Online Games - Taiwan

  • Taiwan
  • Revenue in Taiwan's Online Games market market is forecasted to reach US$262.30m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 2.38%, leading to a projected market volume of US$295.00m by 2029.
  • Within Taiwan's Online Games market market, the number of users is projected to reach 4.5m users by 2029.
  • User penetration is set to be 17.4% in 2024 and is projected to increase to 18.5% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in Taiwan's Online Games market market is expected to be US$62.77 in 2024.
  • Taiwan's online games market sees a surge in mobile gaming, with local developers creating immersive experiences for global audiences.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Taiwan has been experiencing significant growth in recent years.

Customer preferences:
Taiwanese customers have shown a strong preference for online games, with a growing number of people engaging in gaming activities. This can be attributed to several factors, including the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, the younger generation in Taiwan has grown up in a digital era and is more inclined to participate in online gaming compared to older generations.

Trends in the market:
One of the key trends in the online games market in Taiwan is the rise of mobile gaming. Mobile games have become increasingly popular among Taiwanese consumers due to their convenience and accessibility. The growing penetration of smartphones has made it easier for people to play games on the go, leading to a surge in mobile gaming revenues. This trend is expected to continue as more advanced smartphones are introduced to the market and game developers continue to innovate and create engaging mobile gaming experiences. Another trend in the online games market in Taiwan is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional players compete against each other in various online games. Taiwan has a thriving eSports scene, with a growing number of eSports tournaments and events taking place in the country. This has attracted a large audience and has also led to the emergence of professional eSports teams and players in Taiwan. The popularity of eSports is expected to continue to grow in the coming years, driven by the increasing interest and participation of Taiwanese gamers.

Local special circumstances:
Taiwan has a strong gaming culture, with a large number of dedicated gaming cafes and gaming communities. These gaming cafes provide a social environment where gamers can come together and play their favorite games, creating a sense of community and camaraderie. This has contributed to the growth of the online games market in Taiwan, as it encourages people to engage in gaming activities and spend more time playing online games.

Underlying macroeconomic factors:
The strong growth of the online games market in Taiwan can also be attributed to the country's strong economy and high disposable income levels. Taiwan has a well-developed technology sector and is home to many leading technology companies, which has contributed to the availability of advanced gaming devices and infrastructure. Additionally, the government has been supportive of the gaming industry, providing incentives and support for game developers and eSports events. These factors have created a favorable environment for the growth of the online games market in Taiwan. In conclusion, the online games market in Taiwan is experiencing significant growth, driven by customer preferences for online gaming, the rise of mobile gaming, the increasing popularity of eSports, local gaming culture, and favorable macroeconomic factors. As these trends continue to evolve, the online 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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