Mobile Games - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Mobile Games market market is projected to reach US$0.50bn in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.13%, resulting in a projected market volume of US$0.81bn by 2029.
  • The number of users in Indonesia's Mobile Games market market is anticipated to amount to 82.8m users by 2029.
  • User penetration in this market will be 24.3% in 2024 and is expected to rise to 28.5% by 2029.
  • In a broader global context, the majority of revenue will be generated United States, which is expected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Indonesia's Mobile Games market market is projected to amount to US$7.37 in 2024.
  • Indonesia's mobile gaming market is experiencing a surge in popularity, driven by increased smartphone penetration and a vibrant youth culture embracing digital entertainment.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Indonesia has experienced significant growth in recent years, driven by the increasing popularity of smartphones and the growing number of mobile internet users. With a large and young population, Indonesia has become a lucrative market for mobile game developers and publishers.

Customer preferences:
Indonesian consumers have shown a strong preference for mobile games that are free to download and play, but offer in-app purchases for additional features or virtual goods. This freemium model allows users to access the game without any upfront cost, while still providing opportunities for developers to monetize their games. Additionally, multiplayer and social features are highly valued by Indonesian gamers, as they enjoy playing with friends and competing against other players.

Trends in the market:
One of the key trends in the Indonesian mobile games market is the rise of hyper-casual games. These are simple, easy-to-play games that require minimal time and effort from the players. Hyper-casual games have gained popularity due to their addictive nature and the ability to be played in short bursts, making them ideal for the Indonesian market where users often have limited time to play games. Another trend in the market is the increasing popularity of eSports and competitive gaming. Indonesian gamers are showing a growing interest in participating in eSports tournaments and watching professional players compete. This has led to the emergence of eSports teams and organizations in the country, as well as the establishment of eSports arenas and events. The rise of eSports has also created opportunities for game developers to create competitive multiplayer games that cater to the Indonesian market.

Local special circumstances:
Indonesia has a large and diverse population, with different cultural backgrounds and preferences. This diversity is reflected in the mobile games market, where developers need to consider local content and themes to appeal to Indonesian gamers. Games that incorporate Indonesian culture, folklore, and traditions have gained popularity among local players, as they provide a sense of familiarity and connection. Additionally, the availability of affordable smartphones and affordable mobile data plans has contributed to the growth of the mobile games market in Indonesia. As more Indonesians gain access to smartphones and the internet, the potential user base for mobile games continues to expand.

Underlying macroeconomic factors:
The growing middle class in Indonesia has led to an increase in disposable income, allowing more consumers to spend on entertainment and leisure activities, including mobile games. The country's strong economic growth and rising smartphone penetration rate have also contributed to the growth of the mobile games market. Furthermore, the government's efforts to improve internet infrastructure and connectivity have played a significant role in the development of the mobile games market. Improved internet speeds and coverage have made it easier for Indonesian gamers to access and download mobile games, leading to increased engagement and revenue for developers. In conclusion, the Mobile Games market in Indonesia is thriving due to customer preferences for freemium games with multiplayer and social features. The rise of hyper-casual games and the growing interest in eSports are key trends in the market. Local special circumstances, such as the diversity of the population and the availability of affordable smartphones and data plans, also contribute to the market's growth. Underlying macroeconomic factors, such as the growing middle class and government initiatives to improve internet infrastructure, further support the development of the mobile games 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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