VR Software - Indonesia

  • Indonesia
  • The VR Software market in Indonesia is expected to achieve a revenue of US$45.3m in 2024.
  • This projection indicates a potential annual growth rate (CAGR 2024-2029) of 8.98%, leading to a projected market volume of US$69.6m by 2029.
  • The United States is the primary revenue generator in this market, with a projected market volume of US$990.3m in 2024.
  • In terms of user base, the number of VR Software market users in Indonesia is estimated to reach 2.3m users by 2029.
  • The user penetration rate is expected to be 0.7% in 2024 and is projected to increase to 0.8% by 2029.
  • Furthermore, the average revenue per user (ARPU) is anticipated to be US$23.4.
  • Indonesia's VR software market is experiencing significant growth, driven by the country's increasing adoption of immersive technologies.
 
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Analyst Opinion

The VR Software market in Indonesia is experiencing significant growth due to increasing customer preferences for immersive and interactive experiences, as well as the local special circumstances that contribute to the development of the market.

Customer preferences:
Customers in Indonesia are increasingly seeking immersive and interactive experiences, which is driving the demand for VR software. VR technology allows users to experience virtual environments and interact with them in a way that traditional media cannot replicate. This appeals to customers who are looking for unique and engaging experiences. Additionally, the growing popularity of gaming and entertainment sectors in Indonesia is fueling the demand for VR software, as it enhances the overall user experience in these industries.

Trends in the market:
One of the key trends in the VR Software market in Indonesia is the adoption of VR technology in various industries beyond gaming and entertainment. Industries such as education, healthcare, real estate, and tourism are incorporating VR software to provide immersive experiences and enhance their services. For example, VR technology is being used in education to create virtual classrooms and simulations, allowing students to learn in a more interactive and engaging manner. In the healthcare industry, VR software is being utilized for training medical professionals and improving patient care. These trends indicate that VR software is becoming more mainstream and is being recognized for its potential in various sectors.

Local special circumstances:
Indonesia has a large and young population, which presents a significant market opportunity for VR software. The young population is more open to adopting new technologies and is driving the demand for VR experiences. Additionally, Indonesia has a rapidly growing middle class, which has increased disposable income and spending power. This allows more consumers to afford VR software and devices, further contributing to the growth of the market. Furthermore, the government of Indonesia has been supportive of the technology sector and has implemented initiatives to promote the adoption of emerging technologies, including VR. This supportive environment has created favorable conditions for the development of the VR Software market in Indonesia.

Underlying macroeconomic factors:
The VR Software market in Indonesia is also influenced by underlying macroeconomic factors. The country has been experiencing steady economic growth, which has resulted in increased consumer spending. This economic growth has created a favorable environment for businesses, including those in the VR software industry, to thrive. Additionally, the increasing internet penetration and smartphone usage in Indonesia have made VR software more accessible to a larger population. The availability of affordable VR devices and the expansion of high-speed internet infrastructure have facilitated the adoption of VR technology in the country. In conclusion, the VR Software market in Indonesia is growing due to customer preferences for immersive experiences, the adoption of VR technology in various industries, local special circumstances such as a large and young population, government support, and underlying macroeconomic factors such as economic growth and increased internet penetration. These factors are driving the demand for VR software and contributing to the development of the market in Indonesia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, 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:

F2The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. 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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