Metaverse - Indonesia

  • Indonesia
  • The projected value in the Metaverse market for the year 2024 is estimated to reach US$874.9m.
  • It is expected to exhibit an annual growth rate (CAGR 2024-2030) of 39.53%, resulting in a projected market volume of US$6,457.0m by 2030.
  • In 2024, United States is the leading generator of value in the Metaverse market, with a projected market volume of US$23.0bn.
  • By 2030, the number of users is expected to amount to 104.1m users.
  • The user penetration rate is projected to be 12.6% in 2024, and it is anticipated to increase to 35.6% by 2030.
  • The average value per user (ARPU) is estimated to be US$24.9.
  • The Metaverse market holds significant potential for growth and development, including in the country of Indonesia.
  • Indonesia's Metaverse market is experiencing rapid growth due to its large tech-savvy population and increasing digital connectivity.
 
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Analyst Opinion

The Metaverse market in Indonesia is experiencing significant growth and development.

Customer preferences:
Indonesian consumers are increasingly drawn to the immersive and interactive experiences offered by the Metaverse. They are seeking new forms of entertainment, socialization, and even work opportunities within this virtual world. The younger generation, in particular, is embracing the Metaverse as a way to connect with others, explore new worlds, and express their creativity.

Trends in the market:
One of the key trends in the Metaverse market in Indonesia is the rise of virtual reality (VR) gaming. VR gaming is gaining popularity as it allows users to fully immerse themselves in virtual environments and interact with other players in real-time. This trend is fueled by the increasing availability of affordable VR devices and a growing number of VR gaming platforms and content. Another trend is the emergence of virtual events and conferences in the Metaverse. With the limitations imposed by the COVID-19 pandemic, many businesses and organizations have turned to virtual events as a way to connect with their audiences. The Metaverse offers a unique and engaging platform for hosting these events, allowing participants to interact with each other and explore virtual spaces.

Local special circumstances:
Indonesia's large and tech-savvy population is a driving force behind the growth of the Metaverse market. With a population of over 270 million people, there is a significant market potential for Metaverse-related products and services. Additionally, Indonesia has a vibrant tech startup ecosystem, which is actively exploring opportunities in the Metaverse space.

Underlying macroeconomic factors:
Indonesia's growing middle class and increasing internet penetration are contributing to the growth of the Metaverse market. As more people gain access to the internet and smartphones, they are becoming more connected and looking for new ways to engage online. The government's efforts to improve digital infrastructure and promote digital literacy are also creating an enabling environment for the Metaverse market to thrive. In conclusion, the Metaverse market in Indonesia is experiencing rapid growth driven by customer preferences for immersive experiences, the rise of VR gaming, and the emergence of virtual events. The country's large and tech-savvy population, along with favorable macroeconomic factors, are creating a conducive environment for the development of the Metaverse market. As the market continues to evolve, it presents exciting opportunities for businesses and entrepreneurs to tap into the growing demand for virtual experiences in Indonesia.

Methodology

Data coverage:

Figures are based on advertising spending, in-app spending, in-game spending, online and offline sales, consumer spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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