🎮Game Genre Preferences in the Korean Market | Age-Based Play Patterns and Popular Genre Statistics
- uxrplayer
- 8 hours ago
- 3 min read
Overall Genre Structure of the Korean Gaming Market
Based on actual play data from Korean gamers, the Korean gaming market is not dominated by a single category but shows a multi-layered genre structure where several genres achieve high usage at the same time. Among them, MOBA titles stand out the most: 70.5% of respondents reported playing a MOBA, making it the most widely played genre and effectively the core category that cuts across generations in the Korean gaming market.

MOBA is followed by Battle Royale (55.4%), Casual games (53.0%), Sports & Racing (49.8%), and Real-Time Strategy (RTS, 47.7%). These genres share common traits: real-time responsiveness, competitive play, and fast immersion. They are especially aligned with the play patterns of younger Korean gamers, who tend to value tempo, tension, and team-based competition.
The high penetration of Casual games (53.0%) is also notable. It shows that the Korean gaming market is not only driven by hardcore gamers; rather, light users and core players coexist within the same ecosystem. Mobile accessibility and low entry barriers are key drivers behind the ongoing popularity of casual genres.
RPG-related genres—MMORPG (29.1%), Action RPG (29.8%), and Idle/Auto-Battler/Puzzle RPG (27.0%)—maintain a stable 27–30% share across age groups, supported by a solid user base. These genres are particularly favored by players who value long-term progression and accumulated experience, giving RPGs an influence that goes beyond their raw percentages.
Structural Differences in Genre Consumption by Age Group
When we compare game genre data by age, clear structural differences in genre preferences emerge among Korean gamers.
Ages 18–22 are heavily oriented toward real-time competitive genres. MOBA (77.4%), Battle Royale (64.2%), and RTS (57.9%) all exceed the 50% mark. Casual games (54.7%) also show high participation, while MMORPG usage (12.6%) is comparatively low.
Ages 23–27 represent the broadest and most balanced genre mix. MOBA remains strong at 73.6%, but MMORPG (47.2%) and Action RPG (35.8%) also hold significant shares, indicating strong engagement with progression-based genres. FPS/TPS usage (37.7%) is the highest among all age groups, and Casual games (54.7%) remain stable, creating a balanced, multi-genre structure.
Ages 28+ are characterized by long-term and goal-oriented genres. MMORPG (52.1%) and MOBA (53.4%) are the main pillars, with Real-Time War (43.8%), Action RPG (37.0%), and Sports & Racing (53.4%) all posting relatively high shares. Battle Royale (37.0%) and RTS (34.2%) are lower than in younger groups, while Casual games (47.9%) remain consistently strong.
Key Differences in Genre Structures by Age
The core differences in age-based genre preferences can be summarized as:
18–22: Strongly centered on real-time competitive genres
23–27: A multi-layered mix where competitive, progression, and strategy genres coexist
28+: A structure centered on MMORPGs, war/strategy simulations, and other cumulative-play genres
Although MOBA is the top genre across all age groups, its role differs by segment:It is the clear central genre among 18–22-year-olds, one of several leading genres among 23–27-year-olds, and a stable foundational category among gamers aged 28 and above.
Meanwhile, Casual games maintain around 50% usage in every age group, confirming that they are the most broadly accessible genre in the Korean gaming market.
Conclusion: A Multi-Layered Market Where Age-Based Genre Profiles Coexist
This analysis shows that the Korean gaming market is not a single-genre market but a multi-layered ecosystem with distinct age-based genre profiles. Some segments are driven by competitive, real-time play; others display broad, balanced genre consumption; and older segments lean more toward long-term, progression-focused titles.
Genres like MOBA and Casual form the common backbone across generations, while MMORPGs, strategy, and war simulation titles differentiate segments and enable further market segmentation and genre ecosystem expansion.
For developers, publishers, and marketers targeting the Korean gaming market, understanding these age-specific genre preference patterns is crucial for designing content, targeting players, and positioning games effectively.
Data source:
direct research korea panel n=285(18-22: 55.8%(159), 23-27: 18.6%(53), 28+: 25.6%(73))
Online FW period: 2025.12.3~2025.12.5
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