Games Live Streaming - Indonesia

  • Indonesia
  • Revenue in the Games Live Streaming market is projected to reach US$139.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.64%, resulting in a projected market volume of US$182.90m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 68.4m users by 2029.
  • User penetration will be 18.4% in 2024 and is expected to hit 23.6% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$2.70 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Indonesia has been experiencing significant growth in recent years. Customer preferences for interactive and immersive gaming experiences, coupled with the increasing popularity of esports, have contributed to the expansion of this market.

Customer preferences:
Indonesian gamers are increasingly seeking interactive and immersive gaming experiences, which has fueled the demand for Games Live Streaming. This allows gamers to watch professional players compete in real-time, learn new strategies, and engage with their favorite streamers. The convenience of being able to access live streams from anywhere at any time has also been a key factor in the growing popularity of Games Live Streaming in Indonesia.

Trends in the market:
The rise of esports has played a major role in the growth of the Games Live Streaming market in Indonesia. Esports tournaments attract millions of viewers both online and offline, creating a demand for live streaming platforms to cater to this audience. As esports continues to gain mainstream recognition and support from sponsors and advertisers, the demand for Games Live Streaming is expected to further increase. Another trend in the market is the emergence of local gaming celebrities and influencers who have amassed a large following on live streaming platforms. These influencers not only entertain their viewers with their gaming skills and commentary, but they also have the ability to influence purchasing decisions. As a result, brands have started collaborating with these influencers to promote their products and services, further driving the growth of the Games Live Streaming market in Indonesia.

Local special circumstances:
Indonesia has a large and growing population of gamers, making it an attractive market for Games Live Streaming platforms. The country's young population, high internet penetration rate, and increasing disposable income have created a favorable environment for the growth of the market. Additionally, the widespread use of smartphones and affordable data plans have made it easier for gamers to access live streaming platforms on the go.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Indonesia is also influenced by underlying macroeconomic factors. The country's economy has been steadily growing, resulting in an increase in disposable income among the population. This has led to higher spending on leisure activities, including gaming and entertainment. Furthermore, the government's initiatives to improve internet infrastructure and promote digitalization have contributed to the growth of the online gaming industry, including Games Live Streaming. In conclusion, the Games Live Streaming market in Indonesia is experiencing significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of esports, the emergence of local gaming influencers, and favorable macroeconomic factors. As the market continues to expand, it presents opportunities for both local and international players to capitalize on the growing demand for Games Live Streaming in Indonesia.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. 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, video gaming revenues.

Additional Notes:

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

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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