Video games dwarf traditional toys and games in Taiwan in terms of retail value sales. Moreover, video games are far more dynamic, with the category’s annual rate of growth in retail constant value sales more than doubling in 2021.
Mobile gaming is increasingly popular in Taiwan, with this category accounting for more than half of retail value sales in video games during 2021. Smartphones are now almost ubiquitous in Taiwan, and technical advances mean that the gap between console and mobile games in terms of both graphics and gameplay is narrowing.
In contrast to many Western countries (and neighbouring China), the Taiwanese government is relatively supportive of video gaming, recognising e-sports as a legitimate sporting event in 2018. Moreover, the authorities in a number of Taiwanese cities has launched initiatives to foster the development of talented e-gamers.
Retail constant value sales of video games hardware will gradually slow over the course of the forecast period, as the stimulus provided by the pandemic begins to dissipate. As daily life normalises, local consumers will spend less time at home and thus have less time to spend playing video games.
Mobile games will remain among the most dynamic categories in video games during the forecast period, facilitated by increasingly powerful smartphones and the increased adoption of 5G mobile internet. Mobile games publishers will increasingly work with internet service providers in an effort to win over gamers.
The transition from physical to digital in both computer and console games software will accelerate. Digital downloads have already overtaken physical sales of computer games, and they will also do so in console games during the forecast period.
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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
This report originates from Passport, our Video Games research and analysis database.
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