Online Games - Indonesia

  • Indonesia
  • Revenue in the Online Games market is projected to reach US$376.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.71%, resulting in a projected market volume of US$520.50m by 2029.
  • In the Online Games market, the number of users is expected to amount to 46.7m users by 2029.
  • User penetration will be 14.5% in 2024 and is expected to hit 16.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$9.29 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Indonesia has been experiencing significant growth in recent years.

Customer preferences:
Indonesian consumers have shown a strong preference for online games, with a growing number of people engaging in this form of entertainment. This can be attributed to several factors, including the increasing availability and affordability of smartphones and internet access. The convenience and accessibility of online games have made them a popular choice among consumers of all ages. Additionally, the social aspect of online gaming, such as multiplayer options and the ability to connect with friends, has further contributed to its popularity.

Trends in the market:
One of the key trends in the online games market in Indonesia is the rise of mobile gaming. With the widespread adoption of smartphones, more and more people are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. As a result, game developers and publishers are focusing on creating mobile-friendly games to cater to this growing segment of the market. Another trend in the market is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. This trend has gained significant momentum in Indonesia, with a growing number of eSports teams and tournaments being held in the country. The rise of eSports has not only created opportunities for professional gamers but also for game developers, sponsors, and advertisers who want to tap into this lucrative market.

Local special circumstances:
Indonesia's large population and young demographic make it an attractive market for online game developers and publishers. With a population of over 270 million people, there is a large potential customer base for online games. Furthermore, the country has a high percentage of young people, who are more likely to be avid gamers. This combination of a large population and a young demographic creates a favorable environment for the growth of the online games market in Indonesia.

Underlying macroeconomic factors:
The growth of the online games market in Indonesia is also influenced by underlying macroeconomic factors. The country's economy has been growing steadily in recent years, leading to an increase in disposable income among consumers. This has allowed more people to afford smartphones and internet access, which are essential for playing online games. Additionally, the government's efforts to improve internet infrastructure and expand access to rural areas have further contributed to the growth of the online games market. In conclusion, the Online Games market in Indonesia is experiencing significant growth due to customer preferences for online gaming, including the rise of mobile gaming and the popularity of eSports. The country's large population and young demographic, coupled with favorable macroeconomic factors, create a conducive environment for the development of the online games market.

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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