Mobile Games - Taiwan

  • Taiwan
  • The revenue in Taiwan's Mobile Games market market is forecasted to reach US$1.27bn in 2024.
  • This is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.76%, leading to a projected market volume of US$1.68bn by 2029.
  • By 2029, the number of users in Taiwan's Mobile Games market market is anticipated to reach 7.2m users.
  • User penetration is predicted to be 25.8% in 2024 and is projected to increase to 29.8% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in Taiwan's Mobile Games market market is forecasted to be US$206.10 in 2024.
  • Taiwan's mobile games market is booming, with a rising demand for interactive and culturally relevant gaming experiences among local players.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Taiwan has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Taiwanese consumers have shown a strong preference for mobile gaming, with a growing number of people using smartphones and tablets as their primary gaming devices. This shift in preference can be attributed to several factors, including the convenience and portability of mobile devices, the availability of a wide range of games, and the increasing quality of mobile game graphics and gameplay. Additionally, the popularity of social gaming and multiplayer features has also contributed to the growth of the mobile games market in Taiwan.

Trends in the market:
One of the key trends in the mobile games market in Taiwan is the rise of casual and hyper-casual games. These games are simple, easy to play, and require minimal time commitment, making them popular among a wide range of consumers. The success of games like "Pokémon GO" and "Candy Crush Saga" has further fueled the demand for casual and hyper-casual games in Taiwan. Another trend in the market is the increasing popularity of esports and competitive gaming. Taiwan has a strong esports culture, with a number of professional esports teams and tournaments taking place in the country. This has led to a growing demand for mobile games that can be played competitively, such as multiplayer online battle arena (MOBA) games and first-person shooters (FPS).

Local special circumstances:
Taiwan has a well-developed mobile infrastructure, with high-speed internet connectivity and widespread smartphone penetration. This has created a favorable environment for the growth of the mobile games market, as consumers have easy access to online gaming platforms and can play games on the go. Furthermore, Taiwan has a vibrant gaming industry, with a number of local game developers and publishers creating high-quality mobile games. This has led to the emergence of a strong domestic market for mobile games, with Taiwanese consumers showing a preference for locally developed games.

Underlying macroeconomic factors:
The strong growth of the mobile games market in Taiwan can also be attributed to favorable macroeconomic factors. The country has a high GDP per capita and a large middle-class population, which has led to increased disposable income and higher spending on leisure activities, including mobile gaming. Additionally, the government has been supportive of the gaming industry, providing incentives and subsidies to local game developers and promoting Taiwan as a hub for the digital entertainment industry. In conclusion, the Mobile Games market in Taiwan has experienced significant growth due to changing customer preferences, local special circumstances, and favorable macroeconomic factors. The rise of casual and hyper-casual games, the popularity of esports, and the strong domestic gaming industry have all contributed to the growth of the market. With the continued advancements in mobile technology and the increasing popularity of online gaming, the mobile games market in Taiwan is expected to continue its upward trajectory in the coming years.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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