Toys and games in South Korea grew in 2024, driven by the increasing popularity of collectibles, the purchasing power of kidults, the gachapon craze, and a further shift towards digital content. Key trends included AI personalisation, shaping engaging play experiences, and partnerships blurring lines between industries. The landscape became increasingly consolidated over the review period. E-commerce dominates distribution, with gacha marketing boosting consumer sentiment.
Delivery:
Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).
This report comes in PDF with additional info in Excel included.
Understand the latest market trends and future growth opportunities for the Toys and Games industry in South Korea with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:
If you're in the Toys and Games industry in South Korea, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Toys and Games
This is the aggregation of traditional toys and games and video games.
See all of our definitionsThis report originates from Passport, our Toys and Games research and analysis database.
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!