Locked revenue figures are available in Radar; the eight company financial previews stay the same throughout this page. A dash means the figure is outside these featured lists. Revenue years vary by company; the figures are not a like-for-like revenue comparison. Compare annual accounts ↗
South Korea’s
gaming industry,
in focus.
The companies, capital and talent shaping gaming in South Korea. Find the leaders. Understand the segments. See where the activity is.

An industry ecosystem,
measured in context.
MEET THE COMPANIESExplore South Korea’s gaming leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
Expand panel +
Explore South Korea’s gaming leaders
24 featured companies from the funding, hiring, revenue and team-size leaderboards.
Company discovery
Recorded evidence onlyRecently founded independent companies
Recently founded means a recorded 2023–2026 founding year and no recorded parent, acquirer or public-company status. These companies are not labelled startups without that separate classification.
Explore classified startups in Radar ↗Gaming industry KPIs in South Korea
A few useful ratios bring the size of this ecosystem into perspective.
9 of 722 tracked companies have open roles.
88 of 722 tracked companies have a recorded round.
Share of disclosed capital received by the three largest recorded recipients.
Midpoint of 51 rounds with a disclosed amount.
Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 51.6% of disclosed capital, while 87.8% of tracked companies have no recorded funding round.
Explore the segments →CAPITAL & COMPANY FORMATIONHow South Korea gaming has grown
Recorded company formation and disclosed funding across the complete annual series shown.
Expand panel +
How South Korea gaming has grown
Recorded company formation and disclosed funding across the complete annual series shown.
Disclosed funding by year
Sum of recorded funding rounds · USD
View the numbers
| Year | Funding (USD) | Founded | Raising |
|---|---|---|---|
| 2016 | $26.4M | 44 | 1 |
| 2017 | $7.77M | 47 | 4 |
| 2018 | $14.09M | 40 | 3 |
| 2019 | $11.37M | 45 | 3 |
| 2020 | $70.36M | 44 | 6 |
| 2021 | $88.29M | 48 | 3 |
| 2022 | $232.8M | 43 | 12 |
| 2023 | $10.17M | 12 | 7 |
| 2024 | $62.47M | 12 | 5 |
| 2025 | $5.2M | 3 | 1 |
Funding concentration
Share of all disclosed company funding.
- Netmarble Games Corporation36.2%
- SundayToz7.8%
- Npixel7.6%
- Other companies48.4%
Funding by stage
83 recorded rounds since 2016
Investors appearing most often
Recorded participation in gaming company rounds since 2016.
- 01Kakao Ventures 6 rounds
- 02Korea Investment Holdings 4 rounds
- 03Tencent 3 rounds
- 04Korean Development Bank 3 rounds
- 05DSC Investment 3 rounds
- 06Honest Ventures 3 rounds
- 07Daesung Startup Investment 3 rounds
- 08Mirae Asset 3 rounds
- 09Crit Ventures 3 rounds
- 010Devsisters Ventures 2 rounds
Recent recorded rounds
Latest recorded rounds · USDBacked by .
Backed by Hyundai Venture Investment and CJ Investment and others.
Backed by Story and NEXPACE and others.
Largest and notable recorded rounds
Each card is one recorded roundBacked by Tencent.
Backed by LINE and Tencent.
Participating investors were not recorded in this snapshot.
Backed by Kakao Games and NetEase Games and others.
Backed by NC.
Backed by Kakao Ventures.
Backed by Altos Ventures Management.
Backed by Korean Development Bank and Yuanta Korea and others.
Backed by Tencent.
Backed by SK Square and SK Telecom.
THE BUSINESS BEHIND THE ACTIVITYRevenue, profitability & financial strength
Expand panel +
Revenue, profitability & financial strength
Annual accounts availability
No reviewed exact national-ID connector has yet been qualified for South Korea; this is a checked implementation boundary, not evidence that filings are absent.; No reviewed exact national-ID connector has yet been qualified for South Korea; this is a checked implementation boundary, not evidence that filings are absent.
Web traffic, app reach and release cadence
How the South Korea companies on this page show up online: the sites people visit, the apps they install, and how often those apps ship.
Busiest websites
16 of the 722 companies on this page carry a measured traffic record (2.2%); these are the largest of those, by monthly visits. The median among them is 201,328 visits.
| Company | Monthly visits | Authority | Mobile |
|---|---|---|---|
| OP.GGop.gg | 74,433,538 | 71 | 21.7% |
| Netmarble Games Corporationnetmarble.com | 22,962,132 | 65 | 73.8% |
| Rhaon Entertainmentrhaon.co.kr | 691,582 | 35 | 2.7% |
| GAMEKINGgameking.com | 493,692 | 40 | 43.7% |
| Verse Eightverse8.io | 461,257 | 22 | 22.1% |
| Zepettozepetto.com | 377,994 | 46 | 5.8% |
| VGA Gamesvagames.co.kr | 363,483 | 24 | 92.6% |
| Dragon Villagedragonvillage.net | 238,515 | 29 | 85% |
| Epic Seven Wikiepic7x.com | 164,142 | 30 | 74.5% |
| NDREAMndream.com | 155,694 | 27 | 94.7% |
Visits and authority are third-party web estimates, not company-reported figures.
Most-installed apps
262 of these companies (36.3%) publish at least one Android app — 1,817 apps in all, carrying 5.1B installs between them.
| App | Installs | Rating | Store category |
|---|---|---|---|
| Pizza Ready!Supercent | 368.8M | 4.4 | Simulation |
| Roll the Ball® - slide puzzleBitMango | 217.1M | 4.1 | Puzzle |
| Snake Clash!Supercent | 180.1M | 4.5 | Arcade |
| MARVEL Future FightNetmarble Games Corporation | 130.4M | 4.1 | Role Playing |
| Burger Please!Supercent | 103.9M | 4.4 | Simulation |
| Block! Hexa Puzzle™BitMango | 93.9M | 4 | Puzzle |
| Summoners WarCom2uS | 78.4M | 4 | Role Playing |
| Real Cricket™Krafton | 76.6M | 4.1 | Sports |
| Outlets RushSupercent | 76.6M | 4.3 | Simulation |
| Head SoccerD & D Dream | 62.1M | 3.9 | Sports |
Installs are lifetime totals to date at the June 2026 store reading — a measure of reach, not of people using an app today.
App reach by segment
The busiest app inside each of this page’s own segments, with the quarterly release trend behind it (2024Q1–2026Q2).
| Segment | Apps | Installs | Leading app | Release trend |
|---|---|---|---|---|
| Mobile Gaming | 1,674 | 4.9B | Pizza Ready! 368.8M | |
| Pc & Console Gaming | 227 | 437.6M | Real Cricket™ 76.6M | |
| Gaming Tech | 34 | 23M | OP.GG 8.6M | |
| Non Fungible Tokens | 5 | 6.3M | Handy Pick Live 2.9M | |
| Social Platforms | 3 | 4.9M | GameTalkTalk 4.6M | |
| Virtual Reality | 26 | 2.3M | StorySelf: kids loving story 1.4M | |
| Esports | 10 | 1.9M | Point Blank App 1.6M | |
| Ai Services | 3 | 1.8M | Moii – Party & Games 451.2K |
A company can carry several segment tags, so these rows overlap and should not be added together. Trend lines are zero-based and share one quarter grid, so a flat line is a quiet segment, not a missing one.
Release cadence by quarter
New apps published, beside apps whose most recent update landed in that quarter — the second bar is how much of the shelf is still being maintained.
Darker bars are new releases, lighter bars apps updated. 1,601 of 1,817 apps carry a release date. The series ends at 2026Q1, the last quarter that closed before the June 2026 reading.
INSIDE THE INDUSTRYThe South Korea gaming market map
Explore the segments behind the headline numbers.
Expand panel +
The South Korea gaming market map
Explore the segments behind the headline numbers.
Where companies are building
Rank segments by scale, hiring or disclosed funding.
Companies can sit in several segments. Counts and funding overlap.
Consumer digital
The largest measured segment in this report snapshot.
8 companies hiring · $1.42B disclosed funding
Explore in RadarHow companies make money
Common revenue models; a company can use more than one.
THE COMPANIES IN MOTIONWho is listing, hiring leaders, launching and winning work
Recorded corporate activity linked to companies in this landscape.
Expand panel +
Who is listing, hiring leaders, launching and winning work
Recorded corporate activity linked to companies in this landscape.
Recent corporate headlines 8 dated reports
By 5 STAR DoubleDown has confirmed receipt of a non-binding expression of interest from DoubleU Games the company’s controlling shareholder holding approximately 67.1% of the company’s outstanding common shares to acquire all of the outstanding common shares.
SHIFT UP has fully acquired UNBOUND, the new Tokyo-based game studio founded by Resident Evil creator and Devil May Cry producer Shinji Mikami in November 2022, the company announced.
Deals for the quarter included Aonic's $250 million acquisition of Prime Insights, as well as Krafton’s $96m purchase of Eleventh Hour Games, and DoubleDown’s $76m buyout of WHOW Games.
PVC pipes and plastic products maker, Astral Limited, on Monday , said its board has approved the acquisition of an 80% equity stake in Nexelon Chem Private Limited and a further investment of up to ₹120 crore over a period of time.
Green methanol provider C2X has secured $100m in further investment from A.P. Møller Holding, A.P. Møller – Mærsk and Japanese energy company ENEOS.
following that up with a $1.45 million investment into South Korea’s Action Square in 2024.
the biggest being Kakao Entertainment’s nearly $1 billion private equity raise, followed by a $100 million share subscription facility for Events.com.
Apparently it doesn’t stop here, either, with another bonus due at the beginning of 2027 based on 2026 financial performance.
Full recorded event mix
Top 10 categories among 156 recorded events in the 24-month window.
IPO pipeline
2 companies with recorded IPO activity
IPO2 reports
IPO1 reports
Leadership moves
4 tracked people moves
Appointment Chief Executive Officer
Appointment Co-CEO
Appointment Chief Executive Officer
Appointment Chief AI Officer
Contract wins
1 recorded customer wins
Customer: microsoftEnergy
Workforce actions
1 companies with reported reductions
3 rolesproduct readiness concerns
Litigation
10 tracked suits
buyer-seller disputeCivil · Verdict
breach of employment contractCivil · Ongoing
Earnings pulse
Reported company results in the recorded window.
Median across 42 reported growth observations; companies may contribute multiple periods.
Mergers and acquisitions
Company-linked deal reports; status is preserved as recorded.
| Acquirer → target | Status | Date | Value / context |
|---|---|---|---|
| DoubleUGames→doubledown interactive | Announced | 2026-04-30 | Not stated in snapshot |
| Shift UP→unbound | Announced | 2026-04-03 | Not stated in snapshot |
| Krafton→Eleventh Hour Games | Announced | 2025-10-10 | $96.0M |
| astral→Nexelon ↗ | Announced | 2025-08-11 | Not stated in snapshot |
| Krafton→ADK Holdings | Announced | 2025-06-25 | Not stated in snapshot |
| Krafton→neptune | Announced | 2025-04-29 | Not stated in snapshot |
A discussion or rumour is not a completed transaction. An unstated value is not zero.
PEOPLE & OPPORTUNITYThe talent market
0 postings in the preceding 12 months. The full 1-posting snapshot covers 1 employers.
Expand panel +
The talent market
0 postings in the preceding 12 months. The full 1-posting snapshot covers 1 employers.
Most advertised job titles
0 tracked postings mention remote work.
Companies hiring
Large employers
| Company | Employees |
|---|---|
| Krafton ↗ | 1,770 |
| C2X ↗ | 1,725 |
| Netmarble Games Corporation ↗ | 839 |
| Pearl Abyss ↗ | 815 |
| kakao entertainment ↗ | 544 |
| Webzen ↗ | 482 |
| Devsisters ↗ | 409 |
| Shift UP ↗ | 276 |
THE PEOPLE BUILDING THE FIELDFounders and leaders
259 founders and chief executives across 228 companies.
Expand panel +
Founders and leaders
259 founders and chief executives across 228 companies.
Bongun Bae
Npixel ↗Ex - Founder NPIXEL, NEXUS GAMES, RPG FACTORY. Sungkyunkwan University 전기 전자 컴퓨터 Feb-2000.
Wonsang Chang
4:33 Creative Lab ↗COO Fpurthirtythree.
Young Lee
Haegin ↗Co-Founder Com2uS, ex-Founder Haggin, Infobank. Korea University 1996
Jung Hwan Kim
Nyou ↗Nyou, ex-Blizzard Entertainment, ex-Xlgames, New York University - Leonard N. Stern School of Business, 1993
Changhan Kim
Krafton ↗CEO PUBG, ex-Bluehole, NEXTPLAY, Imagic. Korea Advanced Institute of Science and Technology BEng 1997, MCS 1998, PhD 2007
Soo Jeong Bae
Loadcomplete ↗Loadcomplete, ex-로드컴플릿, ex-Seoul National University, Carnegie Mellon University, 2009
Henry Chang
Nexus ↗Ex-WEMIX, LONG, Neowiz Mobile · Seoul National University BA 1997, Korea Advanced Institute of Science and Technology MS 1999
Daniel Posner
LINE Games ↗ex- TransGaming, Co-Founder Pseudo Interactive. University of Toronto BASc 1997
Moonhyoung Park
5minlab ↗ex-Nexon. KAIST 2012
Yoonhwa Choi
Stoic Entertainment ↗Duksung Women's University BA 2002
Jeonghwan K
Supervillain Labs ↗Ex-NPIXEL, MakeRsGames, NEOPLE. Seoul National University BS 2007
Changsu Lee
5Rocks ↗Allganize, ex-Tapjoy. Korea Advanced Institute of Science and Technology 2004
Education networks
15 profiles with education records.
Prior employers
1 profiles with prior-work records.
Profiles cover recorded founders and leaders; contact details remain in Radar.
NEWS INTELLIGENCEHow this industry appears in the news
271,511 articles in the measured 12-month window.
Expand panel +
How this industry appears in the news
271,511 articles in the measured 12-month window.
News volume trends
Gaming coverage across South Korea · articles per complete quarter
View quarterly article counts
| Quarter | Articles |
|---|---|
| 2021Q2 | 29,338 |
| 2021Q3 | 32,601 |
| 2021Q4 | 29,844 |
| 2022Q1 | 35,763 |
| 2022Q2 | 34,429 |
| 2022Q3 | 36,660 |
| 2022Q4 | 53,882 |
| 2023Q1 | 48,836 |
| 2023Q2 | 46,696 |
| 2023Q3 | 53,404 |
| 2023Q4 | 42,654 |
| 2024Q1 | 50,463 |
| 2024Q2 | 55,488 |
| 2024Q3 | 55,743 |
| 2024Q4 | 68,839 |
| 2025Q1 | 78,809 |
| 2025Q2 | 52,565 |
| 2025Q3 | 133,466 |
| 2025Q4 | 42,127 |
| 2026Q1 | 47,588 |
Article volume measures coverage, not market sales.
Tone of coverage over time
Most-covered companies
Company share of voice
198 recorded company events across 18 companies; percentages use that event total.
Leading coverage topics
Gaming coverage across South Korea · ranked by full-period article count.
Recent and prior counts use the source comparison windows.
Topics gaining and losing attention
Gaming coverage across South Korea
| Keyword | Recent | Prior | Change |
|---|---|---|---|
| countries | 4,175 | 1,848 | 126% |
| bilateral trade | 1,302 | 860 | 51% |
| trade facilitation commitments | 641 | 447 | 43% |
| summit diplomacy | 497 | 283 | 76% |
| stablecoin fx impact | 469 | 87 | 439% |
| study overseas | 447 | 174 | 157% |
| bilateral trade terms | 425 | 297 | 43% |
| oil price volatility | 416 | 64 | 550% |
| overseas study | 391 | 168 | 133% |
| semester abroad | 353 | 142 | 149% |
| aircraft wreckage | 84 | 670 | -87% |
| aircraft emergency procedures | 59 | 549 | -89% |
| olympic team selections | 287 | 498 | -42% |
| flight safety measures | 71 | 492 | -86% |
| korean dmz clashes | 165 | 384 | -57% |
Event and signal lenses
Gaming coverage across South Korea
Regulatory Risk
543,254 classified articlesterritories, disputed islands, countries
14.7% critical · 9.5% positiveFunding Momentum
25,747 classified articlesquarterfinals, world cup, pre-ipo valuation
42.3% critical · 44.6% positiveGrowth
95,565 classified articlesgdp growth rate, gdp acceleration, economic output growth
32.4% critical · 48.0% positiveGaming coverage across South Korea. Topic labels describe recorded classifications and can include broad context.
RESEARCH SIGNALSWhat Gaming research is working on
7,757 papers in the recorded worldwide scope.
Expand panel +
What Gaming research is working on
7,757 papers in the recorded worldwide scope.
Research orientation
Contribution mix
Tone counts: 7,513 positive · 232 neutral · 12 negative.
- Rendering188 papers
- Computer graphics98 papers
- Game engine93 papers
- Real-time rendering70 papers
- Virtual reality27 papers
- Image-based modeling and rendering27 papers
- Animation27 papers
- Visualization23 papers
Landmark: 3D MODELLING AND VISUALIZATION BASED ON THE UNITY GAME ENGINE – ADVANTAGES AND CHALLENGES
- Rendering73 papers
- Computer graphics24 papers
- Real-time rendering21 papers
- Game engine13 papers
- Tiled rendering13 papers
- Visualization12 papers
- Virtual reality12 papers
- Perception8 papers
Landmark: The Investigation on Using Unity3D Game Engine in Urban Design Study
- Rendering4,653 papers
- Computer graphics1,723 papers
- Real-time rendering1,268 papers
- Game engine916 papers
- Visualization572 papers
- Virtual reality489 papers
- 3D rendering432 papers
- Tiled rendering405 papers
Landmark: Rendering synthetic objects into real scenes
Leading institutions
Leading researchers
Highly cited breakthrough-labelled papers
- Rendering synthetic objects into real scenes969 citations
- IBRNet: Learning Multi-View Image-Based Rendering654 citations
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering447 citations
- Advances in Neural Rendering316 citations
- Deep appearance models for face rendering282 citations
Common problems researchers identify
301 papers · 6 recurring themes
Common problems researchers identify · 01Game Engine Performance Issues
61 papers20.3% of this theme group
Researchers highlight bottlenecks and optimization challenges when using game engines for interactive applications.
Game engine (42) · Video game design (6) · Game design (9) · Video game (5)
Performance Analysis and Optimization Techniques in Unity 3D
Adopting game technology for architectural visualization
View research history
| Year | Share index |
|---|---|
| 2022 | 182.6 |
| 2023 | 192.0 |
| 2024 | 192.2 |
| 2025 | 179.2 |
Common problems researchers identify · 02Engine Selection and Integration
60 papers19.9% of this theme group
Studies discuss difficulties in choosing and coupling game engines with domain‑specific tools.
Game engine (50) · Human–computer interaction (21) · Video game development (13) · Game programming (8)
A framework for game engine selection for gamification and serious games
Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement
View research history
| Year | Share index |
|---|---|
| 2022 | 1268.3 |
| 2023 | 1423.0 |
| 2024 | 1474.9 |
| 2025 | 663.5 |
Common problems researchers identify · 03Real‑Time Rendering Constraints
59 papers19.6% of this theme group
Papers examine limits of current real‑time rendering techniques on mobile and distributed platforms.
Rendering (53) · Computer graphics (37) · Real-time rendering (23) · Graphics (13)
A review of real-time rendering technology based on mobile internet platforms
Multimedia Image Rendering on a Distribued Computer System
View research history
| Year | Share index |
|---|---|
| 2022 | 404.3 |
| 2023 | 402.0 |
| 2024 | 371.1 |
| 2025 | 336.9 |
Common problems researchers identify · 04Advanced Rendering Techniques
55 papers18.3% of this theme group
Works address challenges in implementing ray tracing, portals, and image‑based models for interactive use.
Rendering (54) · 3D rendering (20) · Image-based modeling and rendering (19) · Real-time rendering (24)
Real time ray tracing of point-based models
Rendering Portals in Virtual Reality
View research history
| Year | Share index |
|---|---|
| 2022 | 14.9 |
| 2023 | 18.7 |
| 2024 | 11.0 |
| 2025 | 18.5 |
Common problems researchers identify · 05Realistic Natural Scene Rendering
49 papers16.3% of this theme group
Research points out obstacles in achieving real‑time realistic lighting for complex vegetation.
Real-time rendering (35) · Rendering (48) · Tiled rendering (13) · Computer graphics (27)
Real-time Realistic Rendering and Lighting of Forests
Research on realistic tree rendering technology
View research history
| Year | Share index |
|---|---|
| 2022 | 6.5 |
| 2023 | 7.5 |
| 2024 | 3.3 |
| 2025 | 4.5 |
Common problems researchers identify · 06Subdivision Surface Rendering
17 papers5.6% of this theme group
Authors note difficulties in efficiently rendering subdivision surfaces and maintaining color fidelity.
Rendering (15) · Subdivision (3) · Subdivision surface (2) · Color rendering index (2)
Implicit surface octrees for ray tracing point models
Abstract Subdivision Surfaces in Character Animation
View research history
| Year | Share index |
|---|---|
| 2022 | 3.5 |
| 2023 | 3.3 |
| 2024 | 2.3 |
| 2025 | 2.7 |
Cautions
88 papers · 4 recurring themes
Cautions · 01Quality vs. Performance Trade‑offs
45 papers51.1% of this theme group
Cautionary studies warn about visual quality loss when applying multi‑resolution and tiled rendering methods.
Rendering (44) · Real-time rendering (19) · Computer graphics (18) · Tiled rendering (11)
Multi-resolution depth-of-field rendering
Realistic Rendering Of Virtual Worlds
View research history
| Year | Share index |
|---|---|
| 2022 | 6.5 |
| 2023 | 7.5 |
| 2024 | 3.3 |
| 2025 | 4.5 |
Cautions · 02Educational Use of Game Engines
19 papers21.6% of this theme group
Researchers advise careful evaluation of game engines for learning environments and design studies.
Game engine (16) · Human–computer interaction (4) · Game design (4) · Video game development (4)
The Investigation on Using Unity3D Game Engine in Urban Design Study
Mathematics Learning by Programming in a Game Engine: Development of Knowledge and Student Motivation
View research history
| Year | Share index |
|---|---|
| 2022 | 1342.4 |
| 2023 | 1499.1 |
| 2024 | 1556.9 |
| 2025 | 758.6 |
Cautions · 03VR Perception and Rendering
16 papers18.2% of this theme group
Works caution that rendering approximations can affect user perception in virtual reality scenarios.
Virtual reality (8) · Rendering (16) · Perception (5) · Virtual actor (3)
The Impact of Reflection Approximations on Visual Quality in Virtual Reality
Video1_The Effect of Virtual Human Rendering Style on User Perceptions of Visual Cues.MOV
View research history
| Year | Share index |
|---|---|
| 2022 | 1617.5 |
| 2023 | 1799.7 |
| 2024 | 2168.5 |
| 2025 | 2050.2 |
Cautions · 04Hybrid Raster‑Ray Techniques
8 papers9.1% of this theme group
Studies caution about complexity and hardware demands of combining rasterization with ray tracing.
Ray tracing (3) · Computer graphics (5) · DirectX (2) · Rendering (7)
Combining Rasterization and Ray Tracing Techniques to Approximate Global Illumination in Real-Time
Ray tracing for HoloVizio light field displays
View research history
| Year | Share index |
|---|---|
| 2022 | 16.6 |
| 2023 | 21.9 |
| 2024 | 21.6 |
| 2025 | 22.4 |
Opportunities
5,636 papers · 7 recurring themes
Opportunities · 01Volume Rendering Advances
1,680 papers29.8% of this theme group
Opportunities focus on new methods for efficient, high‑quality volume visualization.
Rendering (1,650) · Volume rendering (235) · Computer graphics (552) · Tiled rendering (250)
An Improved Method for Volume Rendering
Volume Rendering
View research history
| Year | Share index |
|---|---|
| 2022 | 22.8 |
| 2023 | 28.8 |
| 2024 | 20.2 |
| 2025 | 20.4 |
Opportunities · 02Real‑Time Terrain Rendering
1,093 papers19.4% of this theme group
Research explores fast techniques for realistic terrain generation and spectral rendering.
Rendering (1,083) · Real-time rendering (639) · Computer graphics (698) · Terrain (143)
Real-Time Painterly Rendering of Terrains
Techniques for Real Time Spectral Rendering
View research history
| Year | Share index |
|---|---|
| 2022 | 635.9 |
| 2023 | 637.1 |
| 2024 | 529.8 |
| 2025 | 673.3 |
Opportunities · 03Game Engine‑Based Simulation
983 papers17.4% of this theme group
Papers highlight the potential of game engines for virtual workplaces and physics‑based simulations.
Game engine (735) · Video game development (153) · Game design (126) · Game programming (71)
DESIGNING VIRTUAL WORKPLACE USING UNITY 3D GAME ENGINE
An Improved Approach for Mechanics Simulation Based on Game Engine
View research history
| Year | Share index |
|---|---|
| 2022 | 191.8 |
| 2023 | 199.3 |
| 2024 | 204.1 |
| 2025 | 201.7 |
Opportunities · 04Global Illumination Innovations
660 papers11.7% of this theme group
Works present real‑time approaches to complex lighting models and material translucency.
Global illumination (263) · Rendering (646) · Radiance (99) · Bidirectional reflectance distribution function (57)
Real-Time Rendering for Multi-Layered Translucent Materials such as Human Skin under Dynamic Environment Lighting
Real-time rendering with complex natural illumination
View research history
| Year | Share index |
|---|---|
| 2022 | 30.1 |
| 2023 | 39.6 |
| 2024 | 19.9 |
| 2025 | 21.0 |
Opportunities · 05GPU‑Accelerated Rendering
522 papers9.3% of this theme group
Studies showcase shader and GPU techniques for faster volume and image rendering.
Rendering (510) · Computer graphics (297) · Real-time rendering (165) · Shader (83)
GPU-Based Volume Rendering Techniques
Image Volume Rendering based on GPU Computing
View research history
| Year | Share index |
|---|---|
| 2022 | 8.1 |
| 2023 | 8.3 |
| 2024 | 7.1 |
| 2025 | 6.6 |
Opportunities · 06Immersive AR/VR Experiences
464 papers8.2% of this theme group
Research points to novel interactive applications combining VR, AR, and game engine pipelines.
Virtual reality (251) · Human–computer interaction (162) · Game engine (205) · Augmented reality (74)
Creating Interactive and Realistic Augmented Reality Experiences
PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT
View research history
| Year | Share index |
|---|---|
| 2022 | 1913.0 |
| 2023 | 2108.8 |
| 2024 | 2371.0 |
| 2025 | 2078.6 |
Opportunities · 07Gaussian Splatting Methods
234 papers4.2% of this theme group
Papers explore Gaussian‑based representations for dynamic scene rendering at real‑time rates.
Gaussian (172) · Rendering (231) · Real-time rendering (84) · Gaussian process (9)
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Real-time Rendering Optimization with Gaussian Splatting
View research history
| Year | Share index |
|---|---|
| 2022 | 22.8 |
| 2023 | 20.5 |
| 2024 | 18.3 |
| 2025 | 42.1 |
How this field compares with the research baseline
Orientation shares compared with 25,000 papers in the reference sample.
| Research orientation | This field | Reference sample |
|---|---|---|
| Breakthrough | 42.3% | 26.3% |
| Promising | 36.9% | 37.4% |
| Descriptive | 11.6% | 17.4% |
| Problem-identifying | 4.0% | 9.5% |
| Comparative | 3.9% | 3.9% |
| Cautionary | 1.2% | 4.7% |
| Critical | 0.1% | 0.9% |
Concerns receiving less research attention
Counts and shares refer to the stated research pool. A low count describes how much of that research is recorded here, not the absence of a real-world concern.
| Concern / example paper | Papers | Share | Raised as a problem | Worldwide share |
|---|---|---|---|---|
| Energy & datacenter footprintPower Consumption Model of a Mobile GPU Based on Rendering Complexity | 7 | 0.1% | 0 (0.0%) | 0.1% |
| Privacy & surveillanceHuman dragons playing in cyberspace | 2 | 0.03% | 0 (0.0%) | 0.03% |
| Safety & misuseUncertainty-Aware 4D Gaussian Splatting for Monocular Occluded Human Rendering | 1 | 0.01% | 0 (0.0%) | 0.01% |
| Water use | 0 | 0.0% | 0 (%) | 0.0% |
| Carbon & emissions of compute | 0 | 0.0% | 0 (%) | 0.0% |
| Hardware, e-waste & supply chain | 0 | 0.0% | 0 (%) | 0.0% |
| Labour & data work | 0 | 0.0% | 0 (%) | 0.0% |
| Bias & fairness | 0 | 0.0% | 0 (%) | 0.0% |
| Concentration of compute power | 0 | 0.0% | 0 (%) | 0.0% |
Institution and researcher rankings use citations to their covered work. Research scope: worldwide. This may be broader than the company geography.
GEOGRAPHIC FOOTPRINTWhere companies are based
Company counts, hiring and disclosed funding across the recorded hubs.
Expand panel +
Where companies are based
Company counts, hiring and disclosed funding across the recorded hubs.

Seoul
402 companies75.4% across the displayed hubs
8 companies hiring · $1.2B disclosed funding
Explore companies in Seoul ↗
Seongnam-Si
90 companies16.9% across the displayed hubs
1 companies hiring · $197.1M disclosed funding
Explore companies in Seongnam-Si ↗
Seongnam
8 companies1.5% across the displayed hubs
0 companies hiring · $10.0M disclosed funding
Explore companies in Seongnam ↗
Busan
8 companies1.5% across the displayed hubs
0 companies hiring · $0 disclosed funding
Explore companies in Busan ↗
Daegu
7 companies1.3% across the displayed hubs
0 companies hiring · $0 disclosed funding
Explore companies in Daegu ↗
Bucheon-Si
7 companies1.3% across the displayed hubs
0 companies hiring · $2.2M disclosed funding
Explore companies in Bucheon-Si ↗
Anyang
6 companies1.1% across the displayed hubs
0 companies hiring · $0 disclosed funding
Explore companies in Anyang ↗
Daejeon
5 companies0.9% across the displayed hubs
0 companies hiring · $15.4M disclosed funding
Explore companies in Daejeon ↗Gaming in South Korea: key questions
Clear definitions for making better comparisons.
What does this landscape measure?
It measures the tracked company ecosystem, recorded funding, hiring and other available evidence. It is not a market-size estimate.
Can segment counts be added together?
No. A company can belong to several segments, so segment counts and funding can overlap.
What does a missing figure mean?
A dash or unavailable panel means the current reviewed source snapshot does not support that figure.
Company ecosystem snapshot: 1 September 2026. Funding is recorded in USD; filed accounts retain their stated currency and reporting basis. Each section identifies its own coverage. The news and research behind these sections is explorable in Prism.
Canonical landscape ↗