2023 · +7.8% year-over-year growth
2025 · Compound annual growth rate (CAGR) of 23.1%
2025 projection · ASO World
Growth Trend of the Korean Esports Market
※ Figures for 2021 and 2022 are estimates; the 2024 figure is a converted estimate based on Statista.
Current State of the Gyeonggi Northern Region
Sources: Korea Creative Content Agency (KOCCA), Grand View Research, Korea eSports Association, International Olympic Committee (IOC)
Chapter 1Overview and Definition of the Esports Market
Esports (Electronic Sports) refers to sporting activity in which players compete against one another through computer and network-based games. What began as a simple leisure activity has grown into an independent industry with hundreds of millions of fans worldwide.
In Korea, the industry is institutionalized under the jurisdiction of the Ministry of Culture, Sports and Tourism pursuant to the "Act on the Promotion of Esports (Electronic Sports)" (enacted in 2012), with the Korea eSports Association (KeSPA) serving as the official governing body. Korea established itself as the "mecca of esports" on the foundation of the PC-bang culture of the late 1990s and the StarCraft boom of the early 2000s, and has maintained its status as the sport's country of origin through subsequent titles such as League of Legends (LoL) and PUBG: Battlegrounds.
Domestic Market Size and Growth Trend
According to the "2024 Esports Survey" published by the Korea Creative Content Agency (KOCCA) in January 2025, the domestic esports industry reached ₩256.9 billion in 2023, growing 7.8% from the previous year (₩238.3 billion).
| Year | Market Size | YoY Growth | Notes |
|---|---|---|---|
| 2021 | ₩140 billion | - | Estimate |
| 2022 | ₩238 billion | +70% | Estimate |
| 2023 | ₩256.9 billion | +7.8% | Official KOCCA figure |
| 2024 | Est. ₩400 billion | Est. +55% | Converted estimate based on Statista |
Global Market Status and Korea's Standing
| Research Firm | 2025 Market Size | Forecast | Notes |
|---|---|---|---|
| Deloitte | Approx. $8.1 billion | $48 billion by 2034 | Broad estimate including gaming |
| Grand View Research | $2.64 billion | $7.46 billion by 2030 | CAGR 23.1% |
| Statista | Approx. $4.3 billion | $5.7 billion by 2028 | CAGR 7.1% |
| ASO World | Approx. $3.0 billion | CAGR 19% | Narrow esports definition |
Beyond sheer market size, what matters most for Korea is its standing as a content-producing nation. According to the Korea eSports Association's "Study on the Economic Impact of Esports Tournaments and Expanding Tax Benefits" (February 2026), the 2023 League of Legends World Championship held in Busan and Seoul generated approximately ₩740 billion in production-inducing effects, with direct consumer spending by domestic (out-of-region) and overseas spectators estimated at about ₩190.6 billion. As the International Olympic Committee (IOC) prepares to host the first Olympic Esports Games in 2027, the sportification and institutional integration of esports is also accelerating.
Status of Gyeonggi Province and the Gyeonggi Northern Region
| Event Name | Timing | Notes |
|---|---|---|
| 2025 Gyeonggi Province National Youth Esports Competition | 2025 | Hosted by the Gyeonggi Esports Association |
| 2025 Gyeonggi Province International Esports Festival | 2025 | International scale |
| Gyeonggi Northern Esports x Game Festival in Yangju | Held on May 16, 2026 | Yangju's first esports event ★ |
Opportunities and Gaps in the Gyeonggi Northern Region
Although the Gyeonggi Northern region — including Uijeongbu, Yangju, Pocheon, Dongducheon, Namyangju, Guri, Gapyeong, Yangpyeong, Paju, and Goyang Special City (Ilsan) — is close to the Seoul metropolitan area, it severely lacks core infrastructure such as dedicated esports arenas and specialized academies.
| Category | Current Status | Opportunity |
|---|---|---|
| Dedicated Arenas | Core infrastructure lacking | Eligible to apply for facility designation |
| Youth Academies | Early stage | Can be established in partnership with local government |
| Corporate Sponsorship | Weak connections | Demand exists for MZ-generation marketing |
| Local Media | Limited coverage | Potential partnership with News21 |
| 2026 Festival | Held May 16 | Ecosystem-building momentum underway ✓ |
Revenue Structure and Structural Challenges
| Revenue Source | Share | Characteristics |
|---|---|---|
| Sponsorship & Advertising | 40%+ | Largest revenue source |
| Media Rights | 15–20% | Broadcasting fees and streaming contracts |
| Publisher Royalties | 10–15% | Revenue sharing from game publishers |
| Ticketing & Offline | 10% | Tournament attendance and merchandise sales |
| Digital Merchandising | 10% | A growing category |
Three Structural Problems
▶ IP Dependency: Game publishers own all IP rights, leaving teams with no recourse if a league is discontinued
▶ Revenue Concentration: Sponsorships are concentrated on a small number of top teams, leaving small and mid-sized teams chronically in deficit
▶ Declining Broadcasting Rights: Total broadcasting rights revenue for game publishers plunged from ₩9 billion to ₩5 billion (KOCCA, 2024)
Status of Government Support Policy
The legal foundation for the promotion of domestic esports is the "Act on the Promotion of Esports (Electronic Sports)" (enacted 2012), under which the Ministry of Culture, Sports and Tourism oversees the establishment of promotion plans and support programs.
| Support Program | Managing Agency | Support Details |
|---|---|---|
| Esports Facility Designation Program | Ministry of Culture, Sports and Tourism / Korea eSports Association | Designating PC-bang arenas, dispatching referees, producing promotional materials |
| Esports Sport-Category Development Support | Gyeonggi Province / Gyeonggi Content Agency | Consulting, broadcasting, and promotional support |
| Youth Esports Academies | Individual local governments | Career-linked practical training |
| Provincial/City Esports Association Support | Korea eSports Association | Support for operating regional associations |
Future Outlook and Opportunities for the Gyeonggi Northern Region
The global esports market is projected to grow from $2.64 billion in 2025 to $7.46 billion in 2030, an average annual growth rate of 23.1%. The domestic market is also expected to grow at an average annual rate of 6.95%, from approximately ₩400 billion in 2024 to approximately ₩500 billion in 2028, based on Statista figures.
Three Growth Drivers — (1) The IOC Olympic Esports Games (2027); (2) Expanding global viewership (from approximately 435 million in 2020 to a projected 640 million in 2025, ASO World); (3) Esports becoming mainstream culture for the MZ generation, and the revitalization of sponsorships and partnerships as brand trust recovers
Phased Implementation Strategy for the Gyeonggi Northern Region
References
- Korea Creative Content Agency, "2024 Esports Survey," January 2025
- Grand View Research, Global Esports Market Report, 2025
- Korea eSports Association, "Study on the Economic Impact of Esports Tournaments and Expanding Tax Benefits," February 2026
- Gyeonggi Esports Association official website (gesports.kr)
- Dongyang University Gyeonggi RISE Project Group press release, May 27, 2026
- ASO World, Global Esports Market Report, 2025
- Statista, Domestic Esports Market Outlook, 2025
- Deloitte Korea, Analysis and Outlook of the Esports Industry, 2025
This report was prepared by Correspondent Ham Kwang-geun (News21 Communications) based on official statistical data. Unauthorized commercial distribution is prohibited.