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Online Games Market in Taiwan

Published by: Pearl Research

Published: Apr. 20, 2007 - 77 Pages


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

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

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