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Market Report · As of June 2025

Gyeonggi Northern Esports Market Trends Analysis

An analysis of opportunities for building an esports ecosystem, with strategic recommendations for the Gyeonggi Northern region. Written by: Correspondent Ham Kwang-geun (News21) · Data as of: June 2025 · Based on official statistical data.

2025 Korea Esports Market Report
Opportunity Analysis for the Gyeonggi Northern Region
₩256.9 billion
Domestic esports market size
2023 · +7.8% year-over-year growth
$2.64 billion
Global esports market size
2025 · Compound annual growth rate (CAGR) of 23.1%
640 million
Global esports viewers
2025 projection · ASO World

Growth Trend of the Korean Esports Market

₩140 billion
2021
₩238 billion
2022
₩256.9 billion
2023
₩400 billion
2024 (est.)

※ Figures for 2021 and 2022 are estimates; the 2024 figure is a converted estimate based on Statista.

Current State of the Gyeonggi Northern Region

Dedicated Arenas
Core infrastructure lacking → opportunity to apply for facility designation
Youth Academies
Early stage → opportunity to establish in partnership with local government
2026 Gyeonggi Northern Esports x Game Festival in Yangju
Held on May 16, 2026 → achievement as Yangju's first esports event
🔄
IOC Olympic Esports Games
First edition being prepared for 2027 → opportunity for sportification and institutional integration

Sources: Korea Creative Content Agency (KOCCA), Grand View Research, Korea eSports Association, International Olympic Committee (IOC)

Overview 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).

YearMarket SizeYoY GrowthNotes
2021₩140 billion-Estimate
2022₩238 billion+70%Estimate
2023₩256.9 billion+7.8%Official KOCCA figure
2024Est. ₩400 billionEst. +55%Converted estimate based on Statista
Profitability Structure Issues — T1 recorded revenue of ₩32.8 billion in 2023, but operating expenses reached ₩44.8 billion due to rising team operation and global marketing costs, resulting in an operating loss of approximately ₩12 billion. Total broadcasting rights revenue for domestic game publishers also plunged from ₩9 billion to around ₩5 billion, leaving structural improvement of the revenue model as a common challenge across the industry.

Global Market Status and Korea's Standing

Research Firm2025 Market SizeForecastNotes
DeloitteApprox. $8.1 billion$48 billion by 2034Broad estimate including gaming
Grand View Research$2.64 billion$7.46 billion by 2030CAGR 23.1%
StatistaApprox. $4.3 billion$5.7 billion by 2028CAGR 7.1%
ASO WorldApprox. $3.0 billionCAGR 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 NameTimingNotes
2025 Gyeonggi Province National Youth Esports Competition2025Hosted by the Gyeonggi Esports Association
2025 Gyeonggi Province International Esports Festival2025International scale
Gyeonggi Northern Esports x Game Festival in YangjuHeld on May 16, 2026Yangju'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.

CategoryCurrent StatusOpportunity
Dedicated ArenasCore infrastructure lackingEligible to apply for facility designation
Youth AcademiesEarly stageCan be established in partnership with local government
Corporate SponsorshipWeak connectionsDemand exists for MZ-generation marketing
Local MediaLimited coveragePotential partnership with News21
2026 FestivalHeld May 16Ecosystem-building momentum underway ✓

Revenue Structure and Structural Challenges

Revenue SourceShareCharacteristics
Sponsorship & Advertising40%+Largest revenue source
Media Rights15–20%Broadcasting fees and streaming contracts
Publisher Royalties10–15%Revenue sharing from game publishers
Ticketing & Offline10%Tournament attendance and merchandise sales
Digital Merchandising10%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 ProgramManaging AgencySupport Details
Esports Facility Designation ProgramMinistry of Culture, Sports and Tourism / Korea eSports AssociationDesignating PC-bang arenas, dispatching referees, producing promotional materials
Esports Sport-Category Development SupportGyeonggi Province / Gyeonggi Content AgencyConsulting, broadcasting, and promotional support
Youth Esports AcademiesIndividual local governmentsCareer-linked practical training
Provincial/City Esports Association SupportKorea eSports AssociationSupport 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

Short-Term
2026
Establish branch · Participate in the festival · Host first tournament
Goal: Establish a formal organization
Mid-Term
2027–2028
Regular league · Academy · 5 corporate sponsors
Goal: Monthly revenue of ₩1 million+
Long-Term
2029+
Dedicated arena · National-scale tournament · Media channel
Goal: Complete regional hub

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.