Video Games in Taiwan, China

August 2026
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Taiwan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Taiwan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Taiwan report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Taiwan?
  • Which are the leading brands in Video Games in Taiwan?
  • How are products distributed in Video Games in Taiwan?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Taiwan?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Taiwan, China - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Soft Star and Mad Head Shift Play to Digital Storefronts
Supercell Drives Recurring Spend through Battle Pass Innovation
Chart 2 Supercell Turns Taiwan, China's Casual Players into Frequent Spenders through Familiar Payment Rails
Nintendo’S Switch 2 Rally Highlights Premium Hardware Loyalty
Chart 3 Switch 2'S Taiwan, China Launch Draws Dedicated Gamers Despite Mobile's Dominance
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Mobile Publishers Expected to Convert Casual Players into Frequent Spenders with Live-Service Models
Recurring Digital Spend in Software Set to Outpace Hardware as Access Broadens
Frictionless Digital Access and Localised Content Anticipated to Shape Future Monetisation Strategies
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Nintendo Phuten Co Ltd Leverages Hybrid Hardware Launch to Anchor Premium Demand
Chart 8 Analyst Insight for Video Games
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
App Stores and Console Storefronts Shift Software Sales Online
Digital Payment Habits Drive Recurring Spend on In-Game Content
Chart 11 Retail Channels 2020-2025
Franchise Extensions and Localised Content Drive Innovation
Soft Star and Mad Head Illustrate Localised Digital-First Innovation
Chart 12 Soft Star Now Reaches Players across Pc and Mobile through Digital Storefronts and Downloads
Business Impact Rebalances Revenue toward Recurring Spend
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Taiwan, China - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Mobile-First Spending Transforms Digital Entertainment and Eclipses Physical Play
Supercell Converts Mobile Gamers into Frequent Spenders with Live Services
Chart 21 Supercell Turns Taiwan's Casual Players into Frequent Spenders through Familiar Payment Rails
Pop Mart’S Labubu and Plantoys Reshape Demand through Emotion and Trust
Chart 22 Plantoys Wins Taiwan's Stricter Parents with Reclaimed Rubberwood and Developmental Design
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
Mobile Game Publishers Anticipated to Drive Double-Digit Growth with Live Services
Adult Collectors and Mindful Parents Expected to Reshape Premium Toy Demand
Digital Discovery and Local Payment Set to Transform Purchase and Loyalty
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Nintendo Phuten Co Ltd and Epic Games Inc Sustain Leadership as Collectible Launches Fuel Premium Play
Chart 27 Analyst Insight for Toys and Games
Chart 28 Company Shares 2025
Chart 29 Brand Shares 2025
Digital Storefronts Drive Video Games Sales as E-Commerce Outpaces Physical Retail
Pop Mart’S Roboshops and Brand Pop-Ups Blend Experience and Scarcity to Drive Demand
Chart 30 Retail Channels 2020-2025
Drop Mechanics and Experiential Retail Steer Innovation
Nintendo Switch 2 and Labubu Secret Editions Highlight Recent Innovation
Chart 31 Pop Mart's Labubu Builds a Taiwan Footprint, From a Ximending Flagship to Island-Wide Roboshops
Business Impact Concentrates Value and Reshapes Retail
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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