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.

How much of that is simply being younger

Tenure is weighted by headcount, so each figure is the average tenure of a person working in that group rather than of a company. Companies are then banded by their own age, so the comparison holds firm age roughly fixed.

Content (248 firms)6.18 years23.9 years old
Everything else (2,505 firms)11.49 years44.3 years old

Content companies hold staff 1.86× less long, and they are 20.4 years younger. Band both sides by the companies' own age and the gap narrows — but it does not close.

Company ageContent firmsTheir tenureEveryone elseRatio
under 15 years683.91 yrs8.07 yrs2.06×
15 to 30 years1446.18 yrs9.37 yrs1.52×
30 to 50 years358.39 yrs11.1 yrs1.32×
50 years or more19.5 yrs13.6 yrs

Across the 3 bands we will read, the ratio runs from 2.06× down to 1.32×. Holding firm age roughly fixed takes the gap from 1.86× to 1.32×, and never to 1. Being younger explains some of it, not most of it.

One band is left unread — the rule is fewer than 5 companies on either side. A band with fewer than 5 companies on either side reports no ratio, because a ratio over four companies is a reading of four companies. And these are listed companies only. Listed companies only. Much of Korean content production is unlisted and files none of this, so nothing here describes those firms. 2,753 companies disclose tenure, headcount and incorporation year, and every figure here uses those same rows.

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.

Who the labels reach, and how much of it is one artist

Two more tables sit on the company side of our data. Label reach counts how many readers each label's roster draws in English, and reach per artist divides that by the number of artists — which is where a label carried by one name stops looking like a label with a roster.

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