Download Games - Indonesia

  • Indonesia
  • Revenue in the Download Games market is projected to reach US$176.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.72%, resulting in a projected market volume of US$222.50m by 2029.
  • In the Download Games market, the number of users is expected to amount to 74.5m users by 2029.
  • User penetration will be 25.4% in 2024 and is expected to hit 25.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$2.49 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Indonesia has been experiencing significant growth in recent years, driven by the increasing popularity of mobile gaming and the rising adoption of smartphones in the country.

Customer preferences:
Indonesian consumers have shown a strong preference for mobile gaming, with a large portion of the population using smartphones as their primary gaming device. This preference can be attributed to the convenience and portability that mobile gaming offers, allowing users to play games anytime and anywhere.

Trends in the market:
One of the key trends in the Download Games market in Indonesia is the shift towards free-to-play games with in-app purchases. This business model allows users to download and play games for free, but offers additional content or features that can be purchased within the game. This trend has been successful in Indonesia, as it caters to a wide range of consumers with varying budgets and preferences. Another trend in the market is the increasing popularity of multiplayer online games. These games allow players to connect and compete with others in real-time, providing a more interactive and social gaming experience. The rise of multiplayer online games can be attributed to the growing internet penetration and the availability of affordable data plans in Indonesia.

Local special circumstances:
Indonesia has a large and young population, with a significant portion of the population falling within the target demographic for the Download Games market. This demographic factor has contributed to the growth of the market, as young consumers are more likely to engage in gaming activities and have a higher disposable income for game purchases.

Underlying macroeconomic factors:
The growth of the Download Games market in Indonesia is also influenced by the country's economic development and increasing middle-class population. As the economy continues to grow, more consumers have the financial means to purchase smartphones and engage in gaming activities. Additionally, the rising middle-class population has led to an increase in disposable income, allowing consumers to spend more on entertainment and leisure activities such as gaming. In conclusion, the Download Games market in Indonesia is experiencing significant growth due to the increasing popularity of mobile gaming, the preference for free-to-play games with in-app purchases, and the rising adoption of smartphones. The market is also influenced by the country's large and young population, as well as its economic development and increasing middle-class population.

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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