21

JP and KR accessibility to PC (warning, allat)

Comments:
Threaded Linear
#1
RA621H

After watching VCJ and conversations concerning imports, I've got curious about the differences between Korean and Japanese gaming culture. So I dug up some data to compare the PC-gaming related statistics of both countries. The sources I've used are from Ministry of Internal Affairs and Communications of Japan, Statistics Korea, JEITA, Famitsu gaming white paper, Korea Creative Content Agency gaming white paper, etc. Basically, only reliable sources.

First off, one data that might surprise you is that the difference in PC ownership of individual households between South Korea and Japan isn’t that big. From 2010 to 2023, the year with the biggest difference was 2012, when 75,8% of Japanese households owned a PC, whereas it was 82,3% of the households in Korea. The gap quickly narrowed after that. This was likely influenced by the fact that the smartphones became mainstream much faster in Korea than in Japan. There were also years like 2013 and 2018, when there were more Japanese households that owned a PC than Korean ones. Of course, these statistics should be considered with standard deviation in mind, but it tells you the general picture

So, if there ain't much difference in terms of amount of households that owns a PC, where does the difference arise? The issue lies in the PC ownership by generation. When it comes to Japanese Gen Z, only 27,8% owns a PC, and even if we only count male population, who in general tend to play games more, the number only slightly goes up to 31,8%. Furthermore, Gen Alpha are exposed to smartphones even faster than the previous generations, so naturally, it should be expected that when they enter their 20s, their PC ownership rate will be even lower than that of Gen Z.

On the other hand, younger generation of Korea has a much better accessibility to PC. The PC ownership rate for those under 20 is 90,4%, followed by 81,1% for those in their 20s and 74,6% for those in their 30s. This is a huge contrast to Japan, and if you consider the PC bang culture in Korea, younger generation's accessibility to PC between the two countries is basically incomparable. Add to that, from my personal experience, Japanese parents are very hesitant towards letting their kids use a PC, let alone buy one, before they are at least in highschool. I've not met a single Japanese who's got into PC gaming before becoming entering middle school, unless they have a older sibling that already played PC games. Most of the times, if you let your kids play video games, it's a Nintendo game.

However, there's also a notable change in Japanese market trend; PC gaming market in Japan is growing in rapid pace. Even though the PC market was shrinking by almost 5% year-on-year in terms of amount of units sold until 2023, sales revenue increased by more than 11%. This indicates that the prices of individual components or devices have risen very quickly, meaning that more people are buying PCs with higher performance for gaming rather than for office use. Of course, not all high-performance PC buyers are gamers (eg: workstation), but I think it's safe to assume that most of them are. There's also the issue of inflation and very weak Yen from 2022 onwards, but the revenue growth was even faster than the falling Yen, and most importantly, the increase in shipment value and PC game sales coincided, so I think it's correct to assume that this indicates that the PC gaming market is growing. This is a notable change, since it denotes that PC gaming is slowly, but very surely becoming mainstream. PC used to be seen as a tool for work, not entertainment in Japan, especially not a mean to play a video game. I also personally have felt this sentiment during the last 6~7 years, and especially after COVID. PC demand has continued to increase this year, with laptops at the center of it, and gaming laptops likely having a significant share.

Now to the actual PC gaming market statistics. According to the Famitsu Gaming White Paper 2024, the share of PC gaming users in Japan in 2023 was about 26% of the entire gaming population, which is a 1:2 ratio compared to home console gaming users (this obviously includes those users who play both on PC and consoles for both numbers). In terms of market size, the revenue from the PC gaming market accounted for 13,7% of the entire gaming market, roughly 235,8 billion Yen (about 1,5 billion USD). In comparison, according to the Korea Creative Content Agency 2023 Gaming White Paper, the share of PC gamers in South Korea's total gaming population was 61%, with a revenue of around 3,7 trillion Korean won (about 2,5 billion USD). 26% compared to 61% seems like a huge difference, but if we account for the difference in population between the two countries, the total PC gaming population actually only differs by around 100.000, which is way less than one might assume.

This suggests two very important things: first, Japanese PC gaming users spend relatively little on games, meaning that the share of younger PC gamers is probably higher than that of Korea, and F2P games are more popular. In Korea, the high-spending whales in MMOs like Lineage makes a huge difference and skews the overall market data, so this is expected. Japan doesn't have whales in the PC gaming market the way they do in the mobile live-service sector; those who play FGO, Uma Musume, BA, Gakumasu and Nikke, and cross-play titles like Genshin, Arknights, Honkai; most, if not all, Japanese gaming whales are playing mobile live-service games. Second, it seems almost certain that Japan will soon surpass South Korea in terms of total PC gaming population and market size in the near future, should the trend continue.

Summary :

  • Over the past decade, the overall household PC ownership rate between South Korea and Japan hasn't been that different.
  • However, the PC ownership rate among younger generations in Japan is pretty low.
  • Japan's PC gaming market, which was previously small, has grown significantly since the COVID and is continuing to grow substantially. Both markets for PC game software and gaming PCs are rapidly increasing in size.
  • South Korea's gaming market shrank significantly in 2023, but the console and PC gaming markets didn't shrink much; most of the market downturn was that of the mobile gaming market.
  • South Korea has a significantly higher share of PC gamers among the total gaming population, as well as a larger share of the total gaming market revenue from PC games.
  • However, when comparing the sample size of both countries and calculate based on the total population and gaming population, the actual number of PC gamers in Japan and South Korea is very similar, with a difference of only about 100.000 people.
  • Considering the rate of growth of PC gaming Japan, and Korea's lower birth rate, it seems likely that Japan will surpass South Korea in the number of PC gaming users in the near future.
  • However, I can't say for sure if the growth of overall PC gaming industry will necessarily lead to Japan catching up to other regions in the pro-scene. The biggest obstacle on that front is the age at which Japanese kids get to play PC games. This tends to be much later than the likes of Korean, Chinese and European kids, who gets to play video games on PC starting from primary school, and in some cases, even before that.
#2
thatpower
0
Frags
+

am i getting deja vu

#3
RA621H
8
Frags
+

Yeah, the other post was submitted while I was still writing for some reason. This is the version I actually wanted to submit.

#4
delighted
1
Frags
+

I can see this trend continue and sooner or later Japan will at least have 1 more valorant prodigy aside from Meiy (in 2026 or 2027)

#6
highlyte
1
Frags
+

one player is not enough for the entire region to start showing decent results on the world stage. But maybe Japan will have a team like Zeta 2022 in the future

#9
delighted
0
Frags
+

in 2028 I can see DFM haing Meiy who has so much experience and art still being the IGL. Akame and Jinboong aren't there anymore, and gyen has evolved from just being a ranked demon.

#13
RA621H
0
Frags
+

Art would be literal Odin god having used it fro 3 years on T1 pro scene lol

#14
RA621H
0
Frags
+

Tbh, I don't really think that duelist prodigies are most of Japan's concern, but rather IGL. Anyways, yeah, with current trend we'll definitely see more good players... If that'll be enough is a different question

#5
cinnastick
-11
Frags
+

IM NOT READING ALLAT

#15
RA621H
13
Frags
+

Bro's been warned but still came to type this like a kid sticking a fork inside an electric socket

#7
n1zf
-10
Frags
+

not reading allat

#24
Stormyv8
0
Frags
+

🤓

#8
saebr
15
Frags
+

sen fans in the wild above

#11
thatpower
4
Frags
+

sen fans when the post contains more than 2 sentences lmao

#10
Taruuu1
-11
Frags
+

i am NOT reading allat

#12
Boketto
1
Frags
+

Thank you for the insight this is quite interesting. But what does this all mean for Valorant does this mean Koreans are more likely to get into Valorant or there are more Koreans in Valorant? If I remember correctly Japanese Valorant and Korean Valorant are both almost equally as powerful popular. But I do know a lot of Koreans play in Japan due to better pay so does this help show how maybe Korean Valorant is better or more popular even tough Japanese Valorant has more money in it?

#17
RA621H
1
Frags
+

Regarding current situation in the pro-scene, these datas suggest several explanation to why there are so many (Korean) imports in CL Japan.

  • Since most of the younger generation aren't familiar to PC, most of them wouldn't play PC games either.
  • This means that their talent are at a disadvantage compared to other region's up and coming talents, who started playing FPS at a much earlier age.

So although Japan has long had a (much) bigger Valorant playerbase than Korea, those players are generally older than Korean Valo players, which means that when it comes to player population that could potentially become a pro, it would be quite close to truth to assume that there were as many if not more in Korea.

#27
Boketto
1
Frags
+

Ah I see very interesting thank you

#16
Liwus
1
Frags
+

Great post

#18
RA621H
1
Frags
+

thanks

#19
BabyWizard
1
Frags
+

Awesome post, heres a kiss for the effort. Mwah

#28
RA621H
2
Frags
+

😙

#20
Aayan
1
Frags
+

nice to see a high effort allat instead of AI slop
will be reading 👍

#29
RA621H
1
Frags
+

Thanks my man. Actually would've wanted to see the differences between Europe and America as well as different regions in Europe, so maybe next time

#21
ELIYAHU
1
Frags
+

w

#22
Froggy0_0
-1
Frags
+

m4 clears

#23
arin2016
0
Frags
+

This post is very true. More people in Japan play Knives Out than they play Valorant. Mobile gaming is far too popular. And it doesn't help that most people treat Valorant as some sort of social game. It will still take a long time for Japan to adopt the PC gaming culture and get a competitive drive towards eSports.

Also, does the statistics for Korea include all the PC cafe gamers? Because they are a sizeable chunk of all PC gamers in Korea.

#30
RA621H
0
Frags
+

It's actually the first time I've heard of Knives Out. I guess it's a Chinese PUBG mobile? There are like 3~4 popular BR mobile games and it's hard to distinguish some times since I'm not really interested in it. Mobile games are inherently more accessible than PC games so I think popular mobile games having way more users than similar PC games is not exclusive to Japan. Honor of Kings for example is also wildly popular in China, much more so than League, but that doesn't mean League is doing bad there. I think it's the other part you've noted out, that the gaming culture and how the general population perceives PC and PC gaming, that is making the difference. Despite that, I'm honestly quite surprised that there's such a growing interest for PC gaming in Japan, and that there are already that many PC gamers.

The part about Valo being a social game, by that you probably mean that it's treated as a game to hang out with friends = not a game to grind alone? I've heard that more recently it has become way less likely that you'll have any response from your teammates when you use VC on Tokyo server, and that if you use tracker you'll notice that, a lot of the times it's because your teammates are duo or trio who's communicating via Discord by themselves, so I guess I'm not surprised.

As for your question, I guess you mean the statistics regarding the PC ownership of younger generation, right? No, that excludes PC bangs. The data is labelled "ownership" not "access to PC", and frankly, if it was about accessibility, it would've been over 95% across all generations since Korean population is extremely concentrated in urban areas, and PC bangs are just too damn abundant. Anyone can go to their local PC bang in their neighborhood and play games.

In case your question was about the share of PC gamers across all gaming population, then yes, that "61%" includes those who don't own a PC but still plays games on PC bangs. PC Bang really is a difference maker, and if you observe all Asian countries that are good in at least one major PC title (so China, Korea, Vietnam), they all have decent to good PC cafe culture so that younger kids have access to PC gaming without owning a PC.

Now this is my personal opinion, but if current trend continues, I think we might be able to see gaming PC cafes going mainstream in Japan in the near future as well. There are already some net cafes that offers similar experience/service to Korean PC bangs through a small dedicated section for gaming, labelled "Gaming Area" or "e-sports cafe", but as you'd know they're too damn expensive and are not something where teenagers could lightheartedly go with their friends to hang out, unlike PC bangs or for example arcades. I don't know what a working formula would be in Japan (in Korea, PC bangs don't make a profit through entrance fees but through foods and beverages), but I still think there would be a way to capture the untapped market that is younger generations who want to try PC gaming but doesn't own a PC.

#33
arin2016
0
Frags
+

Yes. Knives Out has quite a reputation here. It's known as an edating game. It is also a social game. I feel like valo in Japan is heading to a similar direction. No one is playing for rank grind.

I don't have a specific statistic, but I'm pretty sure if we take PC bang into consideration then Korea just stomps Japan. It isn't even close. Most people my age wouldn't even own a laptop, let alone a PC. The numbers are growing, but very slowly. It would take at least another 3-4 quarantines to get people interested in PC gaming.

#25
soonwookong
0
Frags
+

reading this its pretty wild that laz and scarz was able to be compete with mvp pk in csgo in the past

#31
RA621H
0
Frags
+

That's more likely because of the fact that CSGO was so dead in Korea, like dead dead, that the general differences between the two countries didn't really matter at all.

If we go back a bit further into the past, Korea had teams like e-STRO, Lunatic-hai and most importantly, WeMade Fox which achieved quite a success, and that really shows the strength of PC gaming culture there.

#34
soonwookong
0
Frags
+

fair, forgot the pc bang valve bs, 1.6 they had gods who r now coaching val

#26
Anguibok
3
Frags
+

Intresting, really intresting.
Based on the fact the gap is closing, and based on the fact KOrean manage to have an even worth birthrate than Japan, when do you think Japan will become better at Val than KR ? 2100 ?

#32
RA621H
0
Frags
+

💀

#35
Melloaw
0
Frags
+

Ok

#36
gofert
0
Frags
+

I fw this piece heavy bro

  • Preview
  • Edit
› check that that your post follows the forum rules and guidelines or get formatting help
Sign up or log in to post a comment