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Games - Taiwan

Taiwan
  • In Taiwan, revenue in the Games market is projected to reach US$3.23bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.37%, leading to a projected market volume of US$4.41bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with an anticipated figure of US$128.10bn in 2024.
  • Within Taiwan's Games market, the number of users is expected to reach 9.7m users by 2029.
  • User penetration is forecasted to be 35.9% in 2024, increasing to 40.2% by 2029.
  • The average revenue per user (ARPU) in Taiwan is expected to amount to US$982.70.
  • Taiwan's gaming industry is increasingly integrating augmented reality experiences, reflecting a growing consumer preference for immersive and interactive media entertainment.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

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 download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
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 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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company 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 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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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