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Metaverse Digital Media - Indonesia

Indonesia
  • The projected value in the Metaverse Digital Media market in 2024 is estimated to reach US$5.6m.
  • This market is expected to demonstrate an annual growth rate of 14.92% between 2024 and 2030, resulting in a projected market volume of US$12.8m by 2030.
  • Notably, in Indonesia is an active participant in this market segment.
  • The United States is the leading contributor to the market, generating the most value with a projected market volume of US$197.1m in 2024.
  • However, it is important to note that in Indonesia is also a significant player in this market.
  • Looking at the number of users, it is projected that by 2030, the Metaverse Digital Media market will have approximately 283.1k users users.
  • In 2024, the user penetration is expected to be 0.1%, but it is anticipated to increase to 0.1% by 2030.
  • This indicates a growing user base in Indonesia.
  • Furthermore, the average value per user (ARPU) is projected to be US$30.4 in the Metaverse Digital Media market.
  • This metric provides insights into the average spending of individual users in Indonesia.
  • Indonesia's growing tech-savvy population is fueling the demand for immersive Metaverse Digital Media experiences.

Definition:

The Digital Media market refers to the use of digital technology to create, distribute, and consume content within virtual reality environments. This can include video, audio, text, images, and interactive experiences that are accessible through a wide range of devices, including VR headsets, smartphones, and computers.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Data on the digital media market can also be found in the Digital Market Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual escape rooms, such as Escape the Lost Pyramid
  • Virtual sport events, such as The Metaverse Open
  • Virtual amusement parks, such as The Sandbox's LAND
  • Technology used to enhance virtual experience, adding sounds and graphics to games and worlds

Out-Of-Scope

  • Games considered as metaverse, such as Fornite
  • Digital music streaming or video streaming, such as Spotify or Netflix
Metaverse: market data & analysis - Cover

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Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

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

    Customer preferences:
    Indonesian consumers are increasingly embracing digital media and entertainment platforms, including virtual reality (VR) and augmented reality (AR) experiences. This is driven by the desire for immersive and interactive content that enhances their entertainment and gaming experiences. Additionally, the younger generation in Indonesia is particularly drawn to the Metaverse, as they are early adopters of new technologies and are eager to explore new digital worlds.

    Trends in the market:
    One of the key trends in the Metaverse Digital Media market in Indonesia is the rise of virtual social platforms. These platforms allow users to connect with others in virtual spaces, creating a sense of community and enabling social interactions. This trend is fueled by the increasing popularity of online gaming and the desire for social experiences within virtual environments. In addition, there is a growing demand for virtual events and concerts, where users can attend live performances and interact with artists in a virtual setting. Another trend in the market is the integration of e-commerce within the Metaverse. Indonesian consumers are increasingly using virtual platforms to shop for products and services, creating a new avenue for businesses to reach their target audience. This trend is driven by the convenience and unique shopping experiences offered by virtual stores, as well as the ability to discover and purchase exclusive virtual goods.

    Local special circumstances:
    Indonesia has a large and digitally-savvy population, making it an attractive market for Metaverse Digital Media companies. The country's young and tech-savvy population, coupled with increasing internet penetration, provides a fertile ground for the growth of the Metaverse. Additionally, the Indonesian government has been supportive of the digital industry, implementing policies and initiatives to foster innovation and entrepreneurship in the sector.

    Underlying macroeconomic factors:
    Indonesia's growing middle class and rising disposable incomes are driving the demand for digital media and entertainment. As more Indonesians have access to smartphones and affordable internet connectivity, they are seeking out new and immersive digital experiences. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies, as people turned to virtual platforms for entertainment and social interactions during lockdowns and social distancing measures. This has further fueled the growth of the Metaverse Digital Media market in Indonesia. In conclusion, the Metaverse Digital Media market in Indonesia is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, the rise of virtual social platforms, the integration of e-commerce within the Metaverse, the country's young and tech-savvy population, and supportive government policies. With the underlying macroeconomic factors such as the growing middle class and rising disposable incomes, the market is poised for continued expansion in the coming years.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending.

    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.

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    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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