Mobile Games - Indonesia

  • Indonesia
  • The Mobile Games market in Indonesia is projected to reach a revenue of US$316.80m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2027) of 6.84%, resulting in a projected market volume of US$386.40m by 2027.
  • By 2027, the number of users in the Mobile Games market is expected to amount to 76.9m users.
  • The user penetration rate is projected to be 23.9% in 2024 and is expected to increase to 26.3% by 2027.
  • In global comparison, in China is expected to generate the most revenue in the Mobile Games market, with US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$4.66 in 2024.
  • Indonesia's mobile games market is experiencing rapid growth, driven by the increasing smartphone penetration and a young, tech-savvy population.

Key regions: United States, Germany, Japan, Europe, China

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

While already being by far the biggest Video Games market, the Mobile Games market still bears a huge growth potential for the coming years. New adaptions of the mobile gaming hit Pokémon Go, games like Harry Potter: Wizards Unite and Nintendo’s growing support for Mobile Games are essential driving forces for the market’s future development. Also, mobile versions of the popular online games Fortnite and PUBG have a huge impact on the market’s growth.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Key Players
  • Methodology
  • Key Market Indicators
Please wait