Bitte beachten Sie, dass die von Ihnen aufgerufene Seite nicht in Ihrer Standardsprache vorliegt. Sie nutzen unsere Plattform nun in einer anderen Sprache.
This statistic presents the ways of being introduced to e-Sports among fans in South Korea in 2018. During the survey period, 47 percent of respondents answered that they became aware of e-Sports through their friends or family members.
Sources of being introduced to e-Sports among fans in South Korea in 2018
Basic Account
Get to know the platform
You only have access to basic statistics.
This statistic is not included in your account.
Starter Account
The ideal entry-level account for individual users
- Instant access to 1m statistics
- Download in XLS, PDF & PNG format
- Detailed references
$199 USD / Month *
Professional Account
Full access
Business Solutions including all features.
* Prices do not include sales tax.
Other statistics that may interest you Statistics on
About the industry
10
- Premium Statistic E-Sport engagement South Korea 2018 by media
- Premium Statistic E-sports game platform share South Korea 2018
- Premium Statistic Platforms used by gamers South Korea 2023
- Premium Statistic Time gamers spent watching other people playing games South Korea 2021
- Premium Statistic Gamers who would like to become professional players South Korea 2020
- Premium Statistic Top eSports games worldwide in May 2023, by peak viewership
- Premium Statistic Top monthly games on Twitch 2024, by hours streamed
- Premium Statistic Top monthly games on Twitch 2024, by peak viewers
- Premium Statistic Top monthly games on Twitch 2024, by number of streamers
- Premium Statistic Top monthly games on Twitch 2023, by number of channels
About the region
10
- Premium Statistic Gamer share in South Korea 2023, by gender
- Premium Statistic Gamer share in South Korea 2023, by age
- Premium Statistic Longest duration spent consecutively playing video games South Korea 2021
- Premium Statistic Daily activities missed due to playing a video game South Korea 2021
- Premium Statistic Playing video games at work South Korea 2021
- Premium Statistic Time gamers spend playing video games South Korea 2021
- Premium Statistic Gamer types South Korea 2021
- Premium Statistic Device ranking video gaming South Korea 2021
- Premium Statistic Reasons against subscribing to game streaming services among gamers South Korea 2021
- Premium Statistic Video game type ranking video gaming South Korea 2021
Other regions
10
- Premium Statistic Primary device used for video gaming Singapore 2022
- Basic Statistic Leading gaming purchases made by gamers in Germany 2022, by gender
- Basic Statistic Gaming penetration in Canada in 2010-2022
- Premium Statistic Most popular online games among internet café users in China 2011
- Premium Statistic Using social media communications while playing games in selected countries 2014
- Basic Statistic Leading gaming purchases made by gamers in the U.S. 2022, by gender
- Premium Statistic Market size of virtual reality in China 2015-2020
- Basic Statistic Leading gaming purchases made by gamers in the UK 2022, by gender
- Premium Statistic Virtual reality gaming market size in MENA 2017-2020
- Premium Statistic Gaming behavior during the coronavirus (COVID-19) lockdown in Italy 2020
Related statistics
10
- Premium Statistic Importance of different factors in a video game South Korea 2021
- Premium Statistic Interest in console-less game streaming services among gamers South Korea 2020
- Premium Statistic Preferred ways gamers acquire video games South Korea 2019
- Premium Statistic Time spent consecutively playing video games South Korea 2019
- Premium Statistic Gamers who would use websites with previous security breaches South Korea 2019
- Premium Statistic Top eSports players in South Korea in 2023, by prize money earned
- Premium Statistic Share of gamers who visited PC bang South Korea 2015-2023
- Premium Statistic Professional gamer post retirement plan in South Korea 2020
- Premium Statistic South Korea's e-sports related budget scale 2015-2018
- Premium Statistic E-sports industry induced production effect in South Korea 2016, by segment
Further related statistics
9
- Media influencing final decisions about politics in the U.S. in 2011
- Social network usage for news access worldwide 2019-2023
- Revenue of Sohu in China 2023, by segment
- Lotte World Adventure theme park attendance South Korea 2009-2022
- Social network profile creation in the UK 2010-2020, by socio-economic group
- Leading trends in technology in restaurants in the U.S. 2015*
- Travelers completing feedback surveys worldwide in 2013, by region
- Travelers trusting family & friends as travel resources worldwide in 2013, by region
- Sources of U.S. gasoline supply in 2000 and 2012
Further Content: You might find this interesting as well
Statistics
- Media influencing final decisions about politics in the U.S. in 2011
- Social network usage for news access worldwide 2019-2023
- Revenue of Sohu in China 2023, by segment
- Lotte World Adventure theme park attendance South Korea 2009-2022
- Social network profile creation in the UK 2010-2020, by socio-economic group
- Leading trends in technology in restaurants in the U.S. 2015*
- Travelers completing feedback surveys worldwide in 2013, by region
- Travelers trusting family & friends as travel resources worldwide in 2013, by region
- Sources of U.S. gasoline supply in 2000 and 2012
Nielsen. (January 22, 2018). Sources of being introduced to e-Sports among fans in South Korea in 2018 [Graph]. In Statista. Retrieved May 19, 2024, from https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/
Nielsen. "Sources of being introduced to e-Sports among fans in South Korea in 2018." Chart. January 22, 2018. Statista. Accessed May 19, 2024. https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/
Nielsen. (2018). Sources of being introduced to e-Sports among fans in South Korea in 2018. Statista. Statista Inc.. Accessed: May 19, 2024. https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/
Nielsen. "Sources of Being Introduced to E-sports among Fans in South Korea in 2018." Statista, Statista Inc., 22 Jan 2018, https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/
Nielsen, Sources of being introduced to e-Sports among fans in South Korea in 2018 Statista, https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/ (last visited May 19, 2024)
Sources of being introduced to e-Sports among fans in South Korea in 2018 [Graph], Nielsen, January 22, 2018. [Online]. Available: https://www.statista.com/statistics/860551/south-korea-e-sport-introduction-source/