ASEAN KEY DESTINATIONS
Portable video games console increases volume share in Taiwan’s video games hardware market: GfK
Action and role play games further increase in popularity
31 January, 2013, TAIPEI – Avid video gamers in Taiwan spent USD 69 million on nearly 265,000 units of home and portable video game consoles in 2012. The latest insights on the video games entertainment market from GfK Taiwan showed that on-the-go gaming is gaining popularity in the country, driven largely by new product launches last year which managed to stimulate the sales of portable consoles.
While nearly one in two (45%) video games consoles purchased in 2011 were portable ones, the most recent one year data from GfK saw the proportion surge to 45 percent, or nearly one in every two. This segment of the industry totaled around USD 25 million.
“The launch of the latest generation of portable console models such as 3DS and PSVita created a higher consumer demand for the portable segment over the home consoles,” highlighted Lydia Huang, Managing Director of GfK Taiwan. “Another noteworthy trend last year was the continued rise in prevalence of action and role play games—the two most popular genres of games, which today make up around 58 percent of all video games software sold.”
According to GfK Taiwan, one in three (34%) video games software purchased belongs to the action category and about a quarter (24%) are role playing games. Last year, the top three best-selling home console games were One Piece : Kaizoku Musou, Resident Evil 6, and Final Fantasy XIII-2, while the three most popular games in the portable console segment were Unchartered: Golden Abyss, Ragnarok Odyssey and Persona 4: Golden.
“The market is still abuzz with excitement over the new generation consoles, as avid gamers are anticipating these latest devices to present a whole new level of gaming experience,” commented Huang.
“However, in 2013, we are expecting stiff competition in the industry as other gaming devices such as smartphones continue to strengthen their influence and impact the overall video games market to some extent,” said Huang. “Video game brands serious in further expanding their share in the market should concentrate not only on maintaining their foundation on the core gamers and at the same time work on regaining the attention of light users,” she concluded.
GfK is one of the world’s largest research companies, with more than 12,000 experts working to discover new insights into the way people live, think and shop, in over 100 markets, every day. GfK is constantly innovating and using the latest technologies and the smartest methodologies to give its clients the clearest understanding of the most important people in the world: their customers. In 2011, GfK’s sales amounted to EUR 1.37 billion.
To find out more, visit www.gfk.com/us or follow GfK on Twitter: https://twitter.com/GfK_en.
- Survey period: Jan 2012 – Dec 2012
- Survey comparison period: Jan – Dec 2012 VS Jan - Dec 2011.
Manager I PR & Communications
GfK Asia Pte Ltd | One George Street #22-02 | Singapore 049145
T +65 6826 8622 | M: +65 9385 0222
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