AR & VR - Indonesia

  • Indonesia
  • In 2024, the AR & VR market in Indonesia is projected to generate a revenue of US$397.7m .
  • It is expected to experience an annual growth rate of 9.78% from 2024 to 2029, resulting in a projected market volume of US$634.2m by 2029.
  • Among the various segments, AR Software dominates the market with a volume of US$123.8m in 2024.
  • The United States stands as the top revenue generator, with a projected market volume of US$10,900.0m in 2024.
  • The number of AR & VR market users in Indonesia is expected to reach 145.0m users by 2029.
  • The user penetration rate is anticipated to rise from 47.0% in 2024 to 50.0% by 2029.
  • The average revenue per user (ARPU) is projected to be US$3.0 .
  • It is important to note that the revenue values mentioned here only consider B2C revenues, excluding B2B revenues.
  • Thus, the displayed market share of B2C accounts for 0.00 of the total market (B2C & B2B).
  • Indonesia's AR & VR market is thriving, with a growing demand for immersive experiences driving innovation and investment.
 
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Analyst Opinion

The AR & VR market in Indonesia has been experiencing significant growth in recent years.

Customer preferences:
Indonesian consumers are increasingly interested in immersive and interactive experiences, which has fueled the demand for AR & VR technologies. The younger generation, in particular, is driving this trend as they are more tech-savvy and open to adopting new technologies. Additionally, the COVID-19 pandemic has accelerated the adoption of AR & VR in various industries, such as education, entertainment, and retail, as businesses seek alternative ways to engage with customers remotely.

Trends in the market:
One of the key trends in the AR & VR market in Indonesia is the growing popularity of virtual reality gaming. With the rise of e-sports and the increasing availability of VR gaming devices, more Indonesians are embracing this form of entertainment. Virtual reality gaming provides a more immersive and realistic experience, attracting gamers who are looking for a new level of engagement. Another trend is the integration of AR & VR technologies in the education sector. As schools and universities adapt to online learning during the pandemic, educators are exploring innovative ways to deliver lessons and engage students. AR & VR technologies offer interactive and immersive learning experiences, allowing students to visualize complex concepts and explore virtual environments. This trend is expected to continue even after the pandemic, as it enhances the learning process and improves student engagement.

Local special circumstances:
Indonesia is a country with a large population and diverse culture. This presents both opportunities and challenges for the AR & VR market. On one hand, the large consumer base provides a vast market for AR & VR products and services. On the other hand, the diverse cultural landscape requires localization and customization of AR & VR content to cater to different preferences and languages. Companies operating in the Indonesian market need to understand and adapt to the local culture in order to succeed.

Underlying macroeconomic factors:
The economic growth in Indonesia has contributed to the development of the AR & VR market. As the middle class expands and disposable incomes rise, more consumers have the purchasing power to invest in AR & VR devices and experiences. Additionally, the government's focus on digital transformation and innovation has created a favorable environment for the growth of the AR & VR industry. Initiatives such as the "Making Indonesia 4. 0" program and the development of digital infrastructure have attracted investments and supported the expansion of AR & VR technologies in the country. In conclusion, the AR & VR market in Indonesia is thriving due to customer preferences for immersive experiences, the adoption of AR & VR in various industries, and the favorable macroeconomic factors. The market is expected to continue growing as more consumers embrace AR & VR technologies and businesses recognize the value of these technologies in enhancing customer engagement and driving innovation.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the AR & VR market. AR and VR enable consumers to experience a new dimension, using either a headset or installed units, as they combine the real and virtual worlds. Consumer revenue figures refer to revenues relating to AR hardware, AR software, VR hardware, VR software, and spending on AR and VR advertising. Both digital and non-digital revenues are included.

Modeling approach / Market size:

Market sizes are determined through a top-down approach, building on specific predefined factors for each market market. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports. In addition, we use relevant key market indicators and data from country-specific associations, such as consumer spending, internet penetration, 4G coverage, and historical developments. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The market is updated twice a year in case market dynamics change. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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