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Preference and Behavior Analysis of Taiwanese Digital Gamers

  • ID: 4600995
  • Report
  • July 2018
  • Region: Taiwan
  • 20 pages
  • Market Intelligence & Consulting Institute (MIC)
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The researcher conducted an online questionnaire research in Taiwan and received 1,068 valid questionnaires. This report provides an overview of Taiwanese digital gamers' preferences and examines their behavior with socio-demographic characteristic factors such as gender and age.

The findings suggest:

  •  63.2% of Taiwanese digital gamers play games on Android smartphones.
  •  63.3% of Taiwanese digital gamers aged 19 and under spend more than an hour playing games every day.
  • 57% of Taiwanese female digital gamers prefer games with cute graphical styles.

List of Topics

  • The effect of socio-demographic characteristics such as gender and age on preferences and behavior of Taiwanese digital gamers
  • Questionnaire assessment of gaming device, platform, time, and graphic style preferences of Taiwanese digital gamers, disaggregated by gender and by age group.
Note: Product cover images may vary from those shown
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1. Research Objective

2. Background

3. Taiwanese Digital Gamers Overview
3.1 Over 60% of Gamers Play Games on Android Phones
3.2 22.2% of Female Gamers Play Games on iPhone
3.3 30% of Gamers Aged 19 and Under Play Games on a PlayStation 4
3.4 53.9% of Gamers Play Less than An Hour Every Day
3.5 27.7% of Female Gamers Play Less Than 30 Minutes Every Day
3.6 63.3% of Gamers Aged 19 and Under Play at Least an Hour Every Day

4. Preference Analysis of Taiwanese Digital Gamers
4.1 75.5% of Gamers Play Phone/Tablet App Games Recently
4.2 3% of Male Gamers Play VR-supported Games
4.3 Gamers Aged 19 and Under are Major Players in the Digital Game Ecosystem
4.4 46.9% of Gamers Prefer Games with Cute Graphic Styles
4.5 57% of Females Prefer Games with Cute Graphic Styles
4.6 30.8% of Gamers Aged 25-29 Have No Particular Graphic Style Preference in Games

5. Conclusion

6. Demographic Segmentation
6.1 Gender
6.2 Age Groups

List of Tables
Table 1 Taiwanese Digital Gamers' Electronic Device Preference by Age Group
Table 2 Average Time Taiwanese Gamers Play Digital Games by Age Group (Auto-play Games Excluded)
Tablet 3 Taiwanese Gamers' Most Frequently Played Game Categories by Age Group
Table 4 Taiwanese Gamers' Graphic Style Preferences by Age Group

List of Figures
Figure 1: Demographics of Taiwanese Digital Gamers
Figure 2 Taiwanese Gamers' Electronic Device Preference for Playing Digital Games
Figure 3 Taiwanese Gamers' Electronic Device Preference for Playing Digital Games by Gender
Figure 4 Average Time Taiwanese Gamers Spend on Digital Games Every Day
Figure 5 Average Time Taiwanese Gamers Spend on Digital Games Every Day by Gender (Auto-play Games Excluded)
Figure 6 Taiwanese Gamers' Most Frequently Played Game Categories
Figure 7 Taiwanese Gamers' Most Frequently Played Game Categories by Gender
Figure 8 Taiwanese Gamers' Graphic Style Preferences in Games
Figure 9 Taiwanese Gamers' Graphic Style Preferences in Games by Gender

Note: Product cover images may vary from those shown
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Primary research with a holistic, cross-domain approach

The exhaustive primary research methods are central to the value that the analyst delivers. A combination of questionnaires and on-site visits to the major manufacturers provides a first view of the latest data and trends. Information is subsequently validated by interviews with the manufacturers' suppliers and customers, covering a holistic industry value chain. This process is backed up by a cross-domain team-based approach, creating an interlaced network across numerous interrelated components and system-level devices to ensure statistical integrity and provide in-depth insight.

Complementing primary research is a running database and secondary research of industry and market information. Dedicated research into the macro-environmental trends shaping the ICT industry also allows the analyst to forecast future development trends and generate foresight perspectives. With more than 20 years of experience and endeavors in research, the methods and methodologies include:

Method

  • Component supplier interviews
  • System supplier interviews
  • User interviews
  • Channel interviews
  • IPO interviews
  • Focus groups
  • Consumer surveys
  • Production databases
  • Financial data
  • Custom databases

Methodology

  • Technology forecasting and assessment
  • Product assessment and selection
  • Product life cycles
  • Added value analysis
  • Market trends
  • Scenario analysis
  • Competitor analysis

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