Korean pop culture, in numbers

Korea’s listed content industry, counted whole

Not the famous companies — all 248 of them. Every listed Korean company filing under broadcasting, film and audio production, or publishing, from the 2025 annual reports. 68,809 people.

Against the market it sits in

GroupCompaniesStaffAvg tenureWomenAvg payCompany age
Broadcasting126,39310.33 yr47.5%₩87.0m31.5 yr
Film, video and audio production4010,5407.32 yr56.9%₩63.1m25.7 yr
Publishing (includes games)19651,8765.44 yr34.1%₩77.4m22.5 yr
All content companies24868,8096.18 yr38.8%₩76.1m23.9 yr
Every listed Korean company2,7791,865,19811.29 yr28.0%₩95.1m43.5 yr

Every group figure is weighted by headcount, so a 3,000-person studio and a 40-person label each count for their own staff rather than one company one vote. The last row is the same field on the same filing for the whole market — it is a baseline, not a ranking.

Two things the whole-industry view shows that the famous names do not

Content stays about half as long6.18 yr vs 11.29Across 248 companies and 68,809 people — the same gap we found in the fourteen best-known firms holds for the whole industry.
And it is far more of a women’s industry38.8% vs 28.0%Production is 56.9% women; publishing and games is 34.1%. The split inside the industry is wider than the gap to the market outside it.

The broadcasters are the oldest, the longest-serving — and the ones losing the export trade

Broadcasting is 12 companies with 10.33 years of average tenure, the longest in Korean content and close to the market as a whole. Publishing and games sit at 5.44.

Set that against what those companies sell abroad. Terrestrial broadcasters were 81.5% of Korea’s television exports in 2012 and 7.2% in 2024, while independent producers went from 7.2% to 51.4% — the thirteen-year table is here. The export trade moved from the long-tenure companies to the short-tenure ones. The filings and the trade statistics are separate sources and we are placing them side by side, not claiming one caused the other.

What we wrote from this data

Where these numbers come from

Fourteen of these companies — the best-known agencies and game studios — are broken out individually on the workforce page.

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