Gaming Networks - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Gaming Networks market market is projected to reach US$14.22m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.18%, leading to a projected market volume of US$19.19m by 2029.
  • The number of users in Indonesia's Gaming Networks market market is anticipated to reach 1.3m users by 2029.
  • User penetration in Indonesia will be 0.4% in 2024 and is expected to increase to 0.4% by 2029.
  • In global comparison, the majority of revenue will be generated the United States, with an expected amount of US$757.60m in 2024.
  • The average revenue per user (ARPU) in Indonesia's Gaming Networks market market is projected to be US$14.23 in 2024.
  • Indonesia's gaming networks are rapidly evolving, driven by a surge in mobile gaming popularity and increasing investments in local game development.

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

 
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Analyst Opinion

The Gaming Networks market in Indonesia has been experiencing significant growth in recent years, driven by several key factors.

Customer preferences:
Indonesian consumers have shown a strong preference for online gaming, with a growing number of players engaging in multiplayer games and connecting with others through gaming networks. This trend can be attributed to the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, the younger population in Indonesia, who are often more tech-savvy, are driving the demand for gaming networks as they seek immersive gaming experiences and social interactions with other players.

Trends in the market:
One of the notable trends in the gaming networks market in Indonesia is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in various games. This trend has gained significant traction in Indonesia, with the country hosting various esports tournaments and leagues. The growing popularity of esports has led to the emergence of dedicated gaming networks and platforms that cater specifically to esports enthusiasts. These platforms provide a space for players to compete, connect, and showcase their skills to a wider audience. Another trend in the gaming networks market is the integration of social features within gaming platforms. Indonesian gamers are increasingly seeking social interactions and connections while playing games. Gaming networks are incorporating features such as chat functions, virtual communities, and multiplayer options to facilitate social engagement among players. This trend aligns with the broader global shift towards social gaming, where players can interact with friends and other gamers in real-time, enhancing the overall gaming experience.

Local special circumstances:
Indonesia's large and youthful population is a significant factor contributing to the growth of the gaming networks market. With a population of over 270 million people, Indonesia has a sizable consumer base that is increasingly engaging with digital entertainment, including gaming. The country's demographics, coupled with the rising middle class and increasing disposable income, create a favorable environment for the growth of the gaming networks market.

Underlying macroeconomic factors:
The rapid growth of the gaming networks market in Indonesia can also be attributed to the country's improving digital infrastructure. The Indonesian government has been investing in expanding internet connectivity and improving the quality of internet services, making it easier for consumers to access and engage with gaming networks. Additionally, the affordability of smartphones and the availability of affordable data plans have made gaming more accessible to a wider audience. In conclusion, the Gaming Networks market in Indonesia is experiencing significant growth due to customer preferences for online gaming, the rise of esports, the integration of social features within gaming platforms, Indonesia's large and youthful population, and the improving digital infrastructure. These factors have created a favorable environment for the development and expansion of the gaming networks market in Indonesia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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