Gaming Networks - Taiwan

  • Taiwan
  • The Gaming Networks market in Taiwan is projected to reach a revenue of €46.55m by 2024.
  • This represents a significant growth potential for the market.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2027) of 7.36%, resulting in a projected market volume of €57.60m by 2027.
  • This indicates a positive trend for the market's future performance.
  • Furthermore, in Taiwan's Gaming Networks market, the number of users is expected to reach 2.1m users by 2027.
  • This suggests a growing interest and engagement from the user base.
  • User penetration, which measures the percentage of the population using the gaming networks, is projected to increase from 7.2% in 2024 to 8.6% by 2027.
  • This indicates a rising popularity and adoption of gaming networks among the population.
  • When compared globally, it is noteworthy that United States is expected to generate the most revenue in the Gaming Networks market, with a projected revenue of €695.30m in 2024.
  • This highlights the market dominance and economic significance of the United States in this sector.
  • Lastly, the average revenue per user (ARPU) in Taiwan's Gaming Networks market is projected to amount to €27.12 in 2024.
  • This metric indicates the average revenue generated by each user in the market.
  • It provides insights into the financial performance and potential profitability of the gaming networks withTaiwan.
  • Taiwan's gaming network market is flourishing, fueled by a tech-savvy population and a strong eSports culture.

Key regions: India, Asia, Europe, United States, China

 
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Analyst Opinion

The Gaming Networks market is deeply interrelated with the consoles market and depends on the attractiveness of the attached online services. While established networks like PlayStation Plus and Xbox Live have already been available on Sony’s and Microsoft’s current console generation from day one, Nintendo Switch Online was launched with a delay of more than one year after the Nintendo Switch had gone on sale. This explains the sudden jump of revenue and user figures in 2018. Also, the release of a new generation of consoles incites the willingness to try out gaming networks. We expect the same development for the anticipated release of the next generation of consoles in the coming years, thus leading to higher growth rates in 2020 and 2021.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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