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    South Korea Racing Games Market

    ID: MRFR/ICT/56426-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    South Korea Racing Games Market Research Report By Type (Client Type, Web Game Type) and By Application (Racing Simulators, PC, Mobile, Consoles)-Forecast to 2035

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    Table of Contents

    South Korea Racing Games Market Summary

    The South Korea Racing Games market is projected to grow significantly from 58.7 USD Million in 2024 to 146.2 USD Million by 2035.

    Key Market Trends & Highlights

    South Korea Racing Games Key Trends and Highlights

    • The market is expected to achieve a compound annual growth rate of 8.66 percent from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 146.2 USD Million, indicating robust growth potential.
    • In 2024, the market is valued at 58.7 USD Million, reflecting a solid foundation for future expansion.
    • Growing adoption of advanced gaming technologies due to increasing consumer demand is a major market driver.

    Market Size & Forecast

    2024 Market Size 58.7 (USD Million)
    2035 Market Size 146.2 (USD Million)
    CAGR (2025-2035) 8.66%

    Major Players

    NCSoft, Square Enix, Krafton, Funkyland, Riot Games, Ubisoft, EA, Sega, Netmarble, Nexon, Rockstar Games, Tencent, Gameloft, Bandai Namco Entertainment, Bluehole Studio

    South Korea Racing Games Market Trends

    A number of noteworthy trends are emerging in the South Korean racing games market as a result of shifting customer preferences and technological improvements. The expanding use of mobile gaming and high-speed internet adoption are two major industry drivers.

    Demand for racing games that blend realistic graphics with captivating gameplay is rising as more people use smartphones to access high-quality content. Furthermore, the emergence of eSports has had a big impact on the racing gaming industry since more people are participating and playing these games as a result of the numerous tournaments and competitions that are being held.

    The integration of virtual reality (VR) and augmented reality (AR) components into gaming experiences can seize potential opportunities in the South Korean racing games market. Because these technologies offer immersive experiences that increase player engagement, they have started to change the gaming scene.

    Additionally, local developers can build a devoted clientele by emphasizing culturally appropriate themes and designs that appeal to the native market. Additionally, recent trends indicate a move toward social gaming capabilities, which allow users to interact with peers and exchange racing game experiences.

    Especially among younger gamers, this social component fits in nicely with South Korea's strong emphasis on community and interaction. Additionally, the government has encouraged innovation and investment in gaming technologies by supporting the gaming industry as part of its larger digital economy objectives.

    Thus, the dynamic environment of the South Korean racing game market is being shaped by a combination of government assistance, community involvement, and technological improvements.

    South Korea Racing Games Market Drivers

    Market Segment Insights

    South Korea Racing Games Market Segment Insights

    South Korea Racing Games Market Segment Insights

    Racing Games Market Type Insights

    Racing Games Market Type Insights

    The South Korea Racing Games Market presents a dynamic and evolving landscape characterized by its Type segmentation, which primarily includes Client Type and Web Game Type.

    The Client Type segment has garnered significant attention due to its immersive gaming experience, appealing graphics, and high-performance capabilities, which are essential in catering to the country’s highly competitive gaming culture.

    With a substantial portion of the gaming population preferring dedicated applications that leverage powerful hardware and graphics, this segment plays a crucial role in driving market engagement. On the other hand, the Web Game Type offers accessibility and convenience, allowing players to engage in racing games without the need for extensive downloads or high-end hardware.

    This type appeals to casual gamers seeking quick entertainment sessions and is often associated with easy monetization strategies such as microtransactions and advertisements.

    Racing Games Market Application Insights

    Racing Games Market Application Insights

    The South Korea Racing Games Market under the Application segment showcases a vibrant landscape, reflecting the increasing interest in immersive gaming experiences. This market is characterized by diverse platforms, including Racing Simulators, PC games, Mobile games, and Consoles, each serving distinct gamer preferences.

    Racing Simulators are particularly significant due to their realistic driving experiences, enticing both casual players and enthusiasts. Meanwhile, the PC segment has seen considerable engagement owing to high-performance gaming capabilities and extensive customization options.

    Mobile gaming, on the other hand, is quickly gaining traction, facilitated by the widespread adoption of smartphones and a growing focus on quick, accessible gaming experiences. The Console segment remains a stronghold, appealing to dedicated gamers seeking social and community-based gaming experiences.

    Collectively, these categories contribute to the broadening appeal of racing games, backed by advancements in technology and graphics. The South Korea Racing Games Market revenue is steadily bolstered by not only local gamers but also a growing international audience, indicating strong future potential and diverse growth opportunities within the industry.

    Get more detailed insights about South Korea Racing Games Market Research Report-Forecast to 2035

    Regional Insights

    Key Players and Competitive Insights

    The South Korea Racing Games Market has been witnessing dynamic changes and growth due to an increase in mobile gaming and esports popularity among gamers. The competitive landscape of this market showcases a variety of developers that focus on creating engaging and innovative racing titles.

    This sector has been buoyed by technological advancements that enhance user experience, as well as the rising demand for immersive gameplay that encompasses realistic graphics and engaging storylines.

    The unique gaming culture of South Korea, combined with the youthful and tech-savvy population, fuels not only the development of racing games but also enhances market competition, encouraging companies to differentiate their products through unique mechanics and features that cater to local preferences.

    In terms of strengths, NCSoft has established a solid presence within the South Korea Racing Games Market through its commitment to high-quality gaming experiences and strong online community engagement. The company is known for its unmatched expertise in leveraging online multiplayer features, which has allowed it to build a strong competitive advantage in the racing segment.

    NCSoft's unique approach to integrating social elements and community-driven updates in its racing games has attracted a loyal user base, enhancing player retention.

    The firm's continued investment in technology to improve gameplay mechanics, textures, and performance further solidifies its position within the market, as players tend to gravitate towards high-performance racing simulations that NCSoft consistently delivers.

    Square Enix has also made significant strides in the South Korea Racing Games Market, known for its innovative approach to gaming. The company’s portfolio includes several key racing titles that emphasize story-driven content, combined with high-octane racing dynamics, which have been well-received by South Korean players.

    Square Enix is recognized for incorporating rich narratives and intricate character development within its racing games, which sets it apart from competitors focused solely on pure racing mechanics. Its strategic partnerships and potential mergers within the region allow Square Enix to leverage resources for developing localized content, thereby enhancing its appeal to South Korean gamers.

    By focusing on quality enhancements, community feedback, and integrating popular gaming trends, Square Enix maintains a relevant and competitive edge in an ever-evolving market, ensuring its titles resonate well with the local audience and contribute to its growth in South Korea.

    Key Companies in the South Korea Racing Games Market market include

    Industry Developments

    The South Korea Racing Games Market has seen vibrant developments recently, with notable growth attributed to major companies such as NCSoft and Nexon expanding their game portfolios to cater to evolving consumer preferences.

    In August 2023, Krafton announced an investment in a new racing game platform, enhancing its competitive edge. The increasing popularity of mobile gaming is evident, with Netmarble launching new racing titles that have garnered substantial user engagement.

    Additionally, EA has been adaptive, integrating advanced technologies into their racing games to attract the tech-savvy youth demographic in South Korea. Furthermore, there have been discussions surrounding potential mergers, such as Tencent's interests in various regional studios enhancing their presence in racing game development.

    Since 2021, the market has witnessed growing partnerships; for instance, in March 2022, Ubisoft collaborated with South Korean e-sports organizations to promote racing events, boosting fan interaction.

    Current regulatory frameworks and government support towards gaming development have significantly contributed to the expansion of the racing game genre in the region, showcasing South Korea's commitment to becoming a global leader in the gaming industry.

    Market Segmentation

    Outlook

    • Racing Simulators
    • PC
    • Mobile
    • Consoles

    Report Scope

     
    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 54.25(USD Million)
    MARKET SIZE 2024 58.67(USD Million)
    MARKET SIZE 2035 146.22(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 8.655% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Million
    KEY COMPANIES PROFILED NCSoft, Square Enix, Krafton, Funkyland, Riot Games, Ubisoft, EA, Sega, Netmarble, Nexon, Rockstar Games, Tencent, Gameloft, Bandai Namco Entertainment, Bluehole Studio
    SEGMENTS COVERED Type, Application
    KEY MARKET OPPORTUNITIES Mobile racing game popularity, Esports integration with racing games, Localizing content for Korean audience, Virtual reality racing experiences, Collaborations with automotive brands
    KEY MARKET DYNAMICS increased mobile gaming popularity, immersive virtual reality experiences, strong esports community engagement, growing demand for multiplayer features, localized content and cultural relevance
    COUNTRIES COVERED South Korea

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the expected market size of the South Korea Racing Games Market in 2024?

    The South Korea Racing Games Market is expected to be valued at 58.67 million USD in 2024.

    What is the projected growth rate for the South Korea Racing Games Market from 2025 to 2035?

    The expected compound annual growth rate (CAGR) for the South Korea Racing Games Market from 2025 to 2035 is 8.655 percent.

    How much is the South Korea Racing Games Market projected to be worth in 2035?

    By 2035, the South Korea Racing Games Market is expected to reach a value of 146.22 million USD.

    What is the market size for Client Type in the South Korea Racing Games Market in 2024?

    The market size for Client Type in the South Korea Racing Games Market is valued at 30 million USD in 2024.

    What is the projected market size for Web Game Type in 2035?

    The projected market size for Web Game Type in the South Korea Racing Games Market is 76.22 million USD in 2035.

    Who are the major players in the South Korea Racing Games Market?

    Major players in the South Korea Racing Games Market include NCSoft, Square Enix, Krafton, and Riot Games among others.

    What are the expected growth drivers for the South Korea Racing Games Market?

    The growth drivers for the South Korea Racing Games Market include increasing demand for immersive gaming experiences and advances in gaming technology.

    What challenges does the South Korea Racing Games Market currently face?

    Current challenges in the South Korea Racing Games Market include high competition and changing consumer preferences.

    What opportunities are emerging in the South Korea Racing Games Market?

    Emerging opportunities in the South Korea Racing Games Market include the rise of mobile gaming and online multiplayer experiences.

    What impact does regional competition have on the South Korea Racing Games Market?

    Regional competition significantly influences the South Korea Racing Games Market by driving innovation and enhancing product offerings.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. South
    59. Korea Racing Games Market, BY Type (USD Million)
    60. Client
    61. Type
    62. Web Game Type
    63. South
    64. Korea Racing Games Market, BY Application (USD Million)
    65. Racing
    66. Simulators
    67. PC
    68. Mobile
    69. Consoles
    70. Competitive Landscape
    71. Overview
    72. Competitive
    73. Analysis
    74. Market share Analysis
    75. Major
    76. Growth Strategy in the Racing Games Market
    77. Competitive
    78. Benchmarking
    79. Leading Players in Terms of Number of Developments
    80. in the Racing Games Market
    81. Key developments and growth
    82. strategies
    83. New Product Launch/Service Deployment
    84. Merger
    85. & Acquisitions
    86. Joint Ventures
    87. Major
    88. Players Financial Matrix
    89. Sales and Operating Income
    90. Major
    91. Players R&D Expenditure. 2023
    92. Company
    93. Profiles
    94. NCSoft
    95. Financial
    96. Overview
    97. Products Offered
    98. Key
    99. Developments
    100. SWOT Analysis
    101. Key
    102. Strategies
    103. Square Enix
    104. Financial
    105. Overview
    106. Products Offered
    107. Key
    108. Developments
    109. SWOT Analysis
    110. Key
    111. Strategies
    112. Krafton
    113. Financial
    114. Overview
    115. Products Offered
    116. Key
    117. Developments
    118. SWOT Analysis
    119. Key
    120. Strategies
    121. Funkyland
    122. Financial
    123. Overview
    124. Products Offered
    125. Key
    126. Developments
    127. SWOT Analysis
    128. Key
    129. Strategies
    130. Riot Games
    131. Financial
    132. Overview
    133. Products Offered
    134. Key
    135. Developments
    136. SWOT Analysis
    137. Key
    138. Strategies
    139. Ubisoft
    140. Financial
    141. Overview
    142. Products Offered
    143. Key
    144. Developments
    145. SWOT Analysis
    146. Key
    147. Strategies
    148. EA
    149. Financial
    150. Overview
    151. Products Offered
    152. Key
    153. Developments
    154. SWOT Analysis
    155. Key
    156. Strategies
    157. Sega
    158. Financial
    159. Overview
    160. Products Offered
    161. Key
    162. Developments
    163. SWOT Analysis
    164. Key
    165. Strategies
    166. Netmarble
    167. Financial
    168. Overview
    169. Products Offered
    170. Key
    171. Developments
    172. SWOT Analysis
    173. Key
    174. Strategies
    175. Nexon
    176. Financial
    177. Overview
    178. Products Offered
    179. Key
    180. Developments
    181. SWOT Analysis
    182. Key
    183. Strategies
    184. Rockstar Games
    185. Financial
    186. Overview
    187. Products Offered
    188. Key
    189. Developments
    190. SWOT Analysis
    191. Key
    192. Strategies
    193. Tencent
    194. Financial
    195. Overview
    196. Products Offered
    197. Key
    198. Developments
    199. SWOT Analysis
    200. Key
    201. Strategies
    202. Gameloft
    203. Financial
    204. Overview
    205. Products Offered
    206. Key
    207. Developments
    208. SWOT Analysis
    209. Key
    210. Strategies
    211. Bandai Namco Entertainment
    212. Financial
    213. Overview
    214. Products Offered
    215. Key
    216. Developments
    217. SWOT Analysis
    218. Key
    219. Strategies
    220. Bluehole Studio
    221. Financial
    222. Overview
    223. Products Offered
    224. Key
    225. Developments
    226. SWOT Analysis
    227. Key
    228. Strategies
    229. References
    230. Related
    231. Reports
    232. LIST
    233. OF ASSUMPTIONS
    234. South Korea Racing Games Market SIZE ESTIMATES
    235. & FORECAST, BY TYPE, 2019-2035 (USD Billions)
    236. South
    237. Korea Racing Games Market SIZE ESTIMATES & FORECAST, BY APPLICATION, 2019-2035
    238. (USD Billions)
    239. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    240. ACQUISITION/PARTNERSHIP
    241. LIST
    242. Of figures
    243. MARKET SYNOPSIS
    244. SOUTH
    245. KOREA RACING GAMES MARKET ANALYSIS BY TYPE
    246. SOUTH KOREA
    247. RACING GAMES MARKET ANALYSIS BY APPLICATION
    248. KEY BUYING
    249. CRITERIA OF RACING GAMES MARKET
    250. RESEARCH PROCESS OF MRFR
    251. DRO
    252. ANALYSIS OF RACING GAMES MARKET
    253. DRIVERS IMPACT ANALYSIS:
    254. RACING GAMES MARKET
    255. RESTRAINTS IMPACT ANALYSIS: RACING
    256. GAMES MARKET
    257. SUPPLY / VALUE CHAIN: RACING GAMES MARKET
    258. RACING
    259. GAMES MARKET, BY TYPE, 2025 (% SHARE)
    260. RACING GAMES MARKET,
    261. BY TYPE, 2019 TO 2035 (USD Billions)
    262. RACING GAMES MARKET,
    263. BY APPLICATION, 2025 (% SHARE)
    264. RACING GAMES MARKET, BY
    265. APPLICATION, 2019 TO 2035 (USD Billions)
    266. BENCHMARKING
    267. OF MAJOR COMPETITORS

    South Korea Racing Games Market Segmentation

    • Racing Games Market By Type (USD Million, 2019-2035)

      • Client Type
      • Web Game Type

     

    • Racing Games Market By Application (USD Million, 2019-2035)

      • Racing Simulators
      • PC
      • Mobile
      • Consoles

     

     

     

     

     

     

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