Game Industry Growth Slows, 2025 Korea Game White Paper Published
게임산업 성장세 둔화, 2025 대한민국 게임백서 발간
2026.03.25 18:53 UTC+9
AI Summary
The 2025 Korea Game White Paper reveals a modest 3.9% revenue growth for the industry. Mobile gaming continues to dominate the market share at 59% of total revenue. South Korea holds steady as the 4th largest global market with a 7.2% share.

The Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency (KOCCA) released the '2025 Korea Game White Paper' on the 25th, detailing the state of the domestic and international gaming industries throughout 2024.
This report covers the growth metrics of the local gaming industry, including total revenue and exports. According to the data, the total revenue for the domestic industry reached 23.8515 trillion KRW in 2024. The growth rate settled to a modest 3.9%. Exports reached 8.50346 billion USD (approximately 11.5985 trillion KRW), a 1.3% increase compared to the previous year.
Breaking it down by platform, mobile games account for 14.071 trillion KRW (59.0%), PC games for 6.0094 trillion KRW (25.2%), console games for 1.1836 trillion KRW (5.0%), and arcade games for 275.9 billion KRW (1.2%). Mobile remains the largest segment, holding over half the market share. Growth rates were 4.8% for consoles, 3.4% for mobile, and 2.0% for PC, while the arcade sector saw a 3.2% decline.
That said, the number of arcade game centers has been on a rebound since 2023, showing a slight uptick in growth. Meanwhile, PC bang revenue grew by 12.8% year-on-year, though the total number of businesses continues its downward trend.
The global gaming market in 2024 is estimated to be worth 220.071 billion USD, a 0.7% increase from the year prior. South Korea maintains a 7.2% global market share, holding 4th place behind China, the US, and Japan.
In terms of export destinations, China leads at 29.7%, followed by Southeast Asia (20.6%), North America (19.5%), and Japan (8.3%). Notably, the share of the North American (+4.7%p) and Chinese (+4.2%p) markets expanded. Imports fell by 3.2% to 245.574 million USD (approximately 334.9 billion KRW).
The industry's workforce grew by 3.1% to 87,576 people in 2024. With 54,285 people (62.0%) in game development and publishing, and 33,291 (38.0%) in distribution, the industry remains heavily skewed toward production and publishing.
Yoo Hyun-seok, Acting President of KOCCA, remarked, "This white paper serves as a pivotal milestone for diagnosing the current state of the domestic game industry and mapping out future strategies." He added, "We will continue to provide data-driven support to ensure K-Games maintain their competitive edge in the global market."
The 2025 Korea Game White Paper is available for free at the official KOCCA website.

문화체육관광부와 한국콘텐츠진흥원(이하 콘진원)은 25일 2024년 국내외 게임산업 현황을 정리한 '2025 대한민국 게임백서'를 발간했다.
이번 백서에는 국내 게임산업 매출, 수출 등 산업 성장 성과를 종합적으로 담았다. 이에 따르면 2024년 국내 게임산업 총 매출약은 23조 8,515억 원이다. 전년 대비 성장률은 3.9%로 성장세가 완만해졌다. 수출액은 85억 346만 달러(한화 약 11조 5,985억 원)로, 전년 대비 1.3% 성장에 그쳤다.
플랫폼별로 살펴보면 모바일게임은 14조 710억 원(59.0%), PC게임은 6조 94억 원(25.2%), 콘솔게임은 1조 1,836억 원(5.0%), 아케이드게임은 2,759억 원(1.2%)순으로 집계됐다. 모바일게임이 전체 매출 과반을 점유했다. 성장률은 콘솔게임 4.8%, 모바일 게임 3.4%, PC게임 2.0%이며, 아케이드게임은 3.2% 감소했다.
다만, 아케이드 게임장 수는 2023년부터 반등했고, 성장률도 소폭 증가했다. PC방 매출은 전년 대비 12.8% 성장했으나, 사업체 수 감소는 이어졌다.
2024년 세계 게임시장 규모는 전년 대비 0.7% 증가한 2,200억 7,100만 달러로 추산된다. 한국 게임산업 세계 시장 점유율은 7.2%로, 중국, 미국, 일본에 이어 4위를 유지했다.
국가별 수출 비중은 중국(29.7%), 동남아(20.6%), 북미(19.5%), 일본(8.3%) 순으로 나타났다. 전년 대비 북미(4.7%p)와 중국(4.2%p) 시장 비중이 확대됐다. 수입액은 전년 대비 3.2% 줄어든 2억 4,557만 4,000달러(한화 약 3,349억 원)다.
2024년 국내 게임산업 종사자 수는 전년 대비 3.1% 늘어난 총 8만 7,576명이다. 게임 제작 및 배급업 종사자는 5만 4,285명(62.0%), 유통업 종사자는 3만 3,291명(38.0%)으로, 제작과 배급 중심 산업 구조가 지속됐다.
콘진원 유현석 원장직무대행은 "이번 백서는 국내 게임산업의 현주소를 정밀하게 진단하고 미래 전략을 설계하는 데 중추적인 이정표가 될 것"이라며, "앞으로도 K-게임이 세계 시장에서 경쟁력을 확보할 수 있도록 데이터 기반의 체계적인 지원을 아끼지 않겠다"라고 말했다.
2025 대한민국 게임백서는 콘진원 공식 홈페이지에서 무료로 받을 수 있다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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