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
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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.
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.
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
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※ Do not cite, distribute, reprint, copy, and/or reproduce any
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