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2024 대한민국 게임백서 영중문 요약본

2025-04-17 한국콘텐츠진흥원

주요내용

  • 2024 GAME INDUSTRY WHITE PAPER | SUMMARY ENGLISH/中文 | 표지 이미지
  • 2024 대한민국 게임백서 영중문 요약본

    목차

    PART 1. Introduction

    • 1. Gaming Industry Trends in 2023
      • 1-1. A 3.4% YoY Growth in the Domestic Gaming Market in 2023, Amounting to KRW 22.9642 Trillion in Revenues
      • 1-2. Mobile Gaming Market Amounts to KRW 13.6118 trillion, Accounting for 59.3% of the Total Gaming Industry Revenues
      • 1-3. Domestic Game Market Growth Forecast for 2024
      • 1-4. Exports to Reach USD 8,394 Million in 2023, with a 6.5% YoY Decrease
      • 1-5. Korea, Taking a 7.8% Share of the Global Gaming Market
      • 1-6. 1,334 Production/Distribution Companies, 7,773 PC Rooms, 505 Gaming Arcades, and 84,970 Workers
      • 1-7. The Global Game Market in 2023 Grew by 2% YoY
      • 1-8. Downward Trend of Total Game Usage Rate

    PART 2. Key Issues in the Domestic Gaming Industry in 2023

    • 1. Full-Scale Promotion of IP-Centered One-Source Multi-Use (OSMU)
    • 2. Diversification of Genres in the Gaming Industry
    • 3. Structural Changes in the Gaming Industry Post-COVID-19
    • 4. Changes in the Status of e-sports: Gold Medals in the Hangzhou Asian Games
    • 5. Market Changes Centered on Game Users
    • 6. K-Game Companies Investing Overseas
    • 7. The Western Game Market Embracing Cultural Diversity
    • 8. Notice of Regulation of Probability-Based Items and Response of the Gaming Industry
    • 9. Fruits Borne in the Unexplored Field: Console Games

    PART 3. Game Play Charactertistics

    • 1. Overall Game Usage Rate
    • 2. Game Usage Rate by Platform
      • 2-1. PC Game
      • 2-2. Mobile Game
      • 2-3. Console Game
      • 2-4. Arcade Game

    第一章 总论

    • 1. 2023年游戏产业现状
      • 1-1. 2023年韩国游戏市场同比增长3.4%,销售额达到22万9,642亿韩元
      • 1-2. 手机游戏市场规模为13万6,118亿韩元,占全体游戏市场的59.3%
      • 1-3. 2024年韩国游戏市场增长预测
      • 1-4. 2023年出⼝同比减少6.5%,达到83.94亿美元
      • 1-5. 韩国占据世界游戏市场的7.8%
      • 1-6. 制作及发⾏企业1,334家,网吧7,773家,街机游戏厅505家,总从业人 数84,970人
      • 1-7. 2023年世界游戏市场同比仅增长2%
      • 1-8. 全体游戏使⽤率减少趋势

    第二章 2023年韩国游戏产业的主要问题

    • 1. 以IP为中心的多元化商业模式(OSMU)正式启动
    • 2. 游戏产业中的类型多样化趋势
    • 3. 因新冠疫情结束而带来的游戏产业结构性变化
    • 4. 电子竞技地位的变化: 杭州亚运会⾦牌
    • 5. 以游戏用户为中心的市场变化
    • 6. 进军海外投资的韩国游戏公司
    • 7. 容纳⽂化多样性的⻄⽅游戏市场
    • 8. 概率型物品监管预告与游戏⾏业的应对
    • 9. 在主机游戏不⽑之地结出的硕果

    PART 3. Game Play Charactertistics

    • 1. 全体游戏使用率
    • 2. 各平台游戏使用率
      • 2-1. 电脑游戏
      • 2-2. 手机游戏
      • 2-3. 主机游戏
      • 2-4. 街机游戏

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