Korean Users Spent 2 Trillion Won on Mobile Games
South Korean consumers spent approximately $1.55 billion (about 2 trillion KRW) on mobile games in the first quarter of this year. This marks the highest quarterly spending ever recorded.
On the 9th, mobile data analytics platform Data.ai revealed this in its "2023 Q1 Mobile Games Report." According to the report, domestic consumers' spending on mobile game apps increased by 15% compared to the same period last year and by 18% compared to the previous quarter. The total number of game app downloads in Q1 was 140 million, a 9% increase from the previous quarter.
In terms of spending rankings, "Lineage M" maintained its top position following Q4 of last year, followed by "Odin: Valhalla Rising," "Lineage W," "Lineage 2M," and "Genshin Impact." For monthly active users (MAU), the metaverse game "Roblox" ranked first, with casual games such as "TangTang Special Forces," "Pok?mon GO," "Brawl Stars," and "Infinite Stairs" also ranking highly.
The report explained, "The 'Lineage' series, along with titles released in the second half of last year such as 'Goddess of Victory: NIKKE' and 'HIT 2,' have consistently gained popularity, driving revenue growth in the mobile market," adding that "this indicates that the South Korean mobile market has recovered from the economic downturn."
Hot Picks Today
"How Much Will They Get?" 600 Million vs. 460 Million vs. 160 Million... Samsung Electronics DS Division's 'Three Wallets Under One Roof'
- Opening a Bank Account in Korea Is Too Difficult..."Over 150,000 Won in Notarization Fees Just for a Child's Account and Debit Card" [Foreigner K-Finance Status]②
- Kim Young-hoon, the Problem Solver Who Averted Samsung Electronics' General Strike... Breakthrough Achieved Through the Power of Dialogue
- Room Prices Soar from 60,000 to 760,000 Won and Sudden Cancellations: "We Won't Even Buy Water in Busan" — BTS Fans Outraged
- "Who Is Visiting Japan These Days?" The Once-Crowded Tourist Spots Empty Out... What's Happening?
The global app market has also entered a growth phase. According to the report, global consumer spending in app markets reached $33.9 billion (about 45 trillion KRW) in the first quarter of this year, setting a new record. Of this, game apps accounted for approximately $21 billion (28 trillion KRW), representing about 60% of the total.
© The Asia Business Daily(www.asiae.co.kr). All rights reserved.