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
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