Video games in Taiwan
Video games in Taiwan are a major part of the country’s entertainment and technology industries, with both locally developed and imported titles enjoying popularity. Cooperative and competitive video games are widely played in Taiwan, particularly in Internet café, at home, and on mobile devices. Taiwan has also become known for its vibrant esports scene, with tournaments drawing large audiences and significant sponsorships. For example, a Taiwanese gamer – named Chen Yin-hung – won the Apex Legends championship at 2025’s Esports World Cup held in Saudi Arabia, earning the championship and the tournament’s most valuable player title, becoming the first Taiwanese player to achieve both distinctions.[1] Locally developed titles—including massively multiplayer online games (MMORPGs), mobile games, and Indie games—have achieved regional success, while Taiwanese hardware manufacturers such as Asus, Acer Inc, and Gigabyte Technology play a global role in gaming hardware and peripherals.[2]
Taiwan’s video game industry is part of the broader digital content and creative industries that have been promoted by the government since the 2010s.[3] In 2022, with an estimated total of 17.1 million gamers, the value of Taiwan’s digital gaming market exceeded US$2.2 billion, with mobile gaming accounting for the largest share of 63.8%.[4] According to the Taiwan's Ministry of Culture, the nation is both a significant consumer and a producer of online and mobile games, with a growing number of developers and art studios contributing to international projects.[5]
History
[edit]1980–1990
[edit]In the early 1980s, video games reached Taiwan primarily through imported Japanese consoles such as the Nintendo Famicom and Sega Master System, which were often re‑branded and distributed by Taiwanese electronics companies. Arcade centers (電玩店) also flourished in major cities like Taipei and Kaohsiung, with cabinets sourced from Japan and the United States. Popular titles included Donkey Kong and Street Fighter II. However, concerns about juvenile delinquency and the presence of unlicensed gambling machines led to periodic police crackdowns in the 1980s.[6] In March 1982, the Executive Yuan banned arcade games for five years, significantly influencing Taiwan’s flourishing electronics industry. At the time, arcade game consoles were the anchor of the nation’s electronics contract manufacturers, where at a certain point, they accounted for as much as 80% of Taiwan's total information industry exports.[7]
During this era, home computing began to rise. Taiwanese companies such as Acer Inc. and MiTAC distributed MSX‑compatible computers, which allowed local hobbyists to program simple games. Nevertheless, most games available were still foreign imports, often sold without localization. The lack of a formal intellectual property framework also meant that unofficial "pirated" cartridges and disks were widespread. Despite this, these early years cultivated Taiwan’s first generation of programmers and hobbyist developers who would later work in the domestic games industry.[8] Two companies stood out — Jingxun Information and Software World (later known as Soft-World) — because they not only sold pirated games but also published gaming magazines, which were a key source of information in that era. Pirated games were even sold bundled with manuals, and these two companies became rivals. Software World gained an edge with its “Three Dollar Plan” (one dollar for production, one for royalties, one for profit) and its own promotional magazines. By the late ’80s, competitors like Jingxun realized they needed to change. They began seeking more licensing opportunities and even considered producing their own games—opening a new path.[9]
1990–2000
[edit]The 1990s marked a golden age for Taiwan's single‑player games. In 1988, Lee Yong-jin, a co‑founder of Jingxun, left to create Softstar Entertainment. He formed in‑house teams such as the DOMO Group, Crazy Group, and Angel Group, and quickly began releasing original titles like Destroy and Monopoly alongside the new magazine Software Star.
By the late 1990s, Taiwanese gamers embraced PC gaming, particularly titles localized into Traditional Chinese. Internet cafés proliferated in urban areas like Taipei, Taichung and Kaohsiung. International hits such as Diablo II and StarCraft became common social activities, while domestic studios such as Softstar Entertainment, known for the The Legend of Sword and Fairy (仙劍奇俠傳) series, built strong fanbases in the Sinophone world.[10]
2000–2010: Online and PC café era
[edit]The early 2000s saw a major shift with the rapid rollout of broadband infrastructure. Taiwan's developers had to navigate a rapidly changing landscape. By 2001, Taiwan had one of the highest broadband penetration rates in Asia, which directly fueled the boom of Internet cafés. These cafés, often open 24 hours, became social hubs for students and young adults. Games such as StarCraft, Warcraft III, and Counter‑Strike dominated, and it was common to see groups renting adjacent PCs to play together late into the night. The rise of 2G and 3G networks, the advent of smartphones (2000) and the first iPhone (2007), and the explosion of Facebook users reshaped the industry. Physical magazines—once the heart of gaming news—were quickly outpaced by online media. Iconic magazines like Softstar’s Software Star closed in 2005.
Domestic game publishers began to emerge in this period as well as other Chinese-language RPGs, which achieved strong sales in Taiwan and other Sinophone regions. Taiwan also became a popular server hub for South Korean MMORPGs like Lineage and Ragnarok Online. Licensed Taiwanese servers offered localized interfaces, community events, and in-game festivals timed with Lunar New Year or Ghost Month traditions.[11]
The era also marked the rise of Taiwan's first professional e‑sports events. In 2003, the Taipei Game Show started attracting international developers and audiences, further embedding online games into Taiwan’s youth culture.[12]
2010–2020: Mobile gaming boom
[edit]With the rising popularity of the iPhone and widespread adoption of Android devices, Taiwan transitioned into a mobile‑first gaming environment. Domestic developers pivoted rapidly: Madhead launched Tower of Saviors (神魔之塔) in 2013, blending match‑three mechanics with RPG progression. The game became a regional hit, especially in Hong Kong, Taiwan, and Malaysia, and is still updated with seasonal events.
App stores and social platforms like LINE and Facebook became key distribution channels, while global developers like Clash of Clans and Pokémon Go found enthusiastic Taiwanese audiences.[13][14][15]
2020–present
[edit]By the early 2020s, cross‑platform titles such as Arena of Valor (Garena 傳說對決) and Genshin Impact became cultural phenomena. Competitive mobile esports leagues emerged, often sponsored by telecom giants such as Chunghwa Telecom and FarEasTone. The COVID‑19 pandemic further boosted engagement, with surveys showing a significant rise in daily active users between 2020 and 2021.[16] According to Business Sweden (2022), over 14.5 million Taiwanese played games regularly, with mobile gaming representing more than 60% of the market revenue. The popularity of mobile titles also spurred growth in local payment solutions, in‑app purchase systems, and targeted advertising networks.[17]
Professional and competitive gaming
[edit]Taiwan is regarded as a regional e‑sports hub. Players from Taiwan have achieved success in international tournaments, particularly in titles such as League of Legends, Arena of Valor, and Hearthstone. The League of Legends Master Series (LMS), based in Taipei, was one of the top competitive leagues in Asia from 2015 to 2019.[18] Taiwanese teams such as Flash Wolves gained recognition for defeating Korean and Chinese teams on the world stage.[19][20][21]
Major tournaments are broadcast on television and online platforms, with prize pools sponsored by technology companies and telecommunication providers.[22] The Taiwanese government has also supported e‑sports events through Taiwan's Ministry of Education and local cultural bureaus.[23]
Video game addiction and regulation
[edit]As Taiwan's online gaming industry grew in the 2000s, concerns about video game addiction began to surface—mirroring similar trends in other parts of East Asia such as South Korea and China. With the rising popularity of MMORPGs like Lineage, Ragnarok Online, and MapleStory, thousands of players were spending extended hours online, and the media increasingly spotlighted the negative impacts of excessive gaming, especially among teenagers.[24]
By the mid-2000s, the public discourse shifted from enthusiasm for gaming as entertainment to anxiety about its social consequences. Local news outlets frequently reported incidents of gaming addiction leading to poor academic performance, sleep deprivation, physical health issues, and even family conflict. In 2012, one infamous case involved a teenager collapsing after playing non-stop for over 40 hours at an Internet café, igniting a nationwide debate about the responsibilities of game developers, schools, and parents.[25][26]
Government and industry response
[edit]In response, Taiwan's Ministry of Education and Ministry of Health and Welfare began commissioning studies into digital addiction. These studies often cited problematic gaming behavior as a growing public health issue, particularly among youths aged 12–18. In parallel, some legislators began pushing for regulatory oversight on how games were distributed and monetized, especially online games with real-currency trading systems or gambling-like mechanics such as loot boxes. "Digital Detox Camps" were set up by both government and non-government organizations to help combat this addiction.[27]
Starting in the late 2000s, Taiwan introduced several measures aimed at mitigating the risk of addiction, including:
- The Gaming Software Rating Regulations: Implemented by the Ministry of Culture, these regulations required all video games sold in Taiwan to display an age rating and content description. Age categories included "General," "Protection," "Parental Guidance," and "Restricted."[28]
- The Regulations on the Management of Electronic Gaming Establishments: Internet cafés, where many minors played games for extended hours, were subject to stricter regulations. Minors under a certain age were prohibited from entering after 10 p.m., and cafés were required to monitor user behavior and enforce rest breaks.[29]
The debate on responsibility
[edit]These regulations sparked intense debate between the gaming community, lawmakers, and developers. Critics argued that the government was overreaching and moralizing, framing all gamers as potential addicts. Developers, meanwhile, were concerned that overly strict policies would stifle innovation and place undue burdens on small studios.[30] On the other hand, parent advocacy groups and educators emphasized that without external regulation, the problem of gaming addiction would only worsen. They called for more funding for public awareness campaigns and school-based digital literacy programs that taught responsible media consumption. Meanwhile, developers began implementing parental control tools, such as playtime limits, activity reports, and “youth mode” settings. Mobile games also started displaying warning prompts after long sessions, reminding players to take breaks.[31]
Shifting public attitudes
[edit]By the 2010s, public attitudes toward video game addiction became more nuanced. While concerns remained, gaming was increasingly seen as a mainstream form of entertainment—and even a professional pursuit, thanks to the rise of eSports, streamers, and content creators. The conversation slowly shifted from moral panic to a more balanced discourse about digital well-being, mental health, and self-regulation.[32]
Taiwan also avoided the more draconian restrictions seen in China, such as the 2021 regulation limiting minors to three hours of gaming per week. Instead, Taiwan pursued a "soft regulation" approach that emphasized public education, content labeling, and promoting healthy play habits.[33] This approach, while not perfect, reflected Taiwan's cultural balance between technological innovation and civic responsibility—seeking to protect young players without undermining the creative and economic potential of the gaming industry.
Ratings
[edit]Video games in Taiwan are rated by the Game Software Rating Regulations under the Ministry of Culture.[34] The system, introduced on July 6, 2006 and updated on May 29, 2012, uses five age‑based categories:
- General Public (G): Suitable for all ages.
- Protected (P): For ages 6 and above.
- Parental Guidance 12 (PG 12): For ages 12 and above.
- Parental Guidance 15 (PG 15): For ages 15 and above.
- Restricted (R): For ages 18 and above.
Ratings are mandatory for all games sold or distributed in Taiwan, whether physical or digital.[35]
See also
[edit]References
[edit]- ^ "Gamer 'QQ' wins Apex, MVP title". Taipei Times. July 15, 2025. Retrieved June 4, 2025.
- ^ "ASUS Republic of Gamers Announces 2025 ROG Flow Z13 is now available in Canada". Taiwan News. February 19, 2025. Retrieved June 4, 2025.
- ^ "Taiwan Finally Gets Behind Booming ESports Industry". The News Lens. November 13, 2016. Retrieved June 4, 2025.
- ^ "The Gaming Market in Taiwan". allcorrectgames.com. November 16, 2023. Retrieved June 4, 2025.
- ^ "Taiwan survey finds nearly half mobile gamers spend NT$300 to NT$1000 monthly". Taiwan News. July 22, 2024. Retrieved June 4, 2025.
- ^ 吳迎春 (May 1, 1982). "資訊工業的短痛 — 電動玩具全面禁絕之後" (in Chinese (Taiwan)). CommonWealth Magazine (Taiwan). Retrieved June 4, 2025.
- ^ "1982: Eyeing global leadership". CommonWealth Magazine (Taiwan). January 22, 2021. Retrieved June 4, 2025.
- ^ Chang, Y. Kurt (1994). "Special 301 and Taiwan: A Case Study of Protecting United States Intellectual Property in Foreign Countries". Norhwestern Journal of International Law & Business (206): 677–698.
- ^ "曾有過3A大作?單機向的輝煌時代再等等!台灣遊戲發展史簡約整理". Up Media. September 16, 2024. Retrieved June 4, 2025.
- ^ 蘇晟彥 (September 12, 2024). "大宇賣雙劍震驚老粉 董事長吐心聲:處理閒置IP對大家都好" (in Chinese (Taiwan)). ETtoday. Retrieved June 4, 2025.
- ^ MrSun (September 1, 2022). "你都玩過嗎?盤點那些年熱門的5款「懷舊線上FPS」" (in Chinese (Taiwan)). Yahoo! News. Retrieved June 4, 2025.
- ^ "About TGS". tgs.tca.org.tw. Retrieved June 4, 2025.
- ^ 彭奕翔 (August 24, 2016). "台灣瘋寶可夢癱瘓交通 登上世界舞台" (in Chinese (Taiwan)). United Daily News. Retrieved June 4, 2025.
- ^ tdifonzo (August 23, 2016). "Pokémon Go Causes Chase in Taiwan Streets". The Wall Street Journal. Retrieved June 4, 2025.
- ^ Praderio, Caroline (August 23, 2016). "Hundreds of people mobbed Taiwan's capital to catch a rare Pokémon in 'Pokémon Go'". Business Insider. Retrieved June 4, 2025.
- ^ Shao, Mercy (July 30, 2021). "Which game console is the winner in the pandemic?". The News Lens. Retrieved June 4, 2025.
- ^ Wengelin, Frida (November 24, 2022). "Capturing the growth of the taiwanese gaming market". Business Sweden. Retrieved June 4, 2025.
- ^ Su, Lynn (August 2020). "The Rise of Esports: A Fantastic, Challenging Adventure". Taiwan Panorama. Retrieved June 4, 2025.
- ^ "《FlashWolves閃電狼》IEM 9世界冠軍賽落幕, 閃電狼力奪四強展望世界國際賽事!". gamedb (in Chinese (Taiwan)). March 16, 2015. Retrieved August 22, 2015.
- ^ "AHQ 以2:1擊敗閃電狼奪《英雄聯盟》IEM台北站首張門票". ETtoday. December 10, 2014. Retrieved November 4, 2015.
- ^ "〈電競〉《IEM9台北站資格賽》yoe閃電狼2:1破TPA". Yahoo Sports Taiwan (in Chinese (Taiwan)). November 29, 2014. Retrieved November 4, 2015.
- ^ "〈亞洲最大電競盛會WirForce今開幕 中華電信挺玩家送好康打造熱血嘉年華" (in Chinese (Taiwan)). Central News Agency (Taiwan). November 14, 2024. Retrieved November 4, 2015.
- ^ Wengelin, Frida; Fukuoka, Shizuya (August 19, 2018). "Esports classified as sport in Taiwan, pros even exempt from mandatory military service". Mainichi Shimbun. Retrieved June 4, 2025.
- ^ "全球失控... 追蹤「網路遊戲成癮症」" (in Chinese (Taiwan)). Chinese Television System. September 1, 2018. Retrieved November 4, 2015.
- ^ "Taiwan teenager died after playing computer game non-stop for 40 hours". The Daily Telegraph. July 19, 2012. Retrieved November 4, 2015.
- ^ Hunt, Katie (January 19, 2015). "Man dies in Taiwan after 3-day online gaming binge". CNN. Retrieved November 4, 2015.
- ^ Hsiao, Matthew (August 2, 2023). "How do 'digital detox camps' in Taiwan wean kids from the Internet?". CommonWealth Magazine (Taiwan). Retrieved June 4, 2025.
- ^ "The Gaming Market in Taiwan". Ministry of Digital Affairs (Taiwan) Laws and Regulations Retrieving System. May 23, 2019. Retrieved June 4, 2025.
- ^ "No.738【Limitation of Distance Involving Electronic Gaming Arcades】". Judicial Yuan. June 24, 2016. Retrieved June 4, 2025.
- ^ Chang, Y. Kurt (January 2021). "The Relationship Between Internet Addiction, Game Addiction, and Life Satisfaction in High School Students: Parents' Attitude Toward Their Children's Online Behavior as a Moderating Variable". Journal of Research in Education Sciences (66(4)): 35–67. doi:10.6209/JORIES.202112_66(4).0002.
- ^ 袁瓊瓊 (June 13, 2019). "兒子沒有說話" (in Chinese (Taiwan)). Business Today. Retrieved November 4, 2015.
- ^ "Health ministry considers recognizing gaming addiction as 1m found at risk". Taipei Times. January 5, 2018. Retrieved June 4, 2025.
- ^ Lin, Hsin-ching (September 2012). "Creeping Cyber-Sickness—Internet Addiction". Taiwan Panorama. Retrieved June 4, 2025.
- ^ "Game Software Rating Management Regulations". Laws and Regulations Database of Taiwan. May 23, 2019. Retrieved June 4, 2025.
- ^ "Game Software Rating Management Regulations" (PDF). Taiwan Game Software Rating Information. Taiwan Entertainment Software Rating Information. April 20, 2018. Archived from the original (PDF) on March 30, 2019. Retrieved May 19, 2019.