Publisher Fees - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Publisher Fees market market is projected to reach US$1.4m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 0.55%, leading to a projected market volume of US$1.5m by 2029.
  • While Indonesia's market shows growth, it is noteworthy that most revenue in the global context is generated China, which has a projected market volume of US$29.6m in 2024.
  • In Indonesia, the rising popularity of eSports is prompting publishers to increasingly adjust their fees to attract local gaming talent and sponsors.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in Indonesia is facing negligible growth due to various factors such as high publisher fees, lack of infrastructure, and limited awareness among consumers. Despite the convenience of online services, the market growth rate remains low.

Customer preferences:
The growing popularity of eSports in Indonesia has led to an increase in demand for publisher fees, as game developers and publishers seek to capitalize on the market potential. This trend is further driven by the rise of mobile gaming and the increasing accessibility of gaming platforms. Additionally, the young and tech-savvy population in Indonesia has a strong preference for digital entertainment and is willing to spend on in-game purchases and subscriptions for premium content.

Trends in the market:
In Indonesia, the eSports market is experiencing a surge in popularity, leading to an increase in demand for publisher fees. This trend is expected to continue as the country's gaming industry continues to grow. Additionally, the market is also seeing a rise in sponsorship and advertising deals, indicating the potential for further revenue growth. This trend not only highlights the significance of the eSports market in Indonesia but also presents opportunities for stakeholders to tap into this lucrative market. As the eSports industry continues to gain traction globally, the potential implications for industry stakeholders in Indonesia include increased competition and the need for strategic partnerships to stay ahead of the game.

Local special circumstances:
In Indonesia, the eSports market is rapidly growing due to the country's young and tech-savvy population, with a high demand for online gaming and competitive events. This has led to the rise of local eSports teams and tournaments, as well as government support for the industry. Additionally, the country's unique cultural landscape, with a strong emphasis on community and social gaming, has influenced the development of the eSports market. Moreover, the relatively relaxed regulations on gaming and online activities have also contributed to the growth of the Publisher Fees Market within the eSports Market, with publishers able to easily access the market and establish partnerships with local players.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market market in Indonesia is heavily influenced by macroeconomic factors such as government policies, technological advancements, and investment in the gaming industry. With a growing economy and a rapidly expanding young population, Indonesia is a key player in the global eSports market. The government's support for the gaming industry and the country's increasing adoption of technology have created a conducive environment for the growth of the eSports market. Additionally, the rising disposable income and increasing interest in competitive gaming among the younger generation are driving the demand for publisher fees, as more companies are investing in the Indonesian eSports market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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