UX in Games to Win in Korea

9 September

Asia is the top gaming market, generating $84 billion in 2024, in this article we explore how each market's unique rules affect game success.

4 min read

Asia remains the powerhouse of the global gaming economy, with an estimated $84 billion in in-game revenue generated in 2024. China continues to dominate at nearly $49 billion, followed by Japan at $20 billion and South Korea at $6 billion. These markets may sit side by side, but they play by very different rules and it’s the nuances that decide whether a game succeeds or fails.

Why Korea Trips Up Western Studios

In my work at Duamentes, I often see Western studios underestimate Korea. They apply global strategies, hoping for scale, but overlook how uniquely Korean the gaming ecosystem still is. Korea is one of the rare markets where PC cafés, PC bangs remain central to discovery. Esports stars shape adoption as much as advertising. And players expect faster content updates than Western live-ops teams usually deliver.

Winning here requires more than translation. It means adapting gameplay balance, community features, and live-ops cycles to local expectations. Without that, studios risk launching into silence.

Asia at a Glance: Three Giants, Three Playbooks

  • Korea: Dual focus on PC and mobile, with FPS, MMORPG, and auto-battlers leading the charge.

  • Japan: A mobile-first culture where handheld consoles and JRPG, puzzle, and narrative genres dominate.

  • China: Mobile-driven at scale, trending toward strategy, gacha, RPG, and MOBAs.


Monetization diverges just as sharply. Korea responds to cosmetics, skins, and battle passes; Japan remains gacha-heavy, tied to character affinity; and China sustains volume through bundles and repeat IAPs. UX reflects these contrasts: sleek speed in Korea, narrative clarity in Japan, and dense, high-intensity loops in China.

Korea’s Market Logic: Prestige, Speed, and Presence

Korea’s gaming culture is defined by competition and prestige. The cultural concept of 엄친아 “the perfect peer your mom compares you to” captures how much status and recognition matter. Cosmetic items, limited-edition skins, and visible achievements aren’t just revenue streams; they’re central to how players flex identity.

This translates directly into ARPU, projected to reach $369 by 2029. But spending happens only if the UX is flawless. In Korea, performance equals trust. A sluggish UI is read as unprofessional, and players will abandon even a strong concept if execution lags. Dedicated servers, ultra-low latency, and snappy feedback are the baseline, not differentiators.


What Works in Korea

  • Optimization First: Riot set the standard with flawless hit registration and near-instant feedback. Korean players now expect that precision from every title.

  • Physical Visibility: Campaigns must saturate Seoul with banners, metro ads, and mall activations. If players don’t see you offline, they won’t look for you online.

  • Local Channels: Community must live on Naver, DC Inside, Soop, and Discord not just global platforms.

  • PC Bang Programs: Discovery still runs through these spaces. If your game isn’t there with exclusive bonuses, it risks invisibility.

Design details matter too. In Korea, ornamental richness in UI elements that may not carry functional weight but enhance atmosphere contributes to the sense of polish players demand. Games that “feel Korean” are defined by speed, prestige, and competitive clarity.

The Bottom Line

Studios that port global playbooks into Korea without re-engineering the experience are effectively betting against the market. To win, teams must embrace how Koreans actually play, spend, and compete. That means optimization before launch, community built on local platforms, and campaigns designed for physical as well as digital visibility.

Korea rewards polish, speed, and cultural resonance. For studios willing to meet that standard, the payoff is not only growth in one of the world’s most demanding markets, but also a benchmark that raises the bar for global success.

Maria Amirkhanyan
Game UX Strategist and Head of Gaming Division at Duamentes