– Survey on K-game usage behavior among 9,200 people in 18 countries, including Asia, America, Europe, and the Middle East
– The average usage time and cost of Korean games among overseas users continues to grow
– K-games are making remarkable progress in emerging markets such as Brazil, Indonesia, and Saudi Arabia

The Ministry of Culture, Sports and Tourism (Minister Yoo In-chon) and the Korea Creative Content Agency (Director Cho Hyun-rae, now referred to as KOCCA) published the’ 2023 Survey of Korean Game Users in Overseas Markets’ report, which summarizes overseas game users’ perceptions and usage status of Korean games.

This year’s survey covers ▲Asia (China, Japan, Taiwan, Indonesia, Vietnam, India) ▲, the Americas and Oceania (USA, Canada, Brazil, Australia) ▲, Europe (United Kingdom, Germany, France, Italy) ▲, the Middle East, and Africa (United Arab Emirates). The survey was conducted on 9,200 Korean game users aged 15 or older living in four regions (18 countries), including Saudi Arabia, South Africa, and Egypt.

In addition to the top countries in the global gaming market, the KOCCA conducts research by selecting new emerging countries every year. This year, ▲Taiwan, Indonesia, Vietnam (Asia), ▲Brazil and Australia (Americas/Oceania), and ▲South Africa (Africa), which have recently emerged as emerging countries, were newly selected. We conducted a comprehensive survey of the overall game usage behavior of game users residing in the country and the usage behavior of Korean games.

As a result of the survey, the average time played for Korean games increased significantly on weekdays and weekends compared to the previous year. ▲For PC/online games, Brazil had the longest usage time on weekdays (3 hours and 39 minutes) and weekends (4 hours and 39 minutes). ▲On weekdays, mobile games were India (3 hours 21 minutes), Brazil, and Saudi Arabia (3 hours 14 minutes), and on weekends, India (4 hours 3 minutes), Indonesia (4 hours 2 minutes), and Brazil (4 hours) time), followed by Saudi Arabia (3 hours and 59 minutes).

◆ Average usage time for K-games increases… Brazil, India, and Saudi Arabia, in that order

In addition, the average usage time of Korean games for all subjects surveyed was 2 hours and 48 minutes on weekdays and 3 hours and 39 minutes on weekends. By country, it was found that users in Brazil, India, and Saudi Arabia spent a long time using K-games.

◆ Average monthly spending on K-games is $42. China and UAE spend the highest.

The average monthly spending on Korean games for all survey subjects was $42.47. By country, China (USD 74.47) and the United Arab Emirates (USD 63.28) were found to spend the most on Korean games. In particular, the mobile game spending in the United Arab Emirates, included in the surveyed countries for the first time this year, was $73.42, significantly exceeding the overall average of $42.17, reaffirming that it is an attractive emerging market.

◆ K-games are popular because they are ‘interesting and fun,’ the preferred mobile game is a ‘puzzle.’

The main reason overseas game users enjoy K-games is ‘because the games are interesting and fun.’ On the other hand, regarding the reasons for not playing Korean games, the highest response for PC/online games was ‘because there is no one around to play with (23.4%)’, and for mobile games, ‘because I simply lost interest (21.5%).’ had the most significant proportion. Among the factors that hinder the use of K-games, ‘slow game connection server speed’ was the highest in both PC/online (24.6%) and mobile (22.0%). In particular, server speed was pointed out as hindering use in the Middle East and Africa.

Meanwhile, ‘puzzle’ was overseas countries’ most preferred mobile game genre. Compared to the existing MMORPG genre, which had a high preference, light and fun games, such as casual games, have recently shown a high interest among overseas users.

Anyone interested in the 2023 Korean Game User Survey in Overseas Markets can check it out on the KOCCA website (www.kocca.kr).

<These reports Reports only support the Korean.>
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