Video Games in Taiwan
Euromonitor International, November 2012, Pages: 25
Unlike demand for traditional toys and games, demand for video games has suffered very little from the economic downturn. The “free-to-play” business model used for most online games, web games and mobile games is the biggest threat to the demand for games that require access fees.
Euromonitor International's Video Games in Taiwan report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2007-2011, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2016 illustrate how the market is set to change.
Product coverage: Digital Gaming, Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report?
- Get a detailed picture of the Video Games market;
- Pinpoint growth sectors and identify factors driving change;
- Understand the competitive environment, the market’s major players and leading brands;
- Use five-year forecasts to assess how the market is predicted to develop.
VIDEO GAMES IN TAIWAN
Euromonitor International
November 2012
LIST OF CONTENTS AND TABLES
Headlines
Trends
Competitive Landscape
Prospects
Category Data
Table 1 Sales of Video Games by Category: Value 2006-2011
Table 2 Sales of Video Games by Category: % Value Growth 2006-2011
Table 3 Video Games Software by Type: % Value Breakdown 2006-2011
Table 4 Video Games Company Shares by Value 2008-2011
Table 5 Video Games Brand Shares by Value 2008-2011
Table 6 Video Games Hardware Company Shares by Value 2008-2011
Table 7 Video Games Hardware Brand Shares by Value 2008-2011
Table 8 Video Games Software Company Shares by Value 2008-2011
Table 9 Video Games Software Brand Shares by Value 2008-2011
Table 10 Digital Gaming Company Shares by Value 2008-2011
Table 11 Digital Gaming Brand Shares by Value 2008-2011
Table 12 Sales of Video Games by Distribution Format: % Analysis 2006-2011
Table 13 Sales of Video Games Hardware by Distribution Format: % Analysis 2006-2011
Table 14 Sales of Video Games Software by Distribution Format: % Analysis 2006-2011
Table 15 Forecast Sales of Video Games by Category: Value 2011-2016
Table 16 Forecast Sales of Video Games by Category: % Value Growth 2011-2016
Namco Bandai Partners Taiwan Ltd in Toys and Games (taiwan)
Strategic Direction
Key Facts
Summary 1 Namco Bandai Partners Taiwan Ltd: Key Facts
Company Background
Production
Competitive Positioning
Summary 2 Namco Bandai Partners Taiwan Ltd: Competitive Position 2011
Sony Computer Entertainment Taiwan Ltd in Toys and Games (taiwan)
Strategic Direction
Key Facts
Summary 3 Sony Computer Entertainment Taiwan Limited: Key Facts
Company Background
Production
Competitive Positioning
Summary 4 Sony Computer Entertainment Taiwan Limited: Competitive Position 2011
Executive Summary
Multiple Factors Pulling Down Traditional Toys and Games Sales
Free Games Impact Video Hardware and Software Sales
Large Multinationals Grab A Larger Share
Distribution Costs for Traditional Games and Toys Rising
Modest Growth Expected for Toys and Games
Economic Situation Improving But Taiwanese Remain Hesitant
Declining Birth Rate Impacts Sales of Toys and Games
Digital Games Changing the Toys and Games Market in Taiwan
Japanese Toys and Games Lead the Way
Licensing Increases in Importance for Trend-driven Categories
Market Data
Table 17 Sales of Toys and Games by Category: Value 2006-2011
Table 18 Sales of Toys and Games by Category: % Value Growth 2006-2011
Table 19 Toys and Games Company Shares by Value 2008-2011
Table 20 Toys and Games Brand Shares by Value 2008-2011
Table 21 Sales of Toys and Games by Distribution Format: % Analysis 2006-2011
Table 22 Forecast Sales of Toys and Games by Category: Value 2011-2016
Table 23 Forecast Sales of Toys and Games by Category: % Value Growth 2011-2016
Sources
Summary 5 Research Sources
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