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.
| Group | Companies | Staff | Avg tenure | Women | Avg pay | Company age |
|---|---|---|---|---|---|---|
| Broadcasting | 12 | 6,393 | 10.33 yr | 47.5% | ₩87.0m | 31.5 yr |
| Film, video and audio production | 40 | 10,540 | 7.32 yr | 56.9% | ₩63.1m | 25.7 yr |
| Publishing (includes games) | 196 | 51,876 | 5.44 yr | 34.1% | ₩77.4m | 22.5 yr |
| All content companies | 248 | 68,809 | 6.18 yr | 38.8% | ₩76.1m | 23.9 yr |
| Every listed Korean company | 2,779 | 1,865,198 | 11.29 yr | 28.0% | ₩95.1m | 43.5 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.
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.
Terrestrial broadcasters were 81.5% of Korea's TV exports in 2012 and 7.2% in 2024. Their staff average 10.3 years of service — the longest in Korean content. The producers who took the trade average 5.4 to 7.3.
7 August 2026 · corrected
Netflix's Korean catalogue has been watched 23.7 billion hours. The listed companies in that business keep staff 5.5 years against 11.3 across Korea's listed market — and their two halves are mirror-image workforces.
6 August 2026
Fourteen of these companies — the best-known agencies and game studios — are broken out individually on the workforce page.