Games - Taiwan

  • Taiwan
  • Revenue in Taiwan's Games market is forecasted to reach US$3,234.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.38%, leading to a projected market volume of US$4,405.00m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • In Taiwan's Games market, the number of users is projected to reach 9.7m users by 2029.
  • User penetration is set to be 35.9% in 2024 and is projected to reach 40.2% by 2029.
  • The average revenue per user (ARPU) is expected to be US$982.70.
  • Taiwan's gaming media market is seeing a surge in popularity with a focus on competitive esports and interactive streaming platforms.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Taiwan has experienced significant growth in recent years, driven by customer preferences for online gaming and mobile gaming.

Customer preferences:
Taiwanese gamers have shown a strong preference for online gaming, with a growing number of players participating in multiplayer online games. This trend can be attributed to the increasing availability of high-speed internet connections and the rise of esports in the region. Additionally, mobile gaming has gained popularity among Taiwanese gamers due to the convenience and portability of smartphones.

Trends in the market:
One of the key trends in the Taiwanese Games market is the increasing popularity of esports. Esports tournaments and events have attracted a large number of participants and viewers, leading to the development of a professional esports industry in Taiwan. This trend has also led to the growth of related industries such as esports streaming platforms and gaming accessories. Another trend in the market is the rise of mobile gaming, with more and more Taiwanese gamers opting to play games on their smartphones. This trend is driven by the increasing availability of high-quality mobile games and the convenience of playing on-the-go.

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 space for gamers to connect and compete with each other, contributing to the overall growth of the Games market in Taiwan. Additionally, the Taiwanese government has been supportive of the gaming industry, providing incentives and support for game development companies. This has created a favorable environment for the growth of the Games market in Taiwan.

Underlying macroeconomic factors:
The strong growth of the Games market in Taiwan can be attributed to several underlying macroeconomic factors. Firstly, Taiwan has a high internet penetration rate, with a large portion of the population having access to the internet. This has created a large potential customer base for online gaming. Secondly, Taiwan has a strong technology sector, with many local game development companies producing high-quality games. This has contributed to the overall growth and innovation in the Games market. Lastly, the increasing disposable income of Taiwanese consumers has allowed them to spend more on gaming, driving the growth of the market. In conclusion, the Games market in Taiwan has experienced significant growth due to customer preferences for online gaming and mobile gaming. The rise of esports and the popularity of mobile gaming have been key trends in the market. The strong gaming culture, government support, and underlying macroeconomic factors have also contributed to the growth of the Games market in Taiwan.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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