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Gaming Networks - Taiwan

Taiwan
  • In Taiwan, revenue in the Gaming Networks market market is projected to reach US$50.73m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 7.61%, leading to a projected market volume of US$73.18m by 2029.
  • Additionally, the number of users in Taiwan's Gaming Networks market market is expected to amount to 2.3m users by 2029.
  • User penetration in Taiwan will be 7.2% in 2024 and is anticipated to increase to 9.7% by 2029.
  • In a global comparison, most revenue in the Gaming Networks market market will be generated the United States, with a figure of US$757.60m in 2024.
  • The average revenue per user (ARPU) in Taiwan's Gaming Networks market market is projected to amount to US$29.55 in 2024.
  • Taiwan's gaming networks are experiencing a surge in popularity, driven by a growing youth demographic and increasing investment in digital entertainment platforms.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
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Market Insights report

Games: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The Gaming Networks market in Taiwan has experienced significant growth in recent years, driven by the increasing popularity of online gaming and the growing demand for high-speed internet connectivity.

    Customer preferences:
    Taiwanese gamers have a strong preference for online gaming, with multiplayer games and eSports gaining immense popularity. This has led to a surge in the demand for gaming networks that can provide seamless and lag-free gaming experiences. Gamers in Taiwan also value high-speed internet connectivity, as it allows them to play games without interruptions and enjoy a smooth gaming experience.

    Trends in the market:
    One of the key trends in the Gaming Networks market in Taiwan is the rise of cloud gaming. Cloud gaming allows gamers to stream games directly from servers, eliminating the need for high-end gaming hardware. This trend has gained traction in Taiwan due to the increasing availability of high-speed internet connections and the growing popularity of mobile gaming. Cloud gaming also enables gamers to play their favorite games on multiple devices, providing them with greater flexibility and convenience. Another trend in the market is the increasing focus on eSports. Taiwan has a thriving eSports scene, with a large number of professional gamers and eSports tournaments taking place regularly. This has led to a surge in the demand for gaming networks that can support the high bandwidth requirements of eSports competitions. Gaming networks in Taiwan are constantly upgrading their infrastructure to ensure low latency and high-speed connections, catering to the needs of professional gamers and eSports enthusiasts.

    Local special circumstances:
    Taiwan is home to several major gaming companies and has a vibrant gaming industry. The country has a strong gaming culture, with a large number of gamers and gaming enthusiasts. This has created a favorable environment for the growth of the Gaming Networks market in Taiwan. Additionally, the government of Taiwan has been supportive of the gaming industry, providing incentives and support to local gaming companies. This has further contributed to the development of the gaming networks market in the country.

    Underlying macroeconomic factors:
    The growth of the Gaming Networks 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 connections. This has created a large potential customer base for gaming networks. Additionally, Taiwan has a strong economy and a high disposable income, allowing consumers to invest in high-quality gaming networks and equipment. In conclusion, the Gaming Networks market in Taiwan has witnessed significant growth due to the increasing popularity of online gaming, the rise of cloud gaming, the focus on eSports, the local gaming culture, and favorable macroeconomic factors. As the demand for online gaming continues to grow, the market is expected to further expand in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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