2025
Snapshot of TW Consumer
Behaviors July 2025
The focus of data:
⚫Analysis of Consumer Behavior of In-app
Purchase in Mobile Games
⚫New consuming behavior following up for the
past 6 months
Releases on July 31, 2025
Become an EOL Group member and get early
access to the Monthly Snapshot!
URL: https://www.isurvey.com.tw/5_member/join.aspx
Great|Open|Opportunity|Spots = GooSpots
Choose the right location and gain a
competitive edge from the very start!
GooSpots Location Selection System
– Newly Launched by EOL Group
Easily and efficiently identify prime
business locations!
Pinpoint high-potential hotspots
and commercial cores with precision.
Grace Su / VGM
+886-2-2706-4865 #818
graceting@isurvey.com.tw
Crystal Tien / DD +886-2-2706-4865 #820
crystaltien@isurvey.com.tw
Contact
Information
PART 1
Analysis of Consumer
Behavior of In-app Purchase
in Mobile Games
Survey Method: EOL Group -EOLembrain Online Survey
Effective sample size: 1,000, 20-59 years old
Sampling Error: With a confidence level of 95%, the sampling error is ± 3.1%
Quota Method: Quota sampling is conducted based on the population's age and region (North, Middle, South) in Taiwan
Sample Screening: EOL’s respondents have all undergone rigorous identity verification, and invalid responses, random responses,
and samples that do not match the background have been excluded, thereby enhancing the authenticity and precision of the
online survey.
1
Will consumers spend on mobile games?
Survey of consumers’ in-App purchase on mobile games
In recent years, with the widespread adoption of smart phones
and thriving of game market, the mobile games have swiftly
become an integral part of modern leisure activities, whose
variety and convenience of gameplays make such games popular
in all generations.
Under such background, the in-app purchase (IAP) monetization
model has become increasingly prevalent, emerging as a key
revenue stream for game companies. However, consumer
preferences, motivations, and spending habits related to in-app
purchases vary significantly, exerting a profound influence on
game design and marketing strategies.
In response, EOL Group conducted an independent survey of
mobile gamers to examine their gaming behaviors, with a
particular focus on in-app purchase–related spending patterns.
The findings aim to provide actionable insights to guide the
future design, operation, and marketing of mobile games.
All Rights Reserved © Eastern Online Co., Ltd.
2
Sample(N=1000) Percentage
Gender
Male 500 50%
Female 500 50%
Age
20-29Y 207 21%
30-39Y 243 24%
40-49Y 243 24%
50-59Y 207 21%
*60-64Y 100 10%
Region
Northern 460 46%
Middle 200 20%
Southern 300 30%
Eastern 40 4%
Structure of survey sample
Method of
Survey
Respondents
Sample
EOL Group-EOLembrain
Online Survey
1,000, (the sampling
error is ±3.1%)
Male and female consumers
in Taiwan, 20-64 years old
Explanation of survey design
© Eastern Online Co., Ltd.
3
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
23.6%
27.2%
49.3%
Did you have in-app
purchase on mobile
games or not
(N=828)
Spender
Potential
spender
Non-spender
82.8%
17.2%
Have you play mobile
games in the last 3
months or not
Yes
No
(N=1000)
Consider in-app
purchase but not
spending money yet
23.6% 27.2%
49.3%
33.7% 31.1%
62.5%
66.7%
0%
20%
40%
60%
80%
100%
Spender Potential spender Non-spender
Overall(N=828)
20-29Y(N=193)
30-39Y(N=215)
40-49Y(N=205)
50-59Y(N=152)
60-64Y(N=63)
23.6% 27.2%
49.3%
26.8% 30.2%
43.0%
20.4% 24.2%
55.3%
0%
20%
40%
60%
80%
100%
Spender Potential spender Non-spender
Overall(N=828)
Male(N=407)
Female(N=421)
Did you spend money on mobile games
in the past 3 months by gender
Did you spend money on mobile games
in the past 3 months by age
Play mobile games but
never consider in-app
purchase
Play mobile
games and have
in-app purchase
All Rights Reserved © Eastern Online Co., Ltd.
Among consumers who play mobile games, 23.6% will spend on games
Male consumers are more willing to spend money while over
30% of the 20s consumers will spend money on games.
The survey on July conducted by EOL Group shows that, 82.85 of consumers play mobile games in the past 3 months, and 23.6% of them have
in-app purchase on mobile games, 27.2% have potential in spending, saying that they re considering but not yet spend money on games. This
presents that nearly 50% of consumers are willing to have in-app purchase on games. Gender-based analysis presents that both the proportion
of paying players and potential spenders are higher among males than females, suggesting that male players exhibit greater purchase intent
toward mobile games. Analysis from the generation shows that 33.7% of the 20s consumers have in-app purchase, which is a higher
proportion compared with the overall proportion and other generations, and also more than 30% of them are the potential spenders.
Conversely, the proportion of non-spenders increases steadily with age, exceeding 60% among respondents aged 50 and above. This suggests
that younger consumers are more active in mobile game spending, while older generations tend to adopt a more conservative approach.
4
74.4%
58.2%
60.3%
15.9%
17.8%
15.7%
8.7%
16.0%
12.7%
8.0%
11.3%
Spender(N=195)
Potential
spender(N=225)
Non-
spender(N=408)
Everyday Once every 2-3 days Once every4-7days Once of 2 weeks or lower
The mobile game playing frequency in the past 3 months
16.4%
8.0%
5.4%
17.9%
12.9%
9.6%
24.1%
28.4%
18.1%
36.9%
39.6%
34.3%
4.6%
11.1%
32.6%
Spender(N=195)
Potential
spender(N=225)
Non-
spender(N=408)
4hs or more 2-4hrs 1-2 hrs 30 mins-1 hr Less than 30mins
Daily playtime of mobile games
7.2%
4.9%
4.4%
37.9%
28.0%
12.7%
33.3%
39.1%
34.1%
21.5%
28.0%
48.8%
Spender(N=195)
Potential
spender(N=225)
Non-
spender(N=408)
More than 5 3~4 2 1
Amount of mobile games being played in the past 3 months
Spender(N=195) 2.7
Potential
spender(N=225) 2.4
Non-spender(N=408) 1.9
Average amount of mobile games being played
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Spenders have the highest game playing frequency, longest playing and the largest number of games
74.4% of spenders play mobile games every day, while 16.4% play
more than 4 hours per day
An analysis of mobile gaming behavior by in-app purchase reveals that spenders demonstrate significantly higher gameplay frequency, duration, and
average number of games played compared with other groups. Over 70% of spenders play mobile games daily, and 16.4% spend more than four
hours per day on gameplay.
In contrast, potential spenders and non-spenders show little difference in gameplay frequency, but their daily playtime patterns vary. Potential
spenders are most concentrated in the one-to-two-hour (28.4%) and 30-minute-to-one-hour (39.6%) categories, while 32.6% of non-spenders play
for less than 30 minutes per day—a proportion notably higher than that of other consumers. In terms of game variety, spenders engage with an
average of 2.7 types of games, compared with 2.4 for potential spenders and 1.9 for non-spenders. These findings indicate a clear correlation
between spending behavior and higher game-playing frequency, longer playtime, and a greater number of games played.
NTD1,081
NTD1,114
NTD1,038
NTD624
NTD1,342
NTD1,369
NTD1,123
21.5%
19.3%
24.4%
21.5%
26.2%
22.7%
8.0%
21.5%
19.3%
24.4%
29.2%
14.8%
18.2%
24.0%
16.9%
18.3%
15.1%
20.0%
18.0%
13.6%
12.0%
15.9%
16.5%
15.1%
16.9%
13.1%
11.4%
28.0%
6.7%
10.1%
2.3%
6.2%
3.3%
9.1%
12.0%
8.2%
6.4%
10.5%
3.1%
9.8%
13.6%
8.0%
9.2%
10.1%
8.1%
3.1%
14.8%
11.4%
8.0%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Overall N=195)
Male(N=109)
Female(N=86)
20-29Y(N=65)
30-39Y(N=61)
40-49Y(N=44)
50Y or above(N=25)
NTD 200 or less NTD 201-300 NTD301-600 NTD601-1,000 NTD1,001-2,000 NTD2,001-5,000 NTF5,001 or more
5
Monthly average in-app purchase amount on mobile games
Average in-app
purchase amount
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Male consumers, the 30s and the 40s consumers put more money in in-app purchases on mobile games
The 20s have the highest proportion of spenders but a lower average
spending
How much do spenders actually spend on mobile games? The survey conducted by EOL Group shows that the most common monthly in-app
purchase amounts are “NTD 200 or less" (21.5%) and "NTD 201-300" (21.5%). From a gender perspective, female consumers prefer in-app
purchases with smaller amounts, less than NTD 600. However, in the high spending category, female consumers (18.6%) have a higher
proportion than males (16.5%) do in the range of “NTD 2,000 and above”. Analyzing from the aspect of generations, the 20s have a higher
proportion of in-app purchase spenders, but have a significantly lower average spending amount compared to other generations and the
overall average. In contrast, players in the 30s and 40s report average monthly spending exceeding NT$1,300, indicating stronger spending
power in mobile games among these generations.
6
41.5% 36.9%
34.4% 29.7%
23.6%
15.4%
3.6%
43.1%
55.7%
43.2%
36.4%
56.0%
48.0%
0%
20%
40%
60%
80%
Chance
for
card
draw
or
gacha(randomized
reward)
Conditions
or
passes
that
increase
play
opportunities
or
gametime
In-game
items
or
equipment
like
weapons
or
potions
that
enhance
levels,
stats,
or
abilities
Conditions/qualifications/ga
me
pass
for
unlocking
story
levels
Nice-looking
clothes/accessories/skin
such
as
hats/cloaks/gloves
etc.
Characters
Others
Overall(N=195)
20-29Y(N=65)
30-39Y(N=61)
40-49Y(N=44)
50 or above(N=25)
Items being bought in mobile games by gender
41.5%
36.9% 34.4%
29.7%
23.6%
15.4%
3.6%
41.3%
43.0%
0%
20%
40%
60%
80%
Chance
for
card
draw
or
gacha(randomized
reward)
Conditions
or
passes
that
increase
play
opportunities
or
gametime
In-game
items
or
equipment
like
weapons
or
potions
that
enhance
levels,
stats,
or
abilities
Conditions/qualifications/ga
me
pass
for
unlocking
story
levels
Nice-looking
clothes/accessories/skin
such
as
hats/cloaks/gloves
etc.
Characters
Others
Overall(N=195)
Male(N=109)
Female(N=86)
Items being bought in mobile games by age
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Among in-app purchases items, 41.5% of consumers spend for card draw or gacha(randomized reward)
Young generations prefer card draw or gacha while consumers aged
40s and above favor extended play opportunities
What items do consumers usually spend on in-app purchases in mobile games? The survey conducted by EOL Group shows that “chance for
card draw or gacha(randomized reward)” have the highest proportion (41.5%), followed by “conditions or passes that increase play
opportunities or gametime”(36.9%), and “in-game items or equipment like weapons or potions that enhance levels, stats, or abilities” (34.4%).
Analysis by gender presents that female consumers prefer “conditions or passes that increase play opportunities or gametime”(43.0%) while
males favor “in-game items or equipment like weapons or potions that enhance levels, stats, or abilities”, indicating that females are more
likely to enjoy the game content and males focus more on empowering their performance in games. Analyzing from the aspect of generations,
the 20s and 30s tend to “chance for card draw or gacha(randomized reward)”(43.1%, 55.7%) while consumers in the 40s and above prefer
“conditions or passes that increase play opportunities or gametime”(43.2%,56.0%) and “in-game items or equipment like weapons or
potions that enhance levels, stats, or abilities”(36.4%, 48.0%).
7
49.7%
30.8%
26.2%
22.6% 20.5%
16.9% 15.4%
11.8%
4.1% 2.1%
59.0%
37.7%
0%
20%
40%
60%
Receive
special
tools/equipment/clothe
s/characters
Unlock
special
stories
or
missions
in
the
games
Participate
the
activities
in
games
Shorten
the
playtime
Win
the
victory
in
the
fight
Present
the
character
Receive
a
higher
rank
Receive
the
recovery
tool
No
reason
Others
Overall(N=195)
20-29Y(N=65)
30-39Y(N=61)
40-49Y(N=44)
50Y or more(N=25)
Purpose of in-app purchases on mobile games by gender
49.7%
30.8%
26.2%
22.6% 20.5%
16.9% 15.4%
11.8%
4.1% 2.1%
57.8%
37.2%
0%
20%
40%
60%
Receive
special
tools/equipment/clothes/ch
aracters
Unlock
special
stories
or
missions
in
the
games
Participate
the
activities
in
games
Shorten
the
playtime
Win
the
victory
in
the
fight
Present
the
character
Receive
a
higher
rank
Receive
the
recovery
tool
No
reason
Others
Overall(N=195)
Male(N=109)
Female(N=86)
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Nearly 50% of consumers have in-app purchases for tools/equipment/characters
Males care about the element of making their role powerful or
looking good, while females focus on the game content
The purpose of in-app purchases on mobile games indicates that 49.7% of consumers spend money to receive special
tools/equipment/clothes/characters, and the second popular reason is “Unlock special stories or missions in the games”(30.8%). Analysis by
gender reveals that 57.8% male consumers spend money on mobile games for special tools/equipment/clothes/characters, while female
consumers spend money mainly due to “Unlock special stories or missions in the games”(37.2%). This suggests that males prioritize making their
roles powerful or looking good, whereas females tend to focus more on the game content and playing experience. Analyzing by generations, it is
evident that nearly 60% of consumers in the 30s make in-app purchases to “Receive special tools/equipment/clothes/characters” (59.0%), and
they also have a higher rate of choosing “Unlock special stories or missions in the games” (37.7%) as their reason compared to other generations
and the overall average. This indicates their higher engagement level with character equipment and game content.
Purpose of in-app purchases on mobile games by age
8
47.4%
39.5% 37.9%
27.9% 25.5%
18.3%
9.0% 8.1%
5.2%
1.2%
27.2%
15.2%
51.3%
45.3% 44.4%
34.0%
52.6%
34.6%
0%
20%
40%
60%
Have
promotional
events
Have
limited-time
events
Have
low
spending
thresholds
Games
stage
is
stuck
Unable
to
draw
the
desired
tools/equipment/clothes/c
haracter
Games
collaborate
with
favorite
IP
See
others
perform
gacha
on
YouTube
or
livestreams
Friends
have
in-app
purchases
See
others
show
off
Others
Overall(N=420)
20-29Y(N=125)
30-39Y(N=117)
40-49Y(N=100)
50Y or more(N=78)
Conditions being motivated to spend on mobile
games by gender
47.4%
39.5% 37.9%
27.9% 25.5%
18.3%
9.0% 8.1%
5.2%
1.2%
27.2%
11.6% 9.5% 7.8%
42.6%
35.6%
0%
20%
40%
60%
Have
promotional
events
Have
limited-time
events
Have
low
spending
thresholds
Games
stage
is
stuck
Unable
to
draw
the
desired
tools/equipment/clothes/ch…
Games
collaborate
with
favorite
IP
See
others
perform
gacha
on
YouTube
or
livestreams
Friends
have
in-app
purchases
See
others
show
off
Others
Overall(N=420)
Male(N=232)
Female(N=188)
Conditions being motivated to spend on mobile
games by age
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
47.4% of consumers spend more on mobile games due to the promotion
Promotions and time-limited events appeal strongly to consumers
in the 30s
What circumstances will motivate consumers to spend on mobile games? The survey conducted by EOL Group shows that 47.4% of consumers
reported being more willing to spend during promotional events. This was followed by “limited-time events” (39.5%) and “low spending
thresholds” (37.9%). Analysis by gender shows that, female consumers were significantly more likely to spend when they got stuck in the
game (35.6%). Male consumers show higher proportions in reasons such as “Unable to draw the desired tools/equipment/clothes/character”
(27.2%), “seeing others perform gacha on YouTube or livestreams” (11.6%), “friends have in-app purchases” (9.5%), and “See others show off”
(7.8%), suggesting their stronger desire for self-display. The analysis from the aspect of generation reveals that, consumers in the 20s tend to
spend when the game is collaborated with their favorite IP. And the 30s are particularly drawn by “promotional events,” “limited-time events,”
or “low spending thresholds.” Meanwhile, consumers aged 40 and above are more inclined to spend during “promotional events” or when
they are stuck in the game.
9
The view of paying consumers on in-app
purchases amount on mobile games
Intentions of having in-app purchases on
mobile games in the future
8.2% 56.9% 22.6% 12.3%
0% 20% 40% 60% 80% 100%
Overall(N=195)
Increase Maintain current spending level
May decrease Stop spending in the future
12.8% 24.1% 42.6% 7.7%
12.8%
0% 20% 40% 60% 80% 100%
Overall(N=195)
Very high Somewhat high Moderate Somewhat low Very low
34.9%
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
56.9% will maintain the current in-app purchases amount in the future
Only 8.2% will increase such amount while 34.9% may decrease the
spending or stop spending
A survey conducted by EOL Group reveals how current paying consumers of mobile games view the amount they spend on in-app
purchases as followed:
42.6% of consumers describe their in-app purchases amount as “moderate,” indicating that they consider their expenditures to be within
a reasonable range. Another 24.1% feel their spending is “somewhat high,” while 12.8% report it as either “very high” or “very low.”
Regarding future spending intentions, 56.9% of consumers say they plan to “maintain their current level,” 22.6% stated they “may
decrease”, and only 8.2% expressed that they are likely to “increase” their spending. Overall, most consumers remain inclined to continue
making in-app purchases, though some may adjust their spending levels.
It is noteworthy that the proportion of consumers who report they may “spend less” or “stop spending” reached 34.9%. This suggests a
decline in satisfaction among certain spenders, a trend that warrants attention and ongoing monitoring.
10
Current number of games with spending
1
57.4%
2
33.3%
3
5.1%
4
2.6%
5
0.5%
6 or more
1.0%
(N=195)
35.7%
31.4%
28.6%
24.3%
17.1% 15.7%
8.6% 8.6%
0%
10%
20%
30%
40%
The
in-app
purchase
items
in
other
games
are
not
attractive
Have
no
intention
to
spend
in
other
games
Particularly
like
that
one
game
Feel
guilty
for
spending
money
on
too
many
games
Promotion
events
of
other
games
are
not
attractive
Make
a
decision
to
spend
money
on
1
game
Other
games
have
a
high
spending
threshold
Do
not
have
enough
money
for
other
games
Reasons of spending money on only 1 game
(N=70)
*Play multiple games,
but only have in-app
purchases on one game.
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
57.4% only have in-app purchases on 1 specific mobile game
Consumers clearly distinguish the spending games and non-spending
games
According to the survey conducted by EOL Group, most consumers who spend money on mobile games play in only one game (57.4%), followed
by 2 games (33.3%). Among those who spend exclusively on a single game, the top reason given is that “The in-app purchase items in other
games are not attractive” (35.7%), followed by “Have no intention to spend in other games” (31.4%) and “Particularly like that one game”
(28.6%).
These findings suggest that the main reason for not spending in other games is not economic constraints but rather the sufficient appeal of the
game they are currently invested in. This further reflects that consumers draw a clear distinction between games they are willing to spend on
and those they are not.
11
Reasons for not having in-app purchases on mobile games by age
47.6%
33.6%
31.1%
26.4%
19.9% 19.1% 18.2% 17.1%
14.4% 13.3% 10.9%
5.8% 5.4% 3.9%
1.4% 0.5%
25.0% 26.6%
24.0%
53.4%
37.9%
30.4%
55.6%
0%
20%
40%
60%
See
games
as
mere
entertainment
Consider
spending
on
games
a
waste
of
money
Only
play
the
game
temporarily
Receive
the
satisfaction
without
in-app
purchases
Can
pass
the
game
without
spending
money
Even
with
spending,
nothing
tangible
is
left
Even
without
paying,
there
are
many
free
chances
to
have
card
draw
or
gacha
Worry
about
becoming
stuck
in
continuous
spending
Even
with
spending,
the
desired
items
may
not
be
received
No
games
I
want
to
spend
on
I
have
no
money
for
spending
on
games
The
spending
threshold
is
high
No
events
in
the
game
are
attractive
No
tools/equipment/clothes/cha
racter
are
desired
Inconvenience
in
payment
Others
Overall(N=633) 20-29Y(N=128)
30-39Y(N=154) 40-49Y(N=161)
50-59Y(N=133) 60-64Y(N=57)
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Non-spender perceive little value in in-app purchases on mobile games
The 40s consumers think mobile games only for entertainment not
worth spending money
In a survey of both potential spenders and non-spenders regarding their reasons for not spending money in mobile games, 47.6% of them
state that they “see games as mere entertainment” The second most common reason was “consider spending on games a waste of money”
(33.6%), followed by “Only play the game temporarily” (31.1%). Analysis by generations, consumers in the 20s more frequently cited “even
without paying, there are many free chances to have card draw or gacha(randomized reward)” (25.0%) and “worry about becoming stuck in
continuous spending” (26.6%), suggesting their higher sensitivity to financial burden. The 30s consumers more often indicate that “even with
spending, nothing tangible is left” (24.0%), reflecting a focus on practical use of money. Among consumers aged 40 and above, higher
proportions report “see games as mere entertainment” and “only play games temporarily,” which reveals a general lack of recognition of the
value of mobile game spending in this generation.
12
Reasons for not having in-app purchases on mobile games by spending behavior
47.6%
33.6% 31.1%
26.4%
19.9% 19.1% 18.2% 17.1% 14.4% 13.3% 10.9%
5.8% 5.4% 3.9% 1.4% 0.5%
28.0%
20.0%
11.1%
57.4%
39.5% 36.5%
0%
20%
40%
60%
See
games
as
mere
entertainment
Consider
spending
on
games
a
waste
of
money
Only
play
the
game
temporarily
Receive
the
satisfaction
without
in-app
purchases
Can
pass
the
game
without
spending
money
Even
with
spending,
nothing
tangible
is
left
Even
without
paying,
there
are
many
free
chances
to
have
card
draw
or
gacha
Worry
about
becoming
stuck
in
continuous
spending
Even
with
spending,
the
desired
items
may
not
be
received
No
games
I
want
to
spend
on
I
have
no
money
for
spending
on
games
The
spending
threshold
is
high
No
events
in
the
game
are
attractive
No
tools/equipment/clothes/c
haracter
are
desired
Inconvenience
in
payment
Others
Overall(N=633)
Potential Spender(N=225)
Non-spender(N=408)
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Potential spenders and non-spenders show distinct reasons for not spending
Potential spenders worry about uncontrolled future spending, while
non-spenders see games as mere entertainment
An analysis of reasons for not spending reveals clear differences between potential spenders and non-spenders. Potential spenders are more
likely to cite “worry about becoming stuck in continuous spending” (28.0%), “even with spending, the desired items may not be received”
(20.0%), and “the spending threshold is high” (11.1%). This indicates that their reluctance is tied to a higher psychological barrier for making
the first purchase, along with concerns about potential loss. By contrast, non-spenders’ reasons are not primarily financial. The most common
responses were “see games as mere entertainment” (57.4%), “consider spending on games a waste of money” (39.5%), and “only play the
game temporarily” (36.5%). These findings suggest that non-spenders fundamentally do not recognize the value of mobile game spending
and are more inclined to enjoy the gameplay itself without monetary investment.
13
All Rights Reserved © Eastern Online Co., Ltd.
EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025)
Over 20% of consumers currently spend on mobile games, and a sizable share are potential spenders
Among the 82.8% of consumers who played mobile games in the past three months, 23.6% made in-app purchases, while
27.2% are identified as potential spenders. A closer look at spending patterns reveals that the share of male spenders
(26.8%) is noticeably higher than that of female spenders (20.4%). Younger consumers also stand out, with 33.7% of those
in their 20s making purchases, a rate higher than the overall average and other age groups. Similarly, potential spenders are
more concentrated among men (30.2%) than women (24.2%), and exceed 30% among consumers in their 20s. Overall, men
and younger players demonstrate a stronger willingness to spend on mobile games.
Spending categories and motivations vary by gender and age, requiring tailored promotional strategies
In general, male consumers prioritize in-game enhancements such as equipment, items, and characters, while female
consumers place more emphasis on the game’s content and overall experience. From an age perspective, consumers in their
20s and 30s tend to prefer opportunities for card draws or gacha (randomized rewards), whereas those aged 40 and above
favor purchases that directly extend gameplay time or opportunities. Notably, regardless of demographic differences,
promotional events are consistently effective in driving spending intention.
Most consumers see their current spending as reasonable, and the majority expect to continue spending
Although 36.9% of consumers feel their current spending is “high,” only 12.3% explicitly indicated they would stop spending
in the future. This suggests that while some consumers may adjust their spending levels, the majority are likely to continue
making purchases. Moreover, more than half of spenders currently concentrate their spending on only one game. This
highlights that consumers apply clear standards when deciding whether to spend, underscoring the importance for game
publishers to position their titles as the preferred choice for spending.
Potential spenders face high barriers to their first purchase, while non-spenders perceive no value in spending
Potential spenders often hesitate due to concerns that their first purchase may not deliver adequate satisfaction, leading
instead to a sense of loss. In contrast, non-spenders fundamentally do not perceive mobile game spending as valuable. To
lower the psychological barrier for potential spenders, offering low-cost items that provide immediate gratification can be
effective. For non-spenders, efforts should focus on communicating the tangible benefits of in-app purchases to enhance
their recognition of and interest in spending.
KEY TAKEAWAY Observation and Suggestion
PART 2
New consuming behavior following up
for the past 6 month
• Survey to the usage ratio of new consuming behavior
• Consumer’s Hot Topics
EOL Group Survey
Method: EOL Group - EOLembrain Online Member Survey
Effective sample size: 1,000,20-64 years old
63.3%
25.7% 23.5%
11.5%
0%
20%
40%
60%
80%
Survey to the usage ratio of new consuming behavior
Online Payment usage slightly declined
1
Online Payment Posting IG Stories
Of all the respondents aged 20 to 64, what were the levels of utilization of various consumer behaviors in the past 6 months?
EOL Group Survey, N=1,000, 20-64 years old,conducted by: EOLembrain Online Member Survey (February 2025 to July 2025) © Eastern Online Co., Ltd
Others
Accessing LINE
Shopping Group
Accessing
Delivery App
Upload
TikTok video
Use online
bank account
Going to gym or sports
classroom,
such as boxing, yoga, TRX,
Fitness Equipment
Subscription-based
streaming video services,
such as Netflix, iQIYI, CatchPlay,
etc.
Jun.
May. Jul.
Feb. Mar. Apr.
May. Jun. Jul.
Feb. Mar. Apr.
Jun.
May. Jul.
Feb. Mar. Apr. Jun.
May. Jul.
Feb. Mar. Apr.
16.2%
30.6%
2.7%
26.2%
0%
15%
30%
45%
Jun.
May. Jul.
Feb. Mar. Apr.
May. Jun. Jul.
Feb. Mar. Apr. May. Jun. Jul.
Feb. Mar. Apr. May. Jun. Jul.
Feb. Mar. Apr.
2 Hot Topics Among Consumers
Whether it’s in person, via text message, or sharing on social media platforms, what topics did consumers proactively share with
friends in past 6 months?
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Food
And
Dining
Investment and
Financial
Management
Shopping
and
Discount
Culinary
Drama
Politics
International
Issues
Economy
EOL Group Survey, N=1,000, 20-64 years old,conducted by: EOLembrain Online Member Survey (February 2025 to July 2025) © Eastern Online Co., Ltd
44.5%
35.0%
26.2%
23.1% 23.0% 21.9%
18.8% 17.6%
0%
20%
40%
60%
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Feb.
Mar.
EOL Group is outstanding in consumer
marketing research in Taiwan.
With rich expertise in consumer market
research, EOL Group has developed massive
databases and utilizes AI to deepen its
research, enabling it to grasp the real
changes in industries and consumers.
Companies in Taiwan Company in China
37 years
96 thousand
household
1.4+
billion
200
thousand
Member of Macromill
Weekly index Asia
Annual Trend seminar
400
attendees
200
companies
E-ICP
Taiwan Consumption
Demands Research
Research to changes of consumption
trends, values and lifestyles
Big Data Research
Research on sales using data of
issued invoices
Research on word-of-mouth
among communities
Online Survey
Solid, fast and precise
identification of
registered members
Trend Seminar
EOL Consumer Research Team
Integrated
Platform
Teams and Experts
from Diverse Fields
Marketing Suggestion
Conquering the blind spots
E-ICP consumer profile for 37 years
The Online Survey Database with
200,000 Registered Members
Offline Qualitative and Quantitative
Survey
Teams with practical experience composed
of Experts from fields including:
1.Trned Study 2.Communication
3.Brand Marketing
4.Consumer Behaviors
Precise database
Effective and feasible strategic proposals
Integrated marketing and communication
services could be offered using resources
of the Group
ABOUT US
Integrated Big
Database
Database of E-invoice Sales Volumes
Shopping Area Evaluation Analysis
Social Viewing and listening System
Services of EOL
E-ICP Lifestyle Database
AI Public Opinion Database
Real-time Online Surveys with
Real-name Authentication
Exclusive Five Major Database
Qualitative and Quantitative Project Research
Qualitative
Focus Group Interview
One-on-one Ind-depth
Interview
Quantitative (online & offline)
Online Survey/Telephone Interview/
Interview at Households
Central Location Test (CLT)
Database for Sales Volumes from all Channels
EOL Social Viewing and listening System
Modeling of Prediction Model for Consumer Purchase Behaviors
Real Estate Land Prices and Building Valuations
Research of Shopping Area
Integrated Big Data Analysis Services
Customized Reports
Workshop for Creation of Business Opportunities
Consultancy Service for Brands and Trends
Trend Reports Looking for Solutions
E-invoice Database
Shopping Area Evaluation
Database
Thank You
Eastern Online Co., Ltd.,7F., No. 306, Sec. 4, Xinyi Rd., Daan Dist., Taipei City, Taiwan
※ Do not cite, distribute, reprint, copy, and/or reproduce any
and/or all parts of the data and/or figures in this Document
without prior consent of EOL
Amanda Li / VGM
Grace Su / VGM
Casper Wang / Director
Email:amanda@isurvey.com.tw
Email:graceting@isurvey.com.tw
Email:casper@isurvey.com.tw
【Contacts for Business Cooperation】
Eastern Online Co., Ltd.:+886-2-2706-4865
Hueimin Shih / Marketing Director
Ellie Chen / Marketing Manager
【 Press Contact 】
Email:hueimin@isurvey.com.tw
Email:ellieyj.chen@isurvey.com.tw
#807
#822
#806
#818
#817

More Related Content

PDF
Mobile Gamers In China
PPTX
PlayFirst study: Moving to a ‘Smartphone Culture’; Trends in Smartphone Use a...
PPTX
Choose best revenue model for mobile games in cafebazar
 
PDF
ThePlayers-HiPaysurvey-june2013
PDF
The p(l)ayers HiPay-Superdata Research Survey June 13
PDF
Online Paying Gamers Motivations and Purchase Behavior By Hi-Media
PPTX
Mobile gaming monetization
PDF
Inside India’s Gamers
Mobile Gamers In China
PlayFirst study: Moving to a ‘Smartphone Culture’; Trends in Smartphone Use a...
Choose best revenue model for mobile games in cafebazar
 
ThePlayers-HiPaysurvey-june2013
The p(l)ayers HiPay-Superdata Research Survey June 13
Online Paying Gamers Motivations and Purchase Behavior By Hi-Media
Mobile gaming monetization
Inside India’s Gamers

Similar to Snapshot of Consumer Behaviors of July 2025-EOLiSurvey (EN).pdf (20)

PDF
Who plays mobile games? What do we know about mobile players?
PPTX
app_annie__state_of_mobile_gaming_2021__en.pptx
PPTX
2015 H1 China Mobile Game Industry Report —— TalkingData
PPTX
Freemium mobile games
PDF
Virtual Goods Market (courtesy Playspan)
PPTX
2012 Arkadium Social Gaming Monetization Research - Part 2: Purchaser Behavior
PDF
Authentic Virality: You Share if you Care. GDC Europe 2013
PDF
Everyones Gaming Among Us - InMobi Gaming Report 2021 (India).pdf
PPTX
Vietnamese mobile game market
PPTX
Why whales Sing Game-Next
PPTX
Mobile Game Market In Vietnam
PDF
Why Whales Sing: heavy spenders drive virality and retention
PPTX
M2 Research: CES Presentation - Game Trends in 2013
PDF
Playspan virtual-goods-report-aug2011
PPTX
Insights You Need to Win in Mobile Gaming | Herman Lee
PPTX
Arkadium Social Gaming Monetization Research - Part 1
PPSX
Apple Apps analysis
PDF
Mobile Gaming Landscape Australia - 2014
PPT
Stuart Westphal 'First hand experiences of setting up and running a games bus...
PDF
2017 Mobile Gaming Apps Report to gain insights on costs and conversion rates...
Who plays mobile games? What do we know about mobile players?
app_annie__state_of_mobile_gaming_2021__en.pptx
2015 H1 China Mobile Game Industry Report —— TalkingData
Freemium mobile games
Virtual Goods Market (courtesy Playspan)
2012 Arkadium Social Gaming Monetization Research - Part 2: Purchaser Behavior
Authentic Virality: You Share if you Care. GDC Europe 2013
Everyones Gaming Among Us - InMobi Gaming Report 2021 (India).pdf
Vietnamese mobile game market
Why whales Sing Game-Next
Mobile Game Market In Vietnam
Why Whales Sing: heavy spenders drive virality and retention
M2 Research: CES Presentation - Game Trends in 2013
Playspan virtual-goods-report-aug2011
Insights You Need to Win in Mobile Gaming | Herman Lee
Arkadium Social Gaming Monetization Research - Part 1
Apple Apps analysis
Mobile Gaming Landscape Australia - 2014
Stuart Westphal 'First hand experiences of setting up and running a games bus...
2017 Mobile Gaming Apps Report to gain insights on costs and conversion rates...
Ad

More from Eastern Online-iSURVEY (11)

PDF
Snapshot of Consumer Behaviors of July 2025-EOLiSurvey (JP).pdf
PDF
Snapshot of Consumer Behaviors of June 2025-EOLiSurvey (EN).pdf
PDF
Snapshot of Consumer Behaviors of June 2025-EOLiSurvey (JP).pdf
PDF
Snapshot of Consumer Behaviors of May 2025-EOLiSurvey (EN).pdf
PDF
Snapshot of Consumer Behaviors of April 2025-EOLiSurvey (EN).pdf
PDF
Snapshot of Consumer Behaviors of May 2025-EOLiSurvey (JP).pdf
PDF
Snapshot of Consumer Behaviors of March 2025-EOLiSurvey (EN).pdf
PDF
Snapshot of Consumer Behaviors of April 2025-EOLiSurvey (JP).pdf
PDF
Snapshot of Consumer Behaviors of February 2025-EOLiSurvey (EN).pdf
PDF
Snapshot of Consumer Behaviors of March 2025-EOLiSurvey (JP).pdf
PDF
Snapshot of Consumer Behaviors of February 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of July 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of June 2025-EOLiSurvey (EN).pdf
Snapshot of Consumer Behaviors of June 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of May 2025-EOLiSurvey (EN).pdf
Snapshot of Consumer Behaviors of April 2025-EOLiSurvey (EN).pdf
Snapshot of Consumer Behaviors of May 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of March 2025-EOLiSurvey (EN).pdf
Snapshot of Consumer Behaviors of April 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of February 2025-EOLiSurvey (EN).pdf
Snapshot of Consumer Behaviors of March 2025-EOLiSurvey (JP).pdf
Snapshot of Consumer Behaviors of February 2025-EOLiSurvey (JP).pdf
Ad

Recently uploaded (20)

PPTX
Mastering in Website Competitor Analysis
PPTX
B2B Marketplace India – Connect & Grow..
PDF
Dream Powell - Project and Portfolio 3: Marketing
PPTX
The Rise of Chatbots in Conversational Commerce.pptx
DOCX
Project and Portfolio 2: Full Sail University
PDF
sm_67a1bc7f35716dcb1a9195ea_382528b8-2159-47be-a7ba-d034a449f849.pdf
PPTX
APA Examples Reference Examples Style and
PPTX
Unit 2 - Architects Act, COA n competitions.pptx
PPTX
Choose the Right SEO Agency India - 7 Key Tips by Clickbold Media
PDF
SEO vs. AEO: Optimizing for Google vs AI-Powered Search Assistants
PDF
Missing skill for SEO in AI Era eSkydecode.pdf
PPT
Market research before Marketing Research .PPT
PDF
FSSC 22000 Certification: Meaning, Benefits & Food Safety Compliance
PPT
Introduction to consumer behavior(1).PPT
PPTX
CH 2 The Role of IMC in the Marketing Process (combined)
PPTX
CH 1 AN INTRODUCTION OF INTEGRATED MARKETING COMMUNICATION (COMBINE)
PDF
Social Media Marketing in 2025 blog 1 2.pdf
PDF
5 free to use google tools to understand your customers online behavior in 20...
PDF
Social Media Optimization Basic Introduction
PPTX
Digital-Marketing-Strategy-Trends-and-Best-Practices-for-2025 PPT3.pptx
Mastering in Website Competitor Analysis
B2B Marketplace India – Connect & Grow..
Dream Powell - Project and Portfolio 3: Marketing
The Rise of Chatbots in Conversational Commerce.pptx
Project and Portfolio 2: Full Sail University
sm_67a1bc7f35716dcb1a9195ea_382528b8-2159-47be-a7ba-d034a449f849.pdf
APA Examples Reference Examples Style and
Unit 2 - Architects Act, COA n competitions.pptx
Choose the Right SEO Agency India - 7 Key Tips by Clickbold Media
SEO vs. AEO: Optimizing for Google vs AI-Powered Search Assistants
Missing skill for SEO in AI Era eSkydecode.pdf
Market research before Marketing Research .PPT
FSSC 22000 Certification: Meaning, Benefits & Food Safety Compliance
Introduction to consumer behavior(1).PPT
CH 2 The Role of IMC in the Marketing Process (combined)
CH 1 AN INTRODUCTION OF INTEGRATED MARKETING COMMUNICATION (COMBINE)
Social Media Marketing in 2025 blog 1 2.pdf
5 free to use google tools to understand your customers online behavior in 20...
Social Media Optimization Basic Introduction
Digital-Marketing-Strategy-Trends-and-Best-Practices-for-2025 PPT3.pptx

Snapshot of Consumer Behaviors of July 2025-EOLiSurvey (EN).pdf

  • 1. 2025 Snapshot of TW Consumer Behaviors July 2025 The focus of data: ⚫Analysis of Consumer Behavior of In-app Purchase in Mobile Games ⚫New consuming behavior following up for the past 6 months Releases on July 31, 2025
  • 2. Become an EOL Group member and get early access to the Monthly Snapshot! URL: https://www.isurvey.com.tw/5_member/join.aspx
  • 3. Great|Open|Opportunity|Spots = GooSpots Choose the right location and gain a competitive edge from the very start! GooSpots Location Selection System – Newly Launched by EOL Group Easily and efficiently identify prime business locations! Pinpoint high-potential hotspots and commercial cores with precision. Grace Su / VGM +886-2-2706-4865 #818 [email protected] Crystal Tien / DD +886-2-2706-4865 #820 [email protected] Contact Information
  • 4. PART 1 Analysis of Consumer Behavior of In-app Purchase in Mobile Games Survey Method: EOL Group -EOLembrain Online Survey Effective sample size: 1,000, 20-59 years old Sampling Error: With a confidence level of 95%, the sampling error is ± 3.1% Quota Method: Quota sampling is conducted based on the population's age and region (North, Middle, South) in Taiwan Sample Screening: EOL’s respondents have all undergone rigorous identity verification, and invalid responses, random responses, and samples that do not match the background have been excluded, thereby enhancing the authenticity and precision of the online survey.
  • 5. 1 Will consumers spend on mobile games? Survey of consumers’ in-App purchase on mobile games In recent years, with the widespread adoption of smart phones and thriving of game market, the mobile games have swiftly become an integral part of modern leisure activities, whose variety and convenience of gameplays make such games popular in all generations. Under such background, the in-app purchase (IAP) monetization model has become increasingly prevalent, emerging as a key revenue stream for game companies. However, consumer preferences, motivations, and spending habits related to in-app purchases vary significantly, exerting a profound influence on game design and marketing strategies. In response, EOL Group conducted an independent survey of mobile gamers to examine their gaming behaviors, with a particular focus on in-app purchase–related spending patterns. The findings aim to provide actionable insights to guide the future design, operation, and marketing of mobile games. All Rights Reserved © Eastern Online Co., Ltd.
  • 6. 2 Sample(N=1000) Percentage Gender Male 500 50% Female 500 50% Age 20-29Y 207 21% 30-39Y 243 24% 40-49Y 243 24% 50-59Y 207 21% *60-64Y 100 10% Region Northern 460 46% Middle 200 20% Southern 300 30% Eastern 40 4% Structure of survey sample Method of Survey Respondents Sample EOL Group-EOLembrain Online Survey 1,000, (the sampling error is ±3.1%) Male and female consumers in Taiwan, 20-64 years old Explanation of survey design © Eastern Online Co., Ltd.
  • 7. 3 EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) 23.6% 27.2% 49.3% Did you have in-app purchase on mobile games or not (N=828) Spender Potential spender Non-spender 82.8% 17.2% Have you play mobile games in the last 3 months or not Yes No (N=1000) Consider in-app purchase but not spending money yet 23.6% 27.2% 49.3% 33.7% 31.1% 62.5% 66.7% 0% 20% 40% 60% 80% 100% Spender Potential spender Non-spender Overall(N=828) 20-29Y(N=193) 30-39Y(N=215) 40-49Y(N=205) 50-59Y(N=152) 60-64Y(N=63) 23.6% 27.2% 49.3% 26.8% 30.2% 43.0% 20.4% 24.2% 55.3% 0% 20% 40% 60% 80% 100% Spender Potential spender Non-spender Overall(N=828) Male(N=407) Female(N=421) Did you spend money on mobile games in the past 3 months by gender Did you spend money on mobile games in the past 3 months by age Play mobile games but never consider in-app purchase Play mobile games and have in-app purchase All Rights Reserved © Eastern Online Co., Ltd. Among consumers who play mobile games, 23.6% will spend on games Male consumers are more willing to spend money while over 30% of the 20s consumers will spend money on games. The survey on July conducted by EOL Group shows that, 82.85 of consumers play mobile games in the past 3 months, and 23.6% of them have in-app purchase on mobile games, 27.2% have potential in spending, saying that they re considering but not yet spend money on games. This presents that nearly 50% of consumers are willing to have in-app purchase on games. Gender-based analysis presents that both the proportion of paying players and potential spenders are higher among males than females, suggesting that male players exhibit greater purchase intent toward mobile games. Analysis from the generation shows that 33.7% of the 20s consumers have in-app purchase, which is a higher proportion compared with the overall proportion and other generations, and also more than 30% of them are the potential spenders. Conversely, the proportion of non-spenders increases steadily with age, exceeding 60% among respondents aged 50 and above. This suggests that younger consumers are more active in mobile game spending, while older generations tend to adopt a more conservative approach.
  • 8. 4 74.4% 58.2% 60.3% 15.9% 17.8% 15.7% 8.7% 16.0% 12.7% 8.0% 11.3% Spender(N=195) Potential spender(N=225) Non- spender(N=408) Everyday Once every 2-3 days Once every4-7days Once of 2 weeks or lower The mobile game playing frequency in the past 3 months 16.4% 8.0% 5.4% 17.9% 12.9% 9.6% 24.1% 28.4% 18.1% 36.9% 39.6% 34.3% 4.6% 11.1% 32.6% Spender(N=195) Potential spender(N=225) Non- spender(N=408) 4hs or more 2-4hrs 1-2 hrs 30 mins-1 hr Less than 30mins Daily playtime of mobile games 7.2% 4.9% 4.4% 37.9% 28.0% 12.7% 33.3% 39.1% 34.1% 21.5% 28.0% 48.8% Spender(N=195) Potential spender(N=225) Non- spender(N=408) More than 5 3~4 2 1 Amount of mobile games being played in the past 3 months Spender(N=195) 2.7 Potential spender(N=225) 2.4 Non-spender(N=408) 1.9 Average amount of mobile games being played All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Spenders have the highest game playing frequency, longest playing and the largest number of games 74.4% of spenders play mobile games every day, while 16.4% play more than 4 hours per day An analysis of mobile gaming behavior by in-app purchase reveals that spenders demonstrate significantly higher gameplay frequency, duration, and average number of games played compared with other groups. Over 70% of spenders play mobile games daily, and 16.4% spend more than four hours per day on gameplay. In contrast, potential spenders and non-spenders show little difference in gameplay frequency, but their daily playtime patterns vary. Potential spenders are most concentrated in the one-to-two-hour (28.4%) and 30-minute-to-one-hour (39.6%) categories, while 32.6% of non-spenders play for less than 30 minutes per day—a proportion notably higher than that of other consumers. In terms of game variety, spenders engage with an average of 2.7 types of games, compared with 2.4 for potential spenders and 1.9 for non-spenders. These findings indicate a clear correlation between spending behavior and higher game-playing frequency, longer playtime, and a greater number of games played.
  • 9. NTD1,081 NTD1,114 NTD1,038 NTD624 NTD1,342 NTD1,369 NTD1,123 21.5% 19.3% 24.4% 21.5% 26.2% 22.7% 8.0% 21.5% 19.3% 24.4% 29.2% 14.8% 18.2% 24.0% 16.9% 18.3% 15.1% 20.0% 18.0% 13.6% 12.0% 15.9% 16.5% 15.1% 16.9% 13.1% 11.4% 28.0% 6.7% 10.1% 2.3% 6.2% 3.3% 9.1% 12.0% 8.2% 6.4% 10.5% 3.1% 9.8% 13.6% 8.0% 9.2% 10.1% 8.1% 3.1% 14.8% 11.4% 8.0% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Overall N=195) Male(N=109) Female(N=86) 20-29Y(N=65) 30-39Y(N=61) 40-49Y(N=44) 50Y or above(N=25) NTD 200 or less NTD 201-300 NTD301-600 NTD601-1,000 NTD1,001-2,000 NTD2,001-5,000 NTF5,001 or more 5 Monthly average in-app purchase amount on mobile games Average in-app purchase amount All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Male consumers, the 30s and the 40s consumers put more money in in-app purchases on mobile games The 20s have the highest proportion of spenders but a lower average spending How much do spenders actually spend on mobile games? The survey conducted by EOL Group shows that the most common monthly in-app purchase amounts are “NTD 200 or less" (21.5%) and "NTD 201-300" (21.5%). From a gender perspective, female consumers prefer in-app purchases with smaller amounts, less than NTD 600. However, in the high spending category, female consumers (18.6%) have a higher proportion than males (16.5%) do in the range of “NTD 2,000 and above”. Analyzing from the aspect of generations, the 20s have a higher proportion of in-app purchase spenders, but have a significantly lower average spending amount compared to other generations and the overall average. In contrast, players in the 30s and 40s report average monthly spending exceeding NT$1,300, indicating stronger spending power in mobile games among these generations.
  • 10. 6 41.5% 36.9% 34.4% 29.7% 23.6% 15.4% 3.6% 43.1% 55.7% 43.2% 36.4% 56.0% 48.0% 0% 20% 40% 60% 80% Chance for card draw or gacha(randomized reward) Conditions or passes that increase play opportunities or gametime In-game items or equipment like weapons or potions that enhance levels, stats, or abilities Conditions/qualifications/ga me pass for unlocking story levels Nice-looking clothes/accessories/skin such as hats/cloaks/gloves etc. Characters Others Overall(N=195) 20-29Y(N=65) 30-39Y(N=61) 40-49Y(N=44) 50 or above(N=25) Items being bought in mobile games by gender 41.5% 36.9% 34.4% 29.7% 23.6% 15.4% 3.6% 41.3% 43.0% 0% 20% 40% 60% 80% Chance for card draw or gacha(randomized reward) Conditions or passes that increase play opportunities or gametime In-game items or equipment like weapons or potions that enhance levels, stats, or abilities Conditions/qualifications/ga me pass for unlocking story levels Nice-looking clothes/accessories/skin such as hats/cloaks/gloves etc. Characters Others Overall(N=195) Male(N=109) Female(N=86) Items being bought in mobile games by age All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Among in-app purchases items, 41.5% of consumers spend for card draw or gacha(randomized reward) Young generations prefer card draw or gacha while consumers aged 40s and above favor extended play opportunities What items do consumers usually spend on in-app purchases in mobile games? The survey conducted by EOL Group shows that “chance for card draw or gacha(randomized reward)” have the highest proportion (41.5%), followed by “conditions or passes that increase play opportunities or gametime”(36.9%), and “in-game items or equipment like weapons or potions that enhance levels, stats, or abilities” (34.4%). Analysis by gender presents that female consumers prefer “conditions or passes that increase play opportunities or gametime”(43.0%) while males favor “in-game items or equipment like weapons or potions that enhance levels, stats, or abilities”, indicating that females are more likely to enjoy the game content and males focus more on empowering their performance in games. Analyzing from the aspect of generations, the 20s and 30s tend to “chance for card draw or gacha(randomized reward)”(43.1%, 55.7%) while consumers in the 40s and above prefer “conditions or passes that increase play opportunities or gametime”(43.2%,56.0%) and “in-game items or equipment like weapons or potions that enhance levels, stats, or abilities”(36.4%, 48.0%).
  • 11. 7 49.7% 30.8% 26.2% 22.6% 20.5% 16.9% 15.4% 11.8% 4.1% 2.1% 59.0% 37.7% 0% 20% 40% 60% Receive special tools/equipment/clothe s/characters Unlock special stories or missions in the games Participate the activities in games Shorten the playtime Win the victory in the fight Present the character Receive a higher rank Receive the recovery tool No reason Others Overall(N=195) 20-29Y(N=65) 30-39Y(N=61) 40-49Y(N=44) 50Y or more(N=25) Purpose of in-app purchases on mobile games by gender 49.7% 30.8% 26.2% 22.6% 20.5% 16.9% 15.4% 11.8% 4.1% 2.1% 57.8% 37.2% 0% 20% 40% 60% Receive special tools/equipment/clothes/ch aracters Unlock special stories or missions in the games Participate the activities in games Shorten the playtime Win the victory in the fight Present the character Receive a higher rank Receive the recovery tool No reason Others Overall(N=195) Male(N=109) Female(N=86) All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Nearly 50% of consumers have in-app purchases for tools/equipment/characters Males care about the element of making their role powerful or looking good, while females focus on the game content The purpose of in-app purchases on mobile games indicates that 49.7% of consumers spend money to receive special tools/equipment/clothes/characters, and the second popular reason is “Unlock special stories or missions in the games”(30.8%). Analysis by gender reveals that 57.8% male consumers spend money on mobile games for special tools/equipment/clothes/characters, while female consumers spend money mainly due to “Unlock special stories or missions in the games”(37.2%). This suggests that males prioritize making their roles powerful or looking good, whereas females tend to focus more on the game content and playing experience. Analyzing by generations, it is evident that nearly 60% of consumers in the 30s make in-app purchases to “Receive special tools/equipment/clothes/characters” (59.0%), and they also have a higher rate of choosing “Unlock special stories or missions in the games” (37.7%) as their reason compared to other generations and the overall average. This indicates their higher engagement level with character equipment and game content. Purpose of in-app purchases on mobile games by age
  • 12. 8 47.4% 39.5% 37.9% 27.9% 25.5% 18.3% 9.0% 8.1% 5.2% 1.2% 27.2% 15.2% 51.3% 45.3% 44.4% 34.0% 52.6% 34.6% 0% 20% 40% 60% Have promotional events Have limited-time events Have low spending thresholds Games stage is stuck Unable to draw the desired tools/equipment/clothes/c haracter Games collaborate with favorite IP See others perform gacha on YouTube or livestreams Friends have in-app purchases See others show off Others Overall(N=420) 20-29Y(N=125) 30-39Y(N=117) 40-49Y(N=100) 50Y or more(N=78) Conditions being motivated to spend on mobile games by gender 47.4% 39.5% 37.9% 27.9% 25.5% 18.3% 9.0% 8.1% 5.2% 1.2% 27.2% 11.6% 9.5% 7.8% 42.6% 35.6% 0% 20% 40% 60% Have promotional events Have limited-time events Have low spending thresholds Games stage is stuck Unable to draw the desired tools/equipment/clothes/ch… Games collaborate with favorite IP See others perform gacha on YouTube or livestreams Friends have in-app purchases See others show off Others Overall(N=420) Male(N=232) Female(N=188) Conditions being motivated to spend on mobile games by age All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) 47.4% of consumers spend more on mobile games due to the promotion Promotions and time-limited events appeal strongly to consumers in the 30s What circumstances will motivate consumers to spend on mobile games? The survey conducted by EOL Group shows that 47.4% of consumers reported being more willing to spend during promotional events. This was followed by “limited-time events” (39.5%) and “low spending thresholds” (37.9%). Analysis by gender shows that, female consumers were significantly more likely to spend when they got stuck in the game (35.6%). Male consumers show higher proportions in reasons such as “Unable to draw the desired tools/equipment/clothes/character” (27.2%), “seeing others perform gacha on YouTube or livestreams” (11.6%), “friends have in-app purchases” (9.5%), and “See others show off” (7.8%), suggesting their stronger desire for self-display. The analysis from the aspect of generation reveals that, consumers in the 20s tend to spend when the game is collaborated with their favorite IP. And the 30s are particularly drawn by “promotional events,” “limited-time events,” or “low spending thresholds.” Meanwhile, consumers aged 40 and above are more inclined to spend during “promotional events” or when they are stuck in the game.
  • 13. 9 The view of paying consumers on in-app purchases amount on mobile games Intentions of having in-app purchases on mobile games in the future 8.2% 56.9% 22.6% 12.3% 0% 20% 40% 60% 80% 100% Overall(N=195) Increase Maintain current spending level May decrease Stop spending in the future 12.8% 24.1% 42.6% 7.7% 12.8% 0% 20% 40% 60% 80% 100% Overall(N=195) Very high Somewhat high Moderate Somewhat low Very low 34.9% All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) 56.9% will maintain the current in-app purchases amount in the future Only 8.2% will increase such amount while 34.9% may decrease the spending or stop spending A survey conducted by EOL Group reveals how current paying consumers of mobile games view the amount they spend on in-app purchases as followed: 42.6% of consumers describe their in-app purchases amount as “moderate,” indicating that they consider their expenditures to be within a reasonable range. Another 24.1% feel their spending is “somewhat high,” while 12.8% report it as either “very high” or “very low.” Regarding future spending intentions, 56.9% of consumers say they plan to “maintain their current level,” 22.6% stated they “may decrease”, and only 8.2% expressed that they are likely to “increase” their spending. Overall, most consumers remain inclined to continue making in-app purchases, though some may adjust their spending levels. It is noteworthy that the proportion of consumers who report they may “spend less” or “stop spending” reached 34.9%. This suggests a decline in satisfaction among certain spenders, a trend that warrants attention and ongoing monitoring.
  • 14. 10 Current number of games with spending 1 57.4% 2 33.3% 3 5.1% 4 2.6% 5 0.5% 6 or more 1.0% (N=195) 35.7% 31.4% 28.6% 24.3% 17.1% 15.7% 8.6% 8.6% 0% 10% 20% 30% 40% The in-app purchase items in other games are not attractive Have no intention to spend in other games Particularly like that one game Feel guilty for spending money on too many games Promotion events of other games are not attractive Make a decision to spend money on 1 game Other games have a high spending threshold Do not have enough money for other games Reasons of spending money on only 1 game (N=70) *Play multiple games, but only have in-app purchases on one game. All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) 57.4% only have in-app purchases on 1 specific mobile game Consumers clearly distinguish the spending games and non-spending games According to the survey conducted by EOL Group, most consumers who spend money on mobile games play in only one game (57.4%), followed by 2 games (33.3%). Among those who spend exclusively on a single game, the top reason given is that “The in-app purchase items in other games are not attractive” (35.7%), followed by “Have no intention to spend in other games” (31.4%) and “Particularly like that one game” (28.6%). These findings suggest that the main reason for not spending in other games is not economic constraints but rather the sufficient appeal of the game they are currently invested in. This further reflects that consumers draw a clear distinction between games they are willing to spend on and those they are not.
  • 15. 11 Reasons for not having in-app purchases on mobile games by age 47.6% 33.6% 31.1% 26.4% 19.9% 19.1% 18.2% 17.1% 14.4% 13.3% 10.9% 5.8% 5.4% 3.9% 1.4% 0.5% 25.0% 26.6% 24.0% 53.4% 37.9% 30.4% 55.6% 0% 20% 40% 60% See games as mere entertainment Consider spending on games a waste of money Only play the game temporarily Receive the satisfaction without in-app purchases Can pass the game without spending money Even with spending, nothing tangible is left Even without paying, there are many free chances to have card draw or gacha Worry about becoming stuck in continuous spending Even with spending, the desired items may not be received No games I want to spend on I have no money for spending on games The spending threshold is high No events in the game are attractive No tools/equipment/clothes/cha racter are desired Inconvenience in payment Others Overall(N=633) 20-29Y(N=128) 30-39Y(N=154) 40-49Y(N=161) 50-59Y(N=133) 60-64Y(N=57) EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Non-spender perceive little value in in-app purchases on mobile games The 40s consumers think mobile games only for entertainment not worth spending money In a survey of both potential spenders and non-spenders regarding their reasons for not spending money in mobile games, 47.6% of them state that they “see games as mere entertainment” The second most common reason was “consider spending on games a waste of money” (33.6%), followed by “Only play the game temporarily” (31.1%). Analysis by generations, consumers in the 20s more frequently cited “even without paying, there are many free chances to have card draw or gacha(randomized reward)” (25.0%) and “worry about becoming stuck in continuous spending” (26.6%), suggesting their higher sensitivity to financial burden. The 30s consumers more often indicate that “even with spending, nothing tangible is left” (24.0%), reflecting a focus on practical use of money. Among consumers aged 40 and above, higher proportions report “see games as mere entertainment” and “only play games temporarily,” which reveals a general lack of recognition of the value of mobile game spending in this generation.
  • 16. 12 Reasons for not having in-app purchases on mobile games by spending behavior 47.6% 33.6% 31.1% 26.4% 19.9% 19.1% 18.2% 17.1% 14.4% 13.3% 10.9% 5.8% 5.4% 3.9% 1.4% 0.5% 28.0% 20.0% 11.1% 57.4% 39.5% 36.5% 0% 20% 40% 60% See games as mere entertainment Consider spending on games a waste of money Only play the game temporarily Receive the satisfaction without in-app purchases Can pass the game without spending money Even with spending, nothing tangible is left Even without paying, there are many free chances to have card draw or gacha Worry about becoming stuck in continuous spending Even with spending, the desired items may not be received No games I want to spend on I have no money for spending on games The spending threshold is high No events in the game are attractive No tools/equipment/clothes/c haracter are desired Inconvenience in payment Others Overall(N=633) Potential Spender(N=225) Non-spender(N=408) All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Potential spenders and non-spenders show distinct reasons for not spending Potential spenders worry about uncontrolled future spending, while non-spenders see games as mere entertainment An analysis of reasons for not spending reveals clear differences between potential spenders and non-spenders. Potential spenders are more likely to cite “worry about becoming stuck in continuous spending” (28.0%), “even with spending, the desired items may not be received” (20.0%), and “the spending threshold is high” (11.1%). This indicates that their reluctance is tied to a higher psychological barrier for making the first purchase, along with concerns about potential loss. By contrast, non-spenders’ reasons are not primarily financial. The most common responses were “see games as mere entertainment” (57.4%), “consider spending on games a waste of money” (39.5%), and “only play the game temporarily” (36.5%). These findings suggest that non-spenders fundamentally do not recognize the value of mobile game spending and are more inclined to enjoy the gameplay itself without monetary investment.
  • 17. 13 All Rights Reserved © Eastern Online Co., Ltd. EOL Group Survey, N=1,000, 20-64 years old; conducted by: EOLembrain Online Member Survey (July 2025) Over 20% of consumers currently spend on mobile games, and a sizable share are potential spenders Among the 82.8% of consumers who played mobile games in the past three months, 23.6% made in-app purchases, while 27.2% are identified as potential spenders. A closer look at spending patterns reveals that the share of male spenders (26.8%) is noticeably higher than that of female spenders (20.4%). Younger consumers also stand out, with 33.7% of those in their 20s making purchases, a rate higher than the overall average and other age groups. Similarly, potential spenders are more concentrated among men (30.2%) than women (24.2%), and exceed 30% among consumers in their 20s. Overall, men and younger players demonstrate a stronger willingness to spend on mobile games. Spending categories and motivations vary by gender and age, requiring tailored promotional strategies In general, male consumers prioritize in-game enhancements such as equipment, items, and characters, while female consumers place more emphasis on the game’s content and overall experience. From an age perspective, consumers in their 20s and 30s tend to prefer opportunities for card draws or gacha (randomized rewards), whereas those aged 40 and above favor purchases that directly extend gameplay time or opportunities. Notably, regardless of demographic differences, promotional events are consistently effective in driving spending intention. Most consumers see their current spending as reasonable, and the majority expect to continue spending Although 36.9% of consumers feel their current spending is “high,” only 12.3% explicitly indicated they would stop spending in the future. This suggests that while some consumers may adjust their spending levels, the majority are likely to continue making purchases. Moreover, more than half of spenders currently concentrate their spending on only one game. This highlights that consumers apply clear standards when deciding whether to spend, underscoring the importance for game publishers to position their titles as the preferred choice for spending. Potential spenders face high barriers to their first purchase, while non-spenders perceive no value in spending Potential spenders often hesitate due to concerns that their first purchase may not deliver adequate satisfaction, leading instead to a sense of loss. In contrast, non-spenders fundamentally do not perceive mobile game spending as valuable. To lower the psychological barrier for potential spenders, offering low-cost items that provide immediate gratification can be effective. For non-spenders, efforts should focus on communicating the tangible benefits of in-app purchases to enhance their recognition of and interest in spending. KEY TAKEAWAY Observation and Suggestion
  • 18. PART 2 New consuming behavior following up for the past 6 month • Survey to the usage ratio of new consuming behavior • Consumer’s Hot Topics EOL Group Survey Method: EOL Group - EOLembrain Online Member Survey Effective sample size: 1,000,20-64 years old
  • 19. 63.3% 25.7% 23.5% 11.5% 0% 20% 40% 60% 80% Survey to the usage ratio of new consuming behavior Online Payment usage slightly declined 1 Online Payment Posting IG Stories Of all the respondents aged 20 to 64, what were the levels of utilization of various consumer behaviors in the past 6 months? EOL Group Survey, N=1,000, 20-64 years old,conducted by: EOLembrain Online Member Survey (February 2025 to July 2025) © Eastern Online Co., Ltd Others Accessing LINE Shopping Group Accessing Delivery App Upload TikTok video Use online bank account Going to gym or sports classroom, such as boxing, yoga, TRX, Fitness Equipment Subscription-based streaming video services, such as Netflix, iQIYI, CatchPlay, etc. Jun. May. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. Jun. May. Jul. Feb. Mar. Apr. Jun. May. Jul. Feb. Mar. Apr. 16.2% 30.6% 2.7% 26.2% 0% 15% 30% 45% Jun. May. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr.
  • 20. 2 Hot Topics Among Consumers Whether it’s in person, via text message, or sharing on social media platforms, what topics did consumers proactively share with friends in past 6 months? Apr. May. Jun. Jul. Feb. Mar. Food And Dining Investment and Financial Management Shopping and Discount Culinary Drama Politics International Issues Economy EOL Group Survey, N=1,000, 20-64 years old,conducted by: EOLembrain Online Member Survey (February 2025 to July 2025) © Eastern Online Co., Ltd 44.5% 35.0% 26.2% 23.1% 23.0% 21.9% 18.8% 17.6% 0% 20% 40% 60% Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar. Apr. May. Jun. Jul. Feb. Mar.
  • 21. EOL Group is outstanding in consumer marketing research in Taiwan. With rich expertise in consumer market research, EOL Group has developed massive databases and utilizes AI to deepen its research, enabling it to grasp the real changes in industries and consumers. Companies in Taiwan Company in China
  • 22. 37 years 96 thousand household 1.4+ billion 200 thousand Member of Macromill Weekly index Asia Annual Trend seminar 400 attendees 200 companies E-ICP Taiwan Consumption Demands Research Research to changes of consumption trends, values and lifestyles Big Data Research Research on sales using data of issued invoices Research on word-of-mouth among communities Online Survey Solid, fast and precise identification of registered members Trend Seminar
  • 23. EOL Consumer Research Team Integrated Platform Teams and Experts from Diverse Fields Marketing Suggestion Conquering the blind spots E-ICP consumer profile for 37 years The Online Survey Database with 200,000 Registered Members Offline Qualitative and Quantitative Survey Teams with practical experience composed of Experts from fields including: 1.Trned Study 2.Communication 3.Brand Marketing 4.Consumer Behaviors Precise database Effective and feasible strategic proposals Integrated marketing and communication services could be offered using resources of the Group ABOUT US Integrated Big Database Database of E-invoice Sales Volumes Shopping Area Evaluation Analysis Social Viewing and listening System
  • 24. Services of EOL E-ICP Lifestyle Database AI Public Opinion Database Real-time Online Surveys with Real-name Authentication Exclusive Five Major Database Qualitative and Quantitative Project Research Qualitative Focus Group Interview One-on-one Ind-depth Interview Quantitative (online & offline) Online Survey/Telephone Interview/ Interview at Households Central Location Test (CLT) Database for Sales Volumes from all Channels EOL Social Viewing and listening System Modeling of Prediction Model for Consumer Purchase Behaviors Real Estate Land Prices and Building Valuations Research of Shopping Area Integrated Big Data Analysis Services Customized Reports Workshop for Creation of Business Opportunities Consultancy Service for Brands and Trends Trend Reports Looking for Solutions E-invoice Database Shopping Area Evaluation Database
  • 25. Thank You Eastern Online Co., Ltd.,7F., No. 306, Sec. 4, Xinyi Rd., Daan Dist., Taipei City, Taiwan ※ Do not cite, distribute, reprint, copy, and/or reproduce any and/or all parts of the data and/or figures in this Document without prior consent of EOL Amanda Li / VGM Grace Su / VGM Casper Wang / Director Email:[email protected] Email:[email protected] Email:[email protected] 【Contacts for Business Cooperation】 Eastern Online Co., Ltd.:+886-2-2706-4865 Hueimin Shih / Marketing Director Ellie Chen / Marketing Manager 【 Press Contact 】 Email:[email protected] Email:[email protected] #807 #822 #806 #818 #817