Sales of gaming Monitor in Korea are poised to surge at a 7.9% CAGR through 2033. The overall demand for gaming Monitor in the country is set to rise considerably, crossing a valuation of US$ 232.6 million in 2023. By 2033, gaming monitor industry in Korea is likely to achieve a valuation of US$ 499.2 million.
Key Trends to Bolster Revenues through 2033:
Attributes | Details |
---|---|
Industry Size in Korea in 2023 | US$ 232.6 million |
Expected Industry Size of Korea by 2033 | US$ 499.2 million |
Forecasted CAGR between 2023 to 2033 | 7.9% |
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The demand outlook for gaming Monitor in Korea suggests VA panels are widely preferred and it acquires 53.4% of industry shares in 2023.
Leading Panel Type for Gaming Monitor in Korea | Total Value Share (2023) |
---|---|
VA Panel | 53.4% |
The rising popularity of curved VA panel displays, which provide an immersive gaming experience, corresponds with Korean gamers' need for more immersion and engagement. The curved display enhances the gaming experience, leading to increased consumer demand for VA panel displays.
In comparison to premium display technologies such as OLED or Mini-LED, the competitive price approach used for VA panel displays increases their economic attractiveness. This is particularly prevalent among budget-conscious customers and mainstream gaming enthusiasts in Korea.
The availability of HDR capability corresponds with the growing demand for top-tier visual quality, reinforcing the commercial position and consumer appeal of VA panel displays in Korea. Recently, Samsung unveiled its latest flagship display at the Gamescom 2023 in South Korea. The new Samsung Odyssey Neo G9 is the world’s first dual UHD curved gaming monitor. It flaunts an ultra-wide 75-inch screen equivalent to two 4K displays with a 240 Hz refresh rate.
The sales outlook for gaming Monitor in Korea suggests online stores are widely preferred and it captures 63.5% of industry shares as of 2023.
Leading Sales Channel for Gaming Monitor in Korea | Total Value Share (2023) |
---|---|
Online Stores | 63.5% |
Online retailers excel at delivering hassle-free home delivery services, eliminating the need for clients to visit physical stores or handle the shipping of bulky gaming Monitor. This convenience is particularly advantageous for larger and heavier display systems. The convenience factor is crucial for gamers, who may engage in e-sports contests or broadcasting activities after regular store hours.
The digital retail environment enables access to user-generated reviews and ratings, offering potential purchasers real-world insights into gaming monitor performance and quality. This level of transparency and validation has a significant impact on purchasing decisions.
The gaming monitor industry in Korea is extremely competitive, with both global and regional firms contending for industry share. ASUS, Acer, LG Electronics, Samsung, BenQ, ViewSonic, and I-O Data are among the key competitors. Product differentiation and innovation are critical for firms to remain competitive, with companies constantly offering sophisticated features such as high refresh rates and HDR compatibility. Partnerships and cooperation with stakeholders in the gaming industry provide the way to exclusive offers and growth in the sector. The competitive environment also has a global dimension, with Korea-based producers contending with global competition.
Strategies for Key Players to Tap into Potential Growth Opportunities
Recent Developments Observed in Gaming Monitor in Korea
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Attribute | Details |
---|---|
Estimated Industry Size in 2023 | US$ 232.6 million |
Projected Industry Size by 2033 | US$ 499.2 million |
Anticipated CAGR between 2023 to 2033 | 7.9% CAGR |
Historical Analysis of Demand for Gaming Monitor in Korea | 2018 to 2022 |
Demand Forecast for Gaming Monitor in Korea | 2023 to 2033 |
Report Coverage | Industry Size, Industry Trends, Analysis of key factors influencing Gaming Monitor Adoption in Korea, Insights on Global Players and their Industry Strategy in Korea, Ecosystem Analysis of Local and Regional Korean Manufacturers |
Key Cities Analyzed While Studying Opportunities in Gaming Monitor in Korea | South Gyeongsang, North Jeolla, South Jeolla, Jeju |
Key Companies Profiled | LG Electronics; Samsung; Acer; ASUS; BenQ; ViewSonic; I-O Data; MSI; AOC; Dell; Alienware; HP; Philips; NEC; EIZO; Pixio; ZOWIE by BenQ; DELL Alienware |
The expected CAGR for gaming Monitor in Korea through 2033 stands at a remarkable rate of 7.9%.
Anticipated demand for gaming monitor in Korea is projected to reach US$ 499.2 million by 2033.
Immersive gaming trends influence the demand for ultra-wide and curved gaming Monitor in Korea.
Gaming monitor manufacturers emphasize product innovation by incorporating cutting-edge technologies.
VA panels are highly preferred in the gaming monitor industry in Korea.
1. Executive Summary 1.1. Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Product Life Cycle Analysis 3.5. Supply Chain Analysis 3.5.1. Supply Side Participants and their Roles 3.5.1.1. Producers 3.5.1.2. Mid-Level Participants (Traders/ Agents/ Brokers) 3.5.1.3. Wholesalers and Distributors 3.5.2. Value Added and Value Created at Node in the Supply Chain 3.5.3. List of Raw Material Suppliers 3.5.4. List of Existing and Potential Buyer’s 3.6. Investment Feasibility Matrix 3.7. Value Chain Analysis 3.7.1. Profit Margin Analysis 3.7.2. Wholesalers and Distributors 3.7.3. Retailers 3.8. PESTLE and Porter’s Analysis 3.9. Regulatory Landscape 3.9.1. By Key Regions 3.10. Regional Parent Market Outlook 3.11. Production and Consumption Statistics 3.12. Import and Export Statistics 4. Industry Analysis and Outlook 2018 to 2022 and Forecast, 2023 to 2033 4.1. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis, 2018 to 2022 4.2. Current and Future Market Size Value (US$ Million) & Volume (Unit) Projections, 2023 to 2033 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033, By Panel Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis By Panel Type, 2018 to 2022 5.3. Current and Future Market Size Value (US$ Million) & Volume (Unit) Analysis and Forecast By Panel Type, 2023 to 2033 5.3.1. IPS Panel Gaming Monitors 5.3.2. TN Panel Gaming Monitors 5.3.3. VA Panel Gaming Monitors 5.4. Y-o-Y Growth Trend Analysis By Panel Type, 2018 to 2022 5.5. Absolute $ Opportunity Analysis By Panel Type, 2023 to 2033 6. Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033, By Screen Size 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis By Screen Size, 2018 to 2022 6.3. Current and Future Market Size Value (US$ Million) & Volume (Unit) Analysis and Forecast By Screen Size, 2023 to 2033 6.3.1. Less than 27 inches 6.3.2. 27-32 inches 6.3.3. More than 32 inches 6.4. Y-o-Y Growth Trend Analysis By Screen Size, 2018 to 2022 6.5. Absolute $ Opportunity Analysis By Screen Size, 2023 to 2033 7. Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033, By Sales Channel 7.1. Introduction / Key Findings 7.2. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis By Sales Channel, 2018 to 2022 7.3. Current and Future Market Size Value (US$ Million) & Volume (Unit) Analysis and Forecast By Sales Channel, 2023 to 2033 7.3.1. Online Stores 7.3.2. Offline Stores 7.4. Y-o-Y Growth Trend Analysis By Sales Channel, 2018 to 2022 7.5. Absolute $ Opportunity Analysis By Sales Channel, 2023 to 2033 8. Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033, By End-user 8.1. Introduction / Key Findings 8.2. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis By End-user, 2018 to 2022 8.3. Current and Future Market Size Value (US$ Million) & Volume (Unit) Analysis and Forecast By End-user, 2023 to 2033 8.3.1. Consumer 8.3.2. Commercial 8.4. Y-o-Y Growth Trend Analysis By End-user, 2018 to 2022 8.5. Absolute $ Opportunity Analysis By End-user, 2023 to 2033 9. Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033, By Region 9.1. Introduction 9.2. Historical Market Size Value (US$ Million) & Volume (Unit) Analysis By Region, 2018 to 2022 9.3. Current Market Size Value (US$ Million) & Volume (Unit) Analysis and Forecast By Region, 2023 to 2033 9.3.1. South Gyeongsang 9.3.2. North Jeolla 9.3.3. South Jeolla 9.3.4. Jeju 9.3.5. Rest of Korea 9.4. Market Attractiveness Analysis By Region 10. South Gyeongsang Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033 10.1. Historical Market Size Value (US$ Million) & Volume (Unit) Trend Analysis By Market Taxonomy, 2018 to 2022 10.2. Market Size Value (US$ Million) & Volume (Unit) Forecast By Market Taxonomy, 2023 to 2033 10.2.1. By Panel Type 10.2.2. By Screen Size 10.2.3. By Sales Channel 10.2.4. By End-user 10.3. Market Attractiveness Analysis 10.3.1. By Panel Type 10.3.2. By Screen Size 10.3.3. By Sales Channel 10.3.4. By End-user 10.4. Key Takeaways 11. North Jeolla Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033 11.1. Historical Market Size Value (US$ Million) & Volume (Unit) Trend Analysis By Market Taxonomy, 2018 to 2022 11.2. Market Size Value (US$ Million) & Volume (Unit) Forecast By Market Taxonomy, 2023 to 2033 11.2.1. By Panel Type 11.2.2. By Screen Size 11.2.3. By Sales Channel 11.2.4. By End-user 11.3. Market Attractiveness Analysis 11.3.1. By Panel Type 11.3.2. By Screen Size 11.3.3. By Sales Channel 11.3.4. By End-user 11.4. Key Takeaways 12. South Jeolla Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033 12.1. Historical Market Size Value (US$ Million) & Volume (Unit) Trend Analysis By Market Taxonomy, 2018 to 2022 12.2. Market Size Value (US$ Million) & Volume (Unit) Forecast By Market Taxonomy, 2023 to 2033 12.2.1. By Panel Type 12.2.2. By Screen Size 12.2.3. By Sales Channel 12.2.4. By End-user 12.3. Market Attractiveness Analysis 12.3.1. By Panel Type 12.3.2. By Screen Size 12.3.3. By Sales Channel 12.3.4. By End-user 12.4. Key Takeaways 13. Jeju Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033 13.1. Historical Market Size Value (US$ Million) & Volume (Unit) Trend Analysis By Market Taxonomy, 2018 to 2022 13.2. Market Size Value (US$ Million) & Volume (Unit) Forecast By Market Taxonomy, 2023 to 2033 13.2.1. By Panel Type 13.2.2. By Screen Size 13.2.3. By Sales Channel 13.2.4. By End-user 13.3. Market Attractiveness Analysis 13.3.1. By Panel Type 13.3.2. By Screen Size 13.3.3. By Sales Channel 13.3.4. By End-user 13.4. Key Takeaways 14. Rest of Industry Analysis and Outlook 2018 to 2022 and Forecast 2023 to 2033 14.1. Historical Market Size Value (US$ Million) & Volume (Unit) Trend Analysis By Market Taxonomy, 2018 to 2022 14.2. Market Size Value (US$ Million) & Volume (Unit) Forecast By Market Taxonomy, 2023 to 2033 14.2.1. By Panel Type 14.2.2. By Screen Size 14.2.3. By Sales Channel 14.2.4. By End-user 14.3. Market Attractiveness Analysis 14.3.1. By Panel Type 14.3.2. By Screen Size 14.3.3. By Sales Channel 14.3.4. By End-user 14.4. Key Takeaways 15. Market Structure Analysis 15.1. Competition Dashboard 15.2. Competition Benchmarking 15.3. Market Share Analysis of Top Players 15.3.1. By Regional 15.3.2. By Panel Type 15.3.3. By Screen Size 15.3.4. By Sales Channel 15.3.5. By End-user 16. Competition Analysis 16.1. Competition Deep Dive 16.1.1. LG Electronics 16.1.1.1. Overview 16.1.1.2. Product Portfolio 16.1.1.3. Profitability by Market Segments 16.1.1.4. Sales Footprint 16.1.1.5. Strategy Overview 16.1.1.5.1. Marketing Strategy 16.1.1.5.2. Product Strategy 16.1.1.5.3. Channel Strategy 16.1.2. Samsung Electronics Co. Ltd. 16.1.2.1. Overview 16.1.2.2. Product Portfolio 16.1.2.3. Profitability by Market Segments 16.1.2.4. Sales Footprint 16.1.2.5. Strategy Overview 16.1.2.5.1. Marketing Strategy 16.1.2.5.2. Product Strategy 16.1.2.5.3. Channel Strategy 16.1.3. Kortek 16.1.3.1. Overview 16.1.3.2. Product Portfolio 16.1.3.3. Profitability by Market Segments 16.1.3.4. Sales Footprint 16.1.3.5. Strategy Overview 16.1.3.5.1. Marketing Strategy 16.1.3.5.2. Product Strategy 16.1.3.5.3. Channel Strategy 16.1.4. Dell Inc. 16.1.4.1. Overview 16.1.4.2. Product Portfolio 16.1.4.3. Profitability by Market Segments 16.1.4.4. Sales Footprint 16.1.4.5. Strategy Overview 16.1.4.5.1. Marketing Strategy 16.1.4.5.2. Product Strategy 16.1.4.5.3. Channel Strategy 16.1.5. AOC Systems Incorporated 16.1.5.1. Overview 16.1.5.2. Product Portfolio 16.1.5.3. Profitability by Market Segments 16.1.5.4. Sales Footprint 16.1.5.5. Strategy Overview 16.1.5.5.1. Marketing Strategy 16.1.5.5.2. Product Strategy 16.1.5.5.3. Channel Strategy 16.1.6. Lenovo Group Limited 16.1.6.1. Overview 16.1.6.2. Product Portfolio 16.1.6.3. Profitability by Market Segments 16.1.6.4. Sales Footprint 16.1.6.5. Strategy Overview 16.1.6.5.1. Marketing Strategy 16.1.6.5.2. Product Strategy 16.1.6.5.3. Channel Strategy 16.1.7. Acer Inc. 16.1.7.1. Overview 16.1.7.2. Product Portfolio 16.1.7.3. Profitability by Market Segments 16.1.7.4. Sales Footprint 16.1.7.5. Strategy Overview 16.1.7.5.1. Marketing Strategy 16.1.7.5.2. Product Strategy 16.1.7.5.3. Channel Strategy 16.1.8. MICRO-STAR INTERNATIONAL CO. LTD. 16.1.8.1. Overview 16.1.8.2. Product Portfolio 16.1.8.3. Profitability by Market Segments 16.1.8.4. Sales Footprint 16.1.8.5. Strategy Overview 16.1.8.5.1. Marketing Strategy 16.1.8.5.2. Product Strategy 16.1.8.5.3. Channel Strategy 16.1.9. Qisda Corporation 16.1.9.1. Overview 16.1.9.2. Product Portfolio 16.1.9.3. Profitability by Market Segments 16.1.9.4. Sales Footprint 16.1.9.5. Strategy Overview 16.1.9.5.1. Marketing Strategy 16.1.9.5.2. Product Strategy 16.1.9.5.3. Channel Strategy 16.1.10. SCEPTRE Inc. 16.1.10.1. Overview 16.1.10.2. Product Portfolio 16.1.10.3. Profitability by Market Segments 16.1.10.4. Sales Footprint 16.1.10.5. Strategy Overview 16.1.10.5.1. Marketing Strategy 16.1.10.5.2. Product Strategy 16.1.10.5.3. Channel Strategy 16.1.11. ViewSonic Corporation 16.1.11.1. Overview 16.1.11.2. Product Portfolio 16.1.11.3. Profitability by Market Segments 16.1.11.4. Sales Footprint 16.1.11.5. Strategy Overview 16.1.11.5.1. Marketing Strategy 16.1.11.5.2. Product Strategy 16.1.11.5.3. Channel Strategy 16.1.12. Gigabyte Technology 16.1.12.1. Overview 16.1.12.2. Product Portfolio 16.1.12.3. Profitability by Market Segments 16.1.12.4. Sales Footprint 16.1.12.5. Strategy Overview 16.1.12.5.1. Marketing Strategy 16.1.12.5.2. Product Strategy 16.1.12.5.3. Channel Strategy 17. Assumptions & Acronyms Used 18. Research Methodology
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