Casino Games - Indonesia

  • Indonesia
  • The Casino Games market in Indonesia is projected to generate a total revenue of US$13.13m in 2022.
  • Looking ahead, the market is expected to experience a steady annual growth rate (CAGR 2022-2027) of 8.61%.
  • This growth trajectory is anticipated to result in a projected market volume of US$19.86m by 2027.
  • When it comes to revenue streams within the Casino Games market, in-app purchases (IAP) are expected to contribute significantly.
  • In 2022, it is projected that IAP revenue will reach US$9.55m.
  • Additionally, paid app revenue is also expected to make a notable contribution, reaching US$0.13m in the same year.
  • Furthermore, advertising revenue is projected to reach US$3.44m in 2022.
  • In terms of user engagement, the number of downloads in the Casino Games market is projected to reach 32.26m downloads in 2022.
  • This high level of downloads indicates a strong demand for these games among Indonesian consumers.
  • Moreover, the average revenue per download is currently expected to amount to US$0.41, reflecting the monetization potential of the market.
  • When examining the global landscape, it is interesting to note that in the United States generates the most revenue in the Casino Games market.
  • In 2022, it is projected that in the United States will generate a staggering US$3,358.00m in revenue.
  • This highlights the significant market share held by in the United States in this industry.

Key regions: Asia, United States, Europe, South Korea, India

Region comparison

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.


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