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Online Games Market in Taiwan

¸®¼­Ä¡»ç Pearl Research
¹ßÇàÀÏ 2007³â 04¿ù »óǰÄÚµå 40113
ÆäÀÌÁö Á¤º¸ 77 Pages
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US $ 4,000 £Ü 4,750,800 Hard Copy


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Abstract

Pearl Research' s exclusive 76+ page report analyzes the emergence of Taiwan' s online gaming market.

Pearl Research estimates the online games market in Taiwan, inclusive of MMORPG and casual games will exceed $300 million in 2007. These findings are contained in Pearl Research' s "Online Games Market in Taiwan" study which analyzes the domestic online games market in Taiwan.

Pearl Research' s key findings:

  • While MMORPGs continue to represent the largest segment in the market, casual games are growing at a faster pace.
  • Compelling and culturally relevant game content, the low cost ($12-$15 per month) to play games and high Internet penetration (15.4 million Internet users) in Taiwan drove growth in the online games market. The introduction of free-to-play games in 2004 help revitalized Taiwan' s online games industry. Game operators believe gamers will contribute more revenue under the free-to-play model instead of under the traditional subscription model.

This exclusive study includes an analysis of these trends:

Online Games

  • Growth of casual games and its effect on increasing game adoption.
  • What' s popular at Internet cafes and their role in influencing the growth of the games market.
  • Key metrics: market sizing and forecasts, size of casual versus MMORPG segment, game operator market share, top titles with concurrent user numbers
  • Discussion of relevant trends, current marketplace conditions for online games and the effect of piracy

Table of Contents

METHODOLOGY

GLOSSARY OF TERMS AND ABBREVIATIONS

I. EXECUTIVE SUMMARY

II. SOCIO-ECONOMIC OVERVIEW

  • ECONOMY
    • Per Capita Income
  • POPULATION
  • UNIQUE CHARACTERISTICS OF TAIWANESE SOCIETY

III. PC HARDWARE, INTERNET AND BROADBAND

  • PC HARDWARE
  • INTERNET AND BROADBAND

IV. INTERNET CAFES

V. DEFINING ONLINE GAMES

VI. ONLINE GAMES MARKET OVERVIEW

  • DRIVERS TO GROWTH
  • INHIBITORS TO GROWTH
  • UNIQUE CHARACTERISTICS OF ONLINE GAMES

VII. TOP ONLINE GAMES

  • Soul of the Ultimate Nation (SUN)
  • Webzen
  • CABAL
  • Fugleman
  • Freestyle
  • Cayenne Tech
  • Rohan
  • YNK Korea

VIII. TOP GAME OPERATORS

IX. EXTENDED COMPANY PROFILES

  • CHINESE GAMER CORP.
    • History
    • Strategy
    • Games
    • Financial Information
  • GAMANIA DIGITAL ENTERTAINMENT
    • History
    • Strategy
    • Games
    • TV Show
    • Payment Platform
    • Financial Information
  • GIGAMEDIA LIMITED
    • History
    • Cambridge Entertainment Software (CES)
    • FunTown
    • T2CN
    • Financial Information
  • INTERNATIONAL GAMES SYSTEM
    • History
    • Operation
    • Online Games
    • Financial Information
  • INSREA
    • History
    • Games
  • INTERSERV INTERNATIONAL INC.
    • History
    • Game Development
    • Financial Information
  • SOFTSTAR ENTERTAINMENT INC.
    • History
    • Games
    • Financial Information
  • SOFT-WORLD INTERNATIONAL CORP.
    • History
    • Strategy
    • Games
    • Financial Information
  • WAYI INTERNATIONAL ENTERTAINMENT
    • History
    • Games
    • Financial Information
  • WINKING
    • Fantastic Melody Online (FM Online)
  • USERJOY
    • The Legend of Three Kingdoms Online

X. ONLINE GAMER BEHAVIOR AND PREFERENCES

XI. SOFTWARE PIRACY

  • Forms of Piracy
  • Government Anti-Piracy Enforcements

XII. RETAIL AND DISTRIBUTION STRUCTURE

  • TOP CONVENIENCE STORE CHAINS

XIII. CONCLUSIONS

TABLE OF FIGURES

  • Figure 1: Online Games Market Forecast 2006-2010 Data Table, $m
  • Figure 2: Key Country Metrics
  • Figure 3: Taiwan' s Population by Age Group
  • Figure 4: Major Cities in Taiwan (population, thousands) October 2006 Data
  • Figure 5: Correlation between PC Ownership and Education Levels
  • Figure 6: Taiwan' s PC Penetration and Monthly Income (Income in USD)
  • Figure 7: Growth of Internet Users in Taiwan (in millions of users)
  • Figure 8: Broadband Penetration by Age Groups
  • Figure 9: Photos of High-End Internet Cafes in Taiwan
  • Figure 10: Examples of Web, Casual and MMORPG Games
  • Figure 11: Online Games Market Forecast 2006-2010 Graph, $m
  • Figure 12: Online Games Market Forecast 2006-2010 Data Table, $m
  • Figure 13: Payment Models for Top Online Games
  • Figure 14: Most Popular Online Game Forums April 2007
  • Figure 15: Screen Shot of SUN
  • Figure 16: Screen Shots of CABAL
  • Figure 17: Screen Shots of Freestyle
  • Figure 18: Select Top Titles in Operation in Taiwan
  • Figure 19: Online Publisher Market Share CY 2006
  • Figure 20: Comparison of Public Taiwanese Game Companies
  • Figure 21: Game Company Revenue Growth 2003 to 2006
  • Figure 22: Screen Shots of Wonderland Online
  • Figure 23: Screen Shots of Huang Yi Online
  • Figure 24: Chinese Gamer Financials 2003-2006
  • Figure 25: Title Shots of Recent Updates of Lineage
  • Figure 26: Screen shots of Gamania' s Maple Story and Mabinogi
  • Figure 27: Hosts of Dian Wan Te Gong
  • Figure 28: Gamania Financials 2003-2006
  • Figure 29: Earnings of Gamania' s Subsidiaries (NT in 1,000s)
  • Figure 30: Screen Shots of FunTown Games
  • Figure 31: Screen Shots of T2CN' s Freestyle
  • Figure 32: Gigamedia Financials 2003-2005
  • Figure 33: IGS' s arcade consoles
  • Figure 34: Screen Shots of Feng Sheng II
  • Figure 35: Screen Shots of We Dancing Online
  • Figure 36: IGS Financials 2003-2006
  • Figure 37: Screen Shots from Audition
  • Figure 38: Screen Shots from Dekaron
  • Figure 39: Logos for Iron Phoenix, M2 and Swordsman Online
  • Figure 40: Interserv Financials 2003-2006
  • Figure 41: Screenshots from La Frontera
  • Figure 42: Screenshot from Rich Online
  • Figure 43: Softstar Financials Q3 2005-Q3 2006
  • Figure 44: Screen Shots of Perfect World
  • Figure 45: Screen Shots of Battle and Battle Dungeon in RF Online
  • Figure 46: Soft-World Financials 2003-2006
  • Figure 47: Characters from Yulgang
  • Figure 48: Poster for SF Online
  • Figure 49: Wayi Financials 2003-2006
  • Figure 50: Screenshots of FM Online
  • Figure 51: Screenshots of The Legend of Three Kingdoms Online
  • Figure 52: Player categories by age groups
  • Figure 53: Preferred form of fees
  • Figure 54: Monthly spending on online entertainment (in NT$, NT$33=$1)
  • Figure 55: Monthly spending on online games (in NT$, NT$33=$1)
  • Figure 56: Player Experience
  • Figure 57: Reasons for playing online games
  • Figure 58: Factors in Choosing Games
  • Figure 59: Favorite Type of Game
  • Figure 60: Preferred Graphic Styles
  • Figure 61: Reasons for Dissatisfactions
  • Figure 62: Game Prepaid Cards
  • Figure 63: Top Convenience Store Chains in Taiwan
  • Figure 64: Rest Area at an Hi-life Store
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