K-Content Trade

How Does K-Content Earn Abroad?

The 2024 industry survey shows what content businesses exported. The provisional 2025 balance-of-payments data shows how much money crossed the border. These are separate lenses and are not combined.

Content-industry balance +44.1100M USD Provisional 2025
Balance for computer and mobile software rights transactions −42.0100M USD Provisional 2025

Provisional ECOS data for 2025 · The figures use different classification axes and must not be added together or offset.

Industry survey lens · 2024

How has the export mix shifted?

Compare the 2005–2024 export shares of games, music, broadcasting and video, comics, and other industries on a 100% basis using the KOSIS Content Industry Survey.

Content-industry export mix

2024 export mix

Games
60.4%
Music
12.8%
Broadcasting & video
8.9%
Comics
1.9%
Other
16.0%
Content-industry export shares from 2005 through 2024
Year Games Music Broadcasting & video Comics Other
2005 43.4% 1.7% 9.4% 0.3% 45.3%
2006 48.9% 1.2% 9.8% 0.3% 39.8%
2007 40.2% 0.7% 7.8% 0.2% 51.2%
2008 46.8% 0.7% 7.3% 0.2% 45.0%
2009 47.6% 1.2% 7.1% 0.2% 43.9%
2010 49.8% 2.6% 7.1% 0.3% 40.3%
2011 55.3% 4.6% 5.2% 0.4% 34.6%
2012 57.2% 5.1% 5.1% 0.4% 32.2%
2013 55.2% 5.6% 6.3% 0.4% 32.5%
2014 56.4% 6.4% 6.4% 0.5% 30.4%
2015 56.8% 6.7% 5.7% 0.5% 30.3%
2016 54.5% 7.4% 6.8% 0.5% 30.7%
2017 67.2% 5.8% 4.1% 0.4% 22.5%
2018 66.7% 5.9% 5.0% 0.4% 22.1%
2019 65.3% 7.4% 4.7% 0.5% 22.1%
2020 68.7% 5.7% 5.8% 0.5% 19.3%
2021 69.6% 6.2% 5.8% 0.7% 17.7%
2022 67.8% 7.0% 7.2% 0.8% 17.2%
2023 62.9% 9.2% 7.8% 1.3% 18.8%
2024 60.4% 12.8% 8.9% 1.9% 16.0%

Where the statistical basis changed

  1. 2017 2017 · Overseas revenue of Korean game companies was included
  2. 2019 2019 · Broadcasting changed from finished-program exports to the whole broadcasting industry
  3. 2024 2024 · Broadcasting became broadcasting and video, reflecting the second revision of the special content-industry classification

Industry survey lens · 2024

Industries with more workers are not always the strongest exporters

The x-axis is employment, the y-axis is exports per worker, and bubble size is revenue. No ECOS balance is mixed into this scene.

Employment × exports per worker

KOSIS 2024 Content Industry Survey · Bubble size represents revenue; ECOS balances are not used for color

2024 employment, exports per worker, and revenue by content industry
Industry Employees Exports per worker Revenue
Publishing 181,024people 2,221.6USD/person 242,237.5100M KRW
Comics 29,279people 8,998.6USD/person 34,260.7100M KRW
Music 73,677people 24,450.6USD/person 132,728.9100M KRW
Film 28,899people 1,450.9USD/person 49,385.7100M KRW
Games 87,576people 97,098.1USD/person 238,515.3100M KRW
Animation 6,832people 16,744.7USD/person 11,392.6100M KRW
Broadcasting & video 51,923people 24,212.4USD/person 249,943.5100M KRW
Advertising 75,860people 1,553.2USD/person 197,885.2100M KRW
Characters 19,400people 23,672.1USD/person 70,958.7100M KRW
Knowledge information 92,656people 9,437.4USD/person 246,991.5100M KRW
Content solutions 40,996people 5,851.1USD/person 99,721.7100M KRW

Two lenses

Industry exports and money crossing the border are not the same figure

Industry survey lens · 2024

KOSIS surveys content businesses for exports, employment, and revenue. This lens asks what each industry sold abroad.

Cross-border money lens · provisional 2025

Bank of Korea ECOS records receipts, payments, and net balances between residents and non-residents by transaction item.

Read exports, employment, and revenue through the industry survey; read receipts, payments, and balances through the balance of payments. Each scene keeps its own reference year and definition visible.

Cross-border money lens · provisional 2025

How much was received, and how much was paid?

Split provisional 2025 ECOS receipts and payments to opposite sides, then compare surpluses and deficits with the net balance at the center.

Content-industry cross-border receipts and payments
Provisional 2025 cross-border receipts, payments, and balance by content transaction item
Transaction item Receipts Payments Balance
Publishing 0.6100M USD 0.9100M USD −0.3100M USD
Comics 2.3100M USD 0.5100M USD +1.8100M USD
Music 15.5100M USD 2.6100M USD +12.8100M USD
Film 1.1100M USD 0.9100M USD +0.2100M USD
Games 55.6100M USD 14.3100M USD +41.3100M USD
Animation 2.7100M USD 1.0100M USD +1.7100M USD
Broadcasting & video 16.1100M USD 9.5100M USD +6.7100M USD
Advertising 6.2100M USD 9.7100M USD −3.6100M USD
Characters 0.4100M USD 0.2100M USD +0.2100M USD
Knowledge information 5.6100M USD 24.1100M USD −18.5100M USD
Content solutions 6.8100M USD 5.1100M USD +1.8100M USD
Performing arts 0.0100M USD 0.1100M USD 0.0100M USD

This line covers computer and mobile software rights transactions, not the software industry. It must not be combined with or offset against the content-industry balance.

Sources & Methods

Reference years and definitions stay separate

We do not force different surveys and accounting systems into one number. Each chart states the question it answers and its limitations.

Definitions used by the KOSIS industry survey and ECOS balance of payments
Lens Source Dataset Reference year Unit How to read it Original
Industry survey Ministry of Culture, Sports and Tourism · KOCCA · KOSIS Content-industry exports, employment, and revenue DT_113_STBL_1024776 · DT_113_STBL_1024788 · 11 industry revenue overview tables Exports 2024 · employment and revenue 2024 USD · people · 100M KRW These are exports reported in an industry survey. Their definition differs from ECOS receipts and payments, so the figures must not be added or subtracted.
Cross-border money Bank of Korea ECOS Content-industry receipts, payments, and balance 304Y106 2025, provisional 100M USD These are content-related balance-of-payments transactions between residents and non-residents. Do not directly compare or combine them with KOSIS industry exports.
Cross-border money Bank of Korea ECOS Computer and mobile software rights transactions 304Y101 · ISA0122 2025, provisional 100M USD This is the computer and mobile software rights-transactions item, not the software industry as a whole. Do not offset it against the content-industry balance.