Games - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Games market is projected to reach US$3,851.00m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.84%, resulting in a projected market volume of US$5,882.00m by 2029.
  • Comparatively, the majority of revenue in the global Games market will be generated United States, with a figure of US$128.10bn anticipated in 2024.
  • In Indonesia's Games market, the number of users is expected to amount to 102.4m users by 2029.
  • User penetration in Indonesia will be 30.8% in 2024 and is expected to increase to 35.3% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Indonesia is expected to reach US$416.50.
  • Indonesia's burgeoning gaming community is increasingly influencing content creation in the Media market, reflecting a growing appetite for locally-inspired narratives and interactive experiences.

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

 
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Analyst Opinion

The Games market in Indonesia has been experiencing significant growth in recent years, driven by several key factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to the development and expansion of the Games market in Indonesia.

Customer preferences:
Indonesian consumers have shown a strong preference for mobile gaming, with mobile games accounting for a significant portion of the overall Games market. This can be attributed to the widespread adoption of smartphones and the increasing accessibility of mobile internet services in the country. The convenience and affordability of mobile gaming make it an attractive option for consumers of all ages.

Trends in the market:
One of the major trends in the Games market in Indonesia is the rise of esports. Esports has gained significant popularity in recent years, with professional gaming tournaments attracting large audiences and generating substantial revenue. This trend has been fueled by the growing interest in competitive gaming among Indonesian youth, as well as the increasing availability of high-speed internet and gaming infrastructure. Another notable trend in the market is the increasing popularity of online multiplayer games. Indonesian gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide a platform for players to connect and compete with others. This trend has been further accelerated by the COVID-19 pandemic, which has led to an increase in online gaming as people spend more time at home.

Local special circumstances:
Indonesia has a large and young population, with a significant portion of the population falling within the target demographic for gaming. This demographic advantage has contributed to the growth of the Games market in Indonesia, as there is a large and growing consumer base for gaming products and services. Furthermore, the Indonesian government has been supportive of the Games industry, implementing initiatives to promote the development of the sector. This includes the establishment of gaming hubs and the provision of incentives for game developers and investors. These initiatives have helped to create a favorable environment for the growth of the Games market in Indonesia.

Underlying macroeconomic factors:
The strong economic growth in Indonesia has also played a role in the development of the Games market. As the country's economy has expanded, disposable incomes have increased, allowing consumers to spend more on leisure activities such as gaming. Additionally, the growing middle class in Indonesia has contributed to the rising demand for gaming products and services. In conclusion, the Games market in Indonesia is experiencing significant growth due to customer preferences for mobile gaming, the rise of esports, the popularity of online multiplayer games, the large and young population, government support, and underlying macroeconomic factors. These factors have created a conducive environment for the development and expansion of the Games market in Indonesia, making it an attractive market for game developers and investors.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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