Esports - Indonesia

  • Indonesia
  • In Indonesia, the revenue in the Esports market is projected to reach US$11.1m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.53%, leading to a projected market volume of US$14.5m by 2029.
  • The largest market within this market in Indonesia is Media Rights, which is anticipated to have a market volume of US$5.6m in 2024.
  • While most revenue globally is generated the United States, the Esports market in Indonesia is also expected to grow significantly.
  • The number of users in the Esports market in Indonesia is projected to reach 19.9m users by 2029.
  • User penetration in Indonesia will be 5.8% in 2024 and is expected to increase to 6.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Indonesia is expected to amount to US$0.68.
  • Indonesia is witnessing a burgeoning interest in esports, fueled by a young demographic eager to engage in competitive gaming and digital entertainment.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Indonesia has been growing at a subdued rate due to a combination of factors, including limited sponsorship and advertising opportunities, low merchandise and ticket sales, and lack of media rights and publisher fees. While streaming and eSports betting show potential for growth, the overall market is impacted by a less developed infrastructure and lower consumer spending compared to other regions.

Customer preferences:
As the popularity of eSports continues to rise in Indonesia, consumers are showing a growing interest in virtual reality gaming experiences. This is driven by a desire for more immersive and interactive gameplay, as well as the increasing availability of affordable VR headsets. Additionally, the rise of mobile gaming and the prevalence of smartphones among Indonesian consumers has led to a shift towards mobile eSports tournaments and competitions, catering to the on-the-go lifestyle of many gamers.

Trends in the market:
In Indonesia, the eSports market is experiencing a surge in mobile gaming, with more players using smartphones and tablets to access games. This trend is significant as it allows for a wider reach and accessibility for gamers, leading to a potential increase in revenue for industry stakeholders. Additionally, there is a growing trend of eSports tournaments and events being hosted in Indonesia, showcasing the country's potential as a key player in the global eSports industry. This is a positive development for the growth of the market and presents opportunities for collaboration and partnerships between local and international players. Furthermore, the rise of eSports in Indonesia has also sparked interest from investors, with several major companies investing in eSports teams and leagues. This not only brings in more funding for the industry but also highlights the potential economic impact of eSports in the country. As the trajectory of these trends continues upwards, it is expected that the eSports market in Indonesia will continue to thrive and attract even more players, investors, and stakeholders.

Local special circumstances:
In Indonesia, the eSports market has seen significant growth due to the country's large and tech-savvy youth population. The popularity of mobile gaming and the rise of local eSports teams have also contributed to its success. Furthermore, the country's strong internet infrastructure and increasing access to smartphones have made it easier for players to participate in eSports tournaments and events. Additionally, the government's support for the development of the gaming industry has created a favorable environment for eSports growth in Indonesia.

Underlying macroeconomic factors:
The growth of the eSports market in Indonesia is heavily influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. With a rapidly developing economy and a rising middle class, Indonesia has become a lucrative market for eSports. Furthermore, the government's support and investments in the gaming industry have fueled its growth in recent years. However, the market's performance is also impacted by factors such as currency fluctuations, consumer spending, and economic stability. Additionally, the growing popularity of eSports globally has increased the demand for high-quality infrastructure and technological advancements in the industry, which is further driving the market's growth in Indonesia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) 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 various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

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 GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The 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 is considered at a country-specific level. 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. The market is updated twice a year. 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). Consumer Insights data is reweighted for representativeness.

Overview

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