Gaming Participation Falls to Record Low as Streaming and Short-Form Content Surge | Be Korea-savvy

Gaming Participation Falls to Record Low as Streaming and Short-Form Content Surge


Fewer Koreans Play Games as Streaming and Short Videos Gain Ground (Image supported by ChatGPT)

Fewer Koreans Play Games as Streaming and Short Videos Gain Ground (Image supported by ChatGPT)

SEOUL, Dec. 23 (Korea Bizwire) — The share of South Koreans who play video games has fallen to its lowest level on record, underscoring a rapid shift in leisure habits as streaming platforms and short-form video content gain dominance, according to a new government-backed survey.

A nationwide study released Monday by Korea Creative Content Agency found that just 50.2 percent of Koreans aged 10 to 69 played games in 2025, down sharply from 59.9 percent a year earlier. The figure marks the lowest gaming participation rate since the agency began tracking the data in 2015.

Gaming usage had remained largely in the 60 to 70 percent range for most of the past decade and climbed during the pandemic, peaking at 74.4 percent in 2022, when nearly three in four Koreans reported playing games. But participation dropped to 62.9 percent in 2023 after social distancing ended and fell further this year to near the 50 percent threshold.

Among former players who no longer game, the most commonly cited reason was a lack of time, followed by waning interest and the discovery of alternative leisure activities. Of those who said they had replaced gaming with other pastimes, more than 86 percent pointed to viewing-focused entertainment such as over-the-top streaming services, movies and television, highlighting the growing pull of on-demand video and short-form content.

Video streaming service YouTube has been the most used mobile app in South Korea for an entire year of 2024. Elderly Viewers Increasingly Prefer YouTube News

Video streaming service YouTube has been the most used mobile app in South Korea for an entire year of 2024. Elderly Viewers Increasingly Prefer YouTube News

Mobile gaming remained the dominant platform, used by nearly 90 percent of gamers, though usage declined slightly from last year. By contrast, PC and console gaming recorded modest increases, suggesting a more polarized market in which casual play is shrinking while more dedicated segments remain resilient.

Average annual spending per user varied widely by platform, with console gamers spending the most, followed by PC and mobile users.

The survey also explored public awareness of artificial intelligence in game development for the first time. About half of respondents said they were aware that AI technologies are being used in games, and nearly 70 percent viewed their impact positively, reflecting cautious optimism about AI’s role in shaping future gaming experiences.

The findings point to a structural shift in Korea’s digital entertainment landscape, as the country’s once-dominant gaming culture faces growing competition from streaming-driven forms of consumption under the Democratic Party–led government’s broader push to adapt cultural industries to changing media habits.

Kevin Lee (kevinlee@koreabizwire.com) 

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