Streaming - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Streaming market is projected to reach US$0.6m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.49%, resulting in a projected market volume of US$0.8m by 2029.
  • Although most revenue is generated China, Indonesia's Streaming market is also significant, with a projected market volume of US$40.5m in 2024.
  • By 2029, the number of users in Indonesia's Streaming market is expected to amount to 19.3m users.
  • User penetration in Indonesia will be 5.6% in 2024 and is anticipated to reach 6.7% by 2029.
  • The average revenue per user (ARPU) in Indonesia is expected to amount to US$0.0.
  • Indonesia's burgeoning youth demographic is significantly driving the demand for streaming services in the eSports market, fostering increased engagement and investment opportunities.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports industry in Indonesia is seeing minimal growth due to factors such as low awareness and limited access to digital streaming platforms. While the country's gaming market is growing, the streaming market is lagging behind due to infrastructure challenges and a lack of investment. However, with the increasing popularity of eSports globally, there is potential for growth in the streaming market in Indonesia in the future.

Customer preferences:
The growing interest in eSports in Indonesia has led to a rise in demand for streaming services, with consumers seeking convenient access to live tournaments and gameplay. This trend is fueled by the country's young population, which is highly tech-savvy and values immersive digital experiences. Additionally, the rise of mobile gaming and the availability of affordable internet has made streaming a popular form of entertainment among Indonesian gamers.

Trends in the market:
Currently, the Streaming Market within the eSports Market in Indonesia is experiencing a surge in demand for live streaming platforms and services. With the rise of competitive gaming and online tournaments, there is a growing trend of streaming these events on popular platforms such as Twitch and YouTube. This trend is significant as it allows for greater reach and engagement with the audience, leading to potential sponsorship and advertising opportunities for industry stakeholders. Additionally, the increasing availability of high-speed internet and affordable smartphones has also contributed to the growth of the streaming market in Indonesia. This trend is expected to continue, with potential implications for the development of the eSports ecosystem in the country and the overall growth of the digital entertainment industry.

Local special circumstances:
In Indonesia, the Streaming Market within the eSports Market is heavily driven by the country's large youth population and their increasing interest in online gaming. The government's support for eSports and the rise of local gaming events have also contributed to the market's growth. Additionally, the country's strong social media culture and high internet penetration have made it a prime market for streaming platforms to thrive. However, limited access to reliable internet services in some areas and strict regulations on gaming content have posed challenges for the market's expansion.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in Indonesia is influenced by macroeconomic factors such as increasing internet penetration, rising disposable income, and favorable government policies to boost the digital economy. The country's strong economic growth and growing middle class population have also contributed to the increasing popularity of eSports and streaming platforms. Furthermore, the growing trend of mobile gaming and the availability of affordable smartphones have also played a significant role in the growth of the market. These factors, combined with the government's focus on developing the country's digital infrastructure, are expected to drive the growth of the Streaming Market within the eSports Market in Indonesia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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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