최근기사

    Stove to Release Pirate Game ‘Windrose’, Anticipated by 1.5 Million People Worldwide

    2026년 03월 17일

    K-Indie ‘Stepper Retro’ Launches Simultaneously on Switch and Steam… Series’ First Multi-Platform Challenge

    2026년 03월 17일

    Busan Ignites Global Ambitions: ‘2026 Bu:Star Game Production Support’ Offers Up to 100M KRW

    2026년 03월 17일
    Facebook Twitter Instagram
    인디게임닷컴
    • Indie Game News

      Stove to Release Pirate Game ‘Windrose’, Anticipated by 1.5 Million People Worldwide

      2026년 03월 17일

      K-Indie ‘Studio BB’ and Japan’s Phoenix Announce Global Co-publishing with ‘Monowave’

      2026년 03월 16일

      Shadows in Istanbul: Cinematic Spy Puzzle ‘Secret Agent’ Now Available

      2026년 03월 16일

      The Factory’s Darkest Hour: ‘Poppy Playtime: Chapter 5’ Shatters Records with Uncut Trailer Release

      2026년 03월 15일

      Slay the Spire 2 Shatters Records: 570K Concurrent Players in Just 4 Days

      2026년 03월 09일
    • Recommendation/Public

      K-Indie ‘Stepper Retro’ Launches Simultaneously on Switch and Steam… Series’ First Multi-Platform Challenge

      2026년 03월 17일

      ‘SlashZero’: A High-Octane 3D Anime Roguelite Revealed

      2026년 03월 16일

      A Robotic Tribute to Man’s Best Friend: ‘Rover’s Tale’ Debuts New Trailer and Steam Demo

      2026년 03월 14일

      A Watercolor Odyssey: JRPG Metroidvania ‘Fallen Tear: The Ascension’ Hits Early Access March 17

      2026년 03월 14일

      Sync Your Senses: Cyber-Rhythm Dungeon Crawler ‘GRIDbeat!’ Drops March 26

      2026년 03월 12일
    • Indie Game Review

      Frogs, Flutes, and Low-Self-Esteem Bears: ‘Bonnie Bear Saves Frogtime’ Leaps Onto PC and Switch

      2026년 03월 17일

      Sea-Steading and Serenity: ‘Collector’s Cove’ Sets Sail on PC and Consoles

      2026년 03월 17일

      Break Out the Big Guns: Devolver Digital Launches Indie Hit ‘BALL x PIT’ on Mobile

      2026년 03월 14일

      Belgian Indie Debut ‘Galactic Vault’ Launches on Steam: A High-Speed Weapon Evolution Roguelite

      2026년 03월 12일

      Gold, Grit, and Grids: ‘Pawnbroker Simulator’ Launches on Steam

      2026년 03월 11일
    • Indie Game Focus

      Historical Sweep: ‘Clair Obscur: Expedition 33’ Claims 5 GDCA 2026 Awards, Setting New GOTY Record

      2026년 03월 14일

      History Made at IGF 2026: AP Thomson’s Double Victory and the Rise of ‘Titanium Court’

      2026년 03월 14일

      Beyond Steam: How K-Indies are Tackling the ‘Second Barrier’ of Global Distribution

      2026년 03월 09일

      Spire Shattered: ‘Slay the Spire 2’ Hits 210K Concurrent Players, Melting Steam Servers at Launch

      2026년 03월 06일

      Indie Game Development Survival Strategies Proven at Steam Next Fest 2026

      2026년 03월 04일
    • Competition/Support Project

      Busan Ignites Global Ambitions: ‘2026 Bu:Star Game Production Support’ Offers Up to 100M KRW

      2026년 03월 17일

      Going Global: KOCCA Announces ‘2026 Game Add-on’ Support with Google Play Partnership

      2026년 03월 16일

      Unlocking Global Growth: PlayX4 2026 Opens B2B Recruitment for Game Developers and Investors

      2026년 03월 12일

      Fueling the Next Wave of K-Indie: Chungbuk Global Game Center Launches ‘2026 Indie Startup Support’

      2026년 03월 12일

      Gyeongnam Elevates Indie Gaming: A 2026 Roadmap for Global Success

      2026년 03월 12일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    Indie Game News

    Game Participation Down, Market Shifts Toward Core Players… KOCCA Releases 2025 Game User Survey

    게임이탈의 핵심 요인 ‘시간 부족’, 대체 여가는 ‘영상 시청’
    By Editorial Team2025년 12월 18일Updated:2025년 12월 19일3 Mins Read

    Lack of time is the top reason for quitting games; video streaming is the main replacement leisure activity.

    The Ministry of Culture, Sports and Tourism (MCST) and the Korea Creative Content Agency (KOCCA) released the “2025 Game User Survey” on December 18, providing updated data to support game industry policy-making and business strategy in response to rapid changes in technology and the market.

    The annual survey aims to improve the reliability and practical value of game user statistics by continuously refining questionnaire items. This year’s research was conducted with 10,000 game users aged 10 to 69 nationwide who had played games at least once within the past year. The survey focused on usage patterns, overall user experience, and spending capacity, among other topics.

    PC and Console Usage Up, Overall Game Participation Down

    According to the survey, the overall game participation rate over the past year fell to 50.2%, a 9.7 percentage-point decrease from the previous year. Over the last five years, the market also showed a downward trend, with a compound annual growth rate (CAGR) of -6.8%.

    By platform, however, trends diverged. Among game users:

    • PC game usage rose to 58.1%, up 4.3 percentage points year-on-year.
    • Console game usage increased to 28.6%, up 1.9 percentage points.
    • Mobile game usage declined to 89.1%, down 2.6 percentage points.

    Average daily playtime also decreased slightly: weekday playtime fell by 7 minutes (171 → 165 minutes), while weekend playtime dropped by just 1 minute (253 → 252 minutes), suggesting weekend engagement remained relatively stable.

    Platform-specific playtime revealed stronger momentum for PC gaming. PC playtime reached the highest level in the past five years, continuing to rise to 117.9 minutes on weekdays and 193.4 minutes on weekends.

    Meanwhile:

    • Mobile gaming averaged 90.9 minutes on weekdays and 116.4 minutes on weekends, both down year-on-year.
    • Console gaming averaged 53.4 minutes on weekdays (down) and 103.8 minutes on weekends (up).

    KOCCA interpreted the near-stable weekend playtime—despite declining overall participation—as an effect of increased PC and console usage, which helped offset the broader downturn.

    Main Reason for Leaving Games: “Not Enough Time”; Video Streaming as the Alternative

    To better understand why people stop playing games, the 2025 survey added new questions targeting non-gamers. The most common reason for not playing was “lack of time” (44.0%).

    When asked what they do instead of gaming, an overwhelming 86.3% chose watching video content such as OTT streaming services, TV, movies, or animation. The results suggest that video viewing has become the primary substitute for gaming among those who disengage.

    Cyberbullying Experiences Decline, Most Users “Ignore It”

    The survey also covered negative in-game experiences such as cyberbullying. The share of respondents reporting cyberbullying or similar harm fell to 46.4%, an 8 percentage-point decrease from the previous year. Over the last three years, the rate has steadily dropped: 56.2% (2023), 54.4% (2024), and 46.4% (2025).

    The most common forms of harm included verbal abuse (38.3%) and sexual discomfort (17.6%). Among those affected, 57.3% said they did not respond and “let it pass,” while 28.7% reported the incident to the game company.

    KOCCA said it hopes the findings will be actively used to support business strategy development and industry support policies, and that it will continue providing domestic and global insights to help the Korean game industry grow.

    Meanwhile, this 2025 Game User Survey Report can be found on the KOCCA website ( www.kocca.kr ).

    Editorial Team
    • Website
    • Facebook

    We support indie game developers to expand globally. Promote your game via indiegame.com #Since2003

    Related Posts

    Stove to Release Pirate Game ‘Windrose’, Anticipated by 1.5 Million People Worldwide

    2026년 03월 17일

    K-Indie ‘Studio BB’ and Japan’s Phoenix Announce Global Co-publishing with ‘Monowave’

    2026년 03월 16일

    Shadows in Istanbul: Cinematic Spy Puzzle ‘Secret Agent’ Now Available

    2026년 03월 16일

    The Factory’s Darkest Hour: ‘Poppy Playtime: Chapter 5’ Shatters Records with Uncut Trailer Release

    2026년 03월 15일
    Editors Picks

    Indie Dominance: The Standout Winners of Steam Next Fest February 2026

    2026년 03월 04일

    [Editorial] Why Financial Giants are Betting on Game Dev: The Strategic Synergy of K-Indies and Big Tech

    2026년 03월 03일

    GDC 2026: The Biggest Glow-Up in 40 Years—Now the “Festival of Gaming”

    2026년 03월 02일

    Tokyo Game Show 2026 Celebrates 30th Anniversary with Record 5-Day Run and Free Global Indie Support

    2026년 02월 28일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.