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Online Games - Taiwan

Taiwan
  • In Taiwan, revenue in the Online Games market market is projected to reach US$262.30m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.38%, resulting in a projected market volume of US$295.00m by 2029.
  • In the Online Games market market withTaiwan, the number of users is expected to amount to 4.5m users by 2029.
  • User penetration in Taiwan will be 17.4% in 2024 and is anticipated to hit 18.5% by 2029.
  • In global comparison, most revenue will be generated China (US$6.53bn in 2024).
  • The average revenue per user (ARPU) in Taiwan's Online Games market market is projected to amount to US$62.77 in 2024.
  • In Taiwan, the online games market is increasingly characterized by a surge in mobile gaming popularity, reflecting a cultural shift towards more accessible digital entertainment.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
Games: market data & analysis - Cover

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 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.

    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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