c124 Vergleichend Plausibel

South Korea's share of the population that plays video games has fallen by 15 points compared to the 2017-2019 average

Slides: s047 Argument: UA004A Cluster: Player Participation Decline Hub-Score: 0

Framing-Operationen

Macht sichtbar

Gaming participation decline in South Korea as a specific regional trend

Macht unsichtbar

Potential reasons for the decline or comparison to growth in other regions

Naturalisiert

That measuring gaming participation by population percentage is the relevant metric

Abhaengigkeiten

Verifikation

Plausibel

PLAUSIBLE. KOCCA data shows 2019 at 65.7% and 2017 likely near 70.3%. If the 2017-2019 average was ~65-68%, the 2025 KOCCA figure of 50.2% yields a decline of ~15-18 points, consistent with Ball's "15 points." The claim depends on which year's KOCCA survey Ball references as endpoint. The dramatic decline in South Korean gaming participation is independently confirmed across multiple KOCCA surveys.

Externe Quellen

  • KOCCA 2025 Game User Survey (via indiegame.com) [Link] — 2025 participation rate: 50.2%, down 9.7pp from previous year
  • KOCCA 2024 Game User Survey (via indiegame.com) [Link] — 2024 participation rate: 59.9%, down 3pp from previous year (2023: 62.9%)
  • Statista / KOCCA [Link] — 2019: 65.7%, 2015 peak: 74.5%
  • Korea Herald [Link] — 2015-2020 average ~70%; 2025: 50.2%, lowest since tracking began

Metadaten

Epistemischer Status
stated_as_fact
Evidenztyp
data_cited
Evidenzqualitaet
externally_checked
Themen
participation, geography, korea