최근기사

    Lightning-Fast Kunai Action: “INARI” Steam Demo to Launch January 13

    2026년 01월 10일

    Bucket Play’s “Relodian,” which made headlines with its surprise OBT, will participate in Steam Next Fest.

    2026년 01월 09일

    Bucketplay’s ‘Reloadian’ Makes Waves with Surprise OBT and Steam Next Fest Participation

    2026년 01월 09일
    Facebook Twitter Instagram
    인디게임닷컴
    • Indie Game News

      KOCCA to Host “Game Institute Showcase 2026” in Pangyo: Unveiling 13 Student-Led Titles

      2026년 01월 08일

      Hades II Reclaims the Throne: Crowned 2025’s Best Game on Metacritic

      2026년 01월 07일

      “Long Playtime is Not Addiction”: Major 5-Year Study Debunks Myths of Gaming Disorder

      2026년 01월 07일

      K-Indie Sensation Shape of Dreams Joins the Million-Seller Club

      2026년 01월 05일

      Sweden Dominates Steam in 2025: Swedish Developers Seize 20% of Global Revenue, Surpassing North America and China

      2025년 12월 31일
    • Recommendation/Public

      Lightning-Fast Kunai Action: “INARI” Steam Demo to Launch January 13

      2026년 01월 10일

      Bucket Play’s “Relodian,” which made headlines with its surprise OBT, will participate in Steam Next Fest.

      2026년 01월 09일

      Bucketplay’s ‘Reloadian’ Makes Waves with Surprise OBT and Steam Next Fest Participation

      2026년 01월 09일

      Vengeance and Redemption in a Demonic Realm: K-Indie Title ‘VANRAN’ Unveils Gameplay Trailer

      2026년 01월 09일

      Searching for Hope in a Frozen World: “Nova Antarctica” Set for Release this January

      2026년 01월 08일
    • Indie Game Review

      ‘Project Silverfish’: The S.T.A.L.K.E.R.-Inspired Indie FPS Capturing Hearts on Steam

      2025년 12월 29일

      Turning the Night Shift Into Horror: “Night Shippers” Reimagines Vietnam’s Delivery Worker Reality

      2025년 12월 18일

      Korean Shamanism Meets Pixel Art: ‘Ghost Deliverer’ Launches in Early Access on December 19

      2025년 12월 10일

      A Glass Demon Skating Through Hell: Skate Story

      2025년 12월 09일

      Indie Perseverance Pays Off: Sci-Fi Horror ‘ROUTINE’ Launches After 13 Years of Development

      2025년 12월 02일
    • Indie Game Focus

      16 Years Since Leaving EA: How Supergiant Games Reached Its Peak with “Hades II”

      2026년 01월 07일

      [New Year Special – Part 2] indiegame.com Picks: K-Indie Titles to Watch in 2026

      2026년 01월 06일

      A Miracle by Three: The Global Success Story of Indie Developer “Team Cherry”

      2026년 01월 05일

      The Era of Indies: “Hollow Knight: Silksong” Sweeps the 2025 Steam Awards

      2026년 01월 05일

      2026 Outlook: K-Indie Games Poised for Global Leap Amidst AI Revolution and Strategic Support

      2026년 01월 01일
    • Competition/Support Project

      Subculture Meets Indie Gaming: “IlluStar Fes 10” to Open February 21 at KINTEX

      2026년 01월 05일

      Jeonnam Game Industry Shatters 2025 Targets, Reaching 18.97 Billion KRW in Revenue

      2025년 12월 31일

      K-Indie Games Take the Spotlight at Taipei Indie Game Awards 2026

      2025년 12월 30일

      NEOWIZ Indie Quest: Final Call for Narrative-Driven Indie Games as Deadline Approaches

      2025년 12월 29일

      Chungbuk Global Game Center Surpasses KRW 10 Billion in Revenue, Marking a New Milestone for the Regional Game Industry

      2025년 12월 25일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    Indie Game News

    Contents Agency, ‘2022 Game User Survey’ Published Report

    By 인디게임닷컴 편집부2022년 09월 13일Updated:2022년 09월 23일4 Mins Read

    – The Korea Creative Content Agency released the ‘2022 Game User Survey’ report on 6,000 people aged 10 to 65 nationwide.
    – Game usage rate increased by 3.1p% compared to the previous year, 59.3% of parents Enjoy games with their children and communicate with them
    – Utilize the report as basic data for policy establishment to foster the game industry and create a healthy game use environment

    The Ministry of Culture, Sports and Tourism (Minister Park Bo-gyun) and the Korea Creative Content Agency (Director Cho Hyun-rae, hereafter referred to as Konjin-won) published a report on on August 31st.

    This survey conducted a survey on ‘Game usage status and current status’ and ‘Awareness of games’ targeting 6,000 people aged 10 to 65 across the country for one month from May 24th. The survey was conducted in parallel with an online survey and individual interview.

    ◆ 74.4% of the people use the game, establishing itself as the most popular leisure culture for both men and women

    As a result of the survey, it was found that 74.4% of the people used the game in the past year. This is an increase of 3.1%p compared to the previous year. This shows that games are becoming the most popular leisure culture among the people in that new game users are continuously influxing.

    On the other hand, the usage rate of game users by game platform (duplicate responses) was ▲mobile game –6.7%p (90.9%→84.2%), ▲PC game –3.4%p (57.6%→54.2%), ▲console game –3.1% p (21.0% → 17.9%), ▲ Arcade game -0.4%p (9.8% → 9.4%), which decreased compared to the previous year. This is because the average daily game time of game users decreased by 13 minutes on weekdays (145 minutes → 132 minutes) and 23 minutes (232 minutes → 209 minutes) on weekends due to the increase in outside activities due to the lifting of the COVID-19 distancing. It seems that the number of users who enjoy the game has decreased.

    In particular, as an interesting result of this survey, the use rate of male users for PC/console games (PC games: male (66.0%) / female (41.7%), console games: male (19.8%) / female (15.9%)) was high. However, for mobile and arcade games, the usage rate of female game users (mobile game: male (79.9%) / female (88.6%), arcade game: male (8.7%) / female (10.1%)) was high. You can enjoy the game, but you can see that there is a preferred game platform according to gender.

    ◆ After 16 years, parents who enjoy games and communicate with their children continue to increase, recording 59.3% in 22 years

    Meanwhile, as a result of examining whether parents with school-aged children play games with their children, 59.3% of parents use games with their children. This is an increase of 1.8%p compared to the previous year, and has been on a continuous upward trend since it recorded 37.8% in 2016.

    By age of parents, ▲20s accounted for the highest at 80.2%, ▲30s (73.3%), ▲40s (61.8%), and ▲50s (43.4%) used games with their children in that order. This shows that the proportion of communication with their children through games is increasing, centering on young parents who are familiar with games.

    Also, it was found that 35.7% of parents who do not usually enjoy games use games with their children if they want. If games are used as a place to sympathize and communicate with children in the future, it is expected to have a significant impact on the formation of a healthy game environment and a healthy game culture.

    ◆ In-game sexual harassment/sex discrimination damage reduction by 3.1%p, Congene One literacy education to be expanded

    In addition, it was confirmed that 23.5% of game users had experienced sexual harassment or discrimination in games, which is a decrease of 3.1%p compared to the previous year. As for the type of damage, ‘receiving sexual profanity or attack in the form of text messages through text messages or text chatting’ (53.7%) was found to be the most frequent.

    Accordingly, Conjin One will continue to make efforts to expand game literacy education for game users and game industry workers, including teenagers, and to reduce the experience of sexual harassment/sex discrimination in games through awareness improvement programs.

    The report contains the results of a survey on the usage behavior of mobile games, PC games, arcade games, console games, and virtual reality (VR) games, as well as the perceptions and attitudes towards games. It can be downloaded from .kocca.kr).

    picks
    인디게임닷컴 편집부
    • Website
    • Facebook

    We will create the future of Korean indie games for the global No.1 game powerhouse. #Since2003

    Related Posts

    KOCCA to Host “Game Institute Showcase 2026” in Pangyo: Unveiling 13 Student-Led Titles

    2026년 01월 08일

    Hades II Reclaims the Throne: Crowned 2025’s Best Game on Metacritic

    2026년 01월 07일

    “Long Playtime is Not Addiction”: Major 5-Year Study Debunks Myths of Gaming Disorder

    2026년 01월 07일

    K-Indie Sensation Shape of Dreams Joins the Million-Seller Club

    2026년 01월 05일
    Editors Picks

    16 Years Since Leaving EA: How Supergiant Games Reached Its Peak with “Hades II”

    2026년 01월 07일

    A Miracle by Three: The Global Success Story of Indie Developer “Team Cherry”

    2026년 01월 05일

    The Era of Indies: “Hollow Knight: Silksong” Sweeps the 2025 Steam Awards

    2026년 01월 05일

    2026 Outlook: K-Indie Games Poised for Global Leap Amidst AI Revolution and Strategic Support

    2026년 01월 01일
    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.