaming-related businesses. In conclusion, the Gaming PCs & Laptops market in South Korea is thriving due to the strong customer preferences for high-performance gaming devices, the rise of eSports, the increasing adoption of VR gaming, the well-developed gaming infrastructure, and the underlying macroeconomic factors. This market is expected to continue growing as gaming remains a popular form of entertainment in the country.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

    Modeling approach / Market size:

    The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

    Forecasts:

    We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

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    Target audience: PC / laptop gamers in Germany - BackgroundTarget audience: PC / laptop gamers in Germany - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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