Competitive Landscape
Nintendo Phuten Co Ltd Leverages Hybrid Hardware Launch to Anchor Premium Demand
Video games in Taiwan, China displays a stable and fragmented competitive landscape, with the leading positions held by global and regional players whose shares have shifted only marginally in 2025. Nintendo Phuten Co Ltd maintains the top position with a 7% value share, driven by the enduring installed base of the Switch and the impact of the new Switch 2 launch in July 2025.
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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
Soft Star and Mad Head Shift Play to Digital Storefronts
Supercell Drives Recurring Spend through Battle Pass Innovation
Nintendo’S Switch 2 Rally Highlights Premium Hardware Loyalty
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
Nintendo Phuten Co Ltd Leverages Hybrid Hardware Launch to Anchor Premium Demand
App Stores and Console Storefronts Shift Software Sales Online
Digital Payment Habits Drive Recurring Spend on In-Game Content
Franchise Extensions and Localised Content Drive Innovation
Soft Star and Mad Head Illustrate Localised Digital-First Innovation
Business Impact Rebalances Revenue toward Recurring Spend
Toys and Games in Taiwan, China - Industry Overview
2025 Developments
Key Data Insights
Mobile-First Spending Transforms Digital Entertainment and Eclipses Physical Play
Supercell Converts Mobile Gamers into Frequent Spenders with Live Services
Pop Mart’S Labubu and Plantoys Reshape Demand through Emotion and Trust
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
Nintendo Phuten Co Ltd and Epic Games Inc Sustain Leadership as Collectible Launches Fuel Premium Play
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
Drop Mechanics and Experiential Retail Steer Innovation
Nintendo Switch 2 and Labubu Secret Editions Highlight Recent Innovation
Business Impact Concentrates Value and Reshapes Retail
Country Reports Disclaimer
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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