Definition:
Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Download Games market in Taiwan has been experiencing significant growth in recent years.
Customer preferences: Taiwanese consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors. Firstly, downloading games offers convenience as consumers can access their favorite games instantly without having to wait for delivery or go to a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that consumers have the latest versions of their games. Finally, downloading games often provides access to a wider range of titles, including indie games and international releases that may not be available in physical stores.
Trends in the market: One major trend in the Download Games market in Taiwan is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more Taiwanese consumers are turning to mobile devices for gaming. This trend is driven by the convenience of gaming on the go and the wide variety of mobile games available. Additionally, the rise of mobile gaming has been fueled by the increasing penetration of high-speed internet and the availability of affordable data plans. Another trend in the Download Games market in Taiwan is the growing popularity of online multiplayer games. Taiwanese gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide exactly that. These games allow players to connect and compete with friends and other gamers from around the world, creating a sense of community and camaraderie.
Local special circumstances: Taiwan has a vibrant gaming culture, with a large number of passionate gamers and a thriving esports scene. This has created a favorable environment for the growth of the Download Games market. Taiwanese gamers are known for their enthusiasm and dedication, driving demand for a wide range of games across various genres.
Underlying macroeconomic factors: The strong growth of the Download Games market in Taiwan can also be attributed to favorable macroeconomic factors. Taiwan has a high internet penetration rate, with a large percentage of the population having access to high-speed internet. This has facilitated the widespread adoption of online gaming and the downloading of games. Additionally, Taiwan has a high disposable income level, allowing consumers to spend on leisure activities such as gaming. In conclusion, the Download Games market in Taiwan is thriving due to customer preferences for convenience and a wide range of titles, the rise of mobile gaming and online multiplayer games, the vibrant gaming culture in Taiwan, and favorable macroeconomic factors.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights