| Product Code: ETC4405829 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
The game-based learning market in Indonesia has witnessed significant growth in recent years. With the increasing adoption of digital learning solutions, educational institutions and corporate training programs are turning to gamification techniques to enhance engagement and improve learning outcomes. This market is characterized by a diverse range of educational games and interactive platforms designed to make learning more enjoyable and effective.
Game-based learning is gaining traction in Indonesia`s education sector, as it offers an engaging and interactive way to impart knowledge. The market for game-based learning solutions is driven by the increasing recognition of the benefits of gamification in education, from improved student engagement to enhanced learning outcomes. Both traditional educational institutions and edtech companies are investing in game-based learning platforms and content to meet the evolving needs of modern students and to make learning more enjoyable.
Game-based learning faces challenges in terms of developing engaging and educational games that align with the curriculum. Ensuring accessibility to a wide range of devices and networks, particularly in less-developed regions, is a hurdle. Balancing the fun factor of games with their educational objectives and maintaining the attention of students can be a continuous challenge. Integrating game-based learning into traditional education systems and addressing potential biases or cultural sensitivities in game content are also areas of concern.
In response to the challenges posed by the pandemic, game-based learning has gained traction in Indonesia`s education sector. The immersive and engaging nature of gamified educational content has proven effective in keeping students motivated and focused on their studies during remote learning. The COVID-19 crisis has accelerated the integration of game-based learning solutions in the Indonesian education system, providing an innovative approach to address the unique challenges of remote education.
Prominent players in the Indonesia Game-Based Learning market include Kahoot!, Roblox Education, Minecraft: Education Edition, Quizlet, and BrainPOP.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Indonesia Game-Based Learning Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Game-Based Learning Market Revenues & Volume, 2021 & 2031F |
3.3 Indonesia Game-Based Learning Market - Industry Life Cycle |
3.4 Indonesia Game-Based Learning Market - Porter's Five Forces |
3.5 Indonesia Game-Based Learning Market Revenues & Volume Share, By Component , 2021 & 2031F |
3.6 Indonesia Game-Based Learning Market Revenues & Volume Share, By End User , 2021 & 2031F |
3.7 Indonesia Game-Based Learning Market Revenues & Volume Share, By Deployment Mode , 2021 & 2031F |
3.8 Indonesia Game-Based Learning Market Revenues & Volume Share, By Game Type, 2021 & 2031F |
4 Indonesia Game-Based Learning Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of technology in education sector in Indonesia |
4.2.2 Growing demand for interactive and engaging learning methods |
4.2.3 Government initiatives to promote digital learning platforms |
4.3 Market Restraints |
4.3.1 Limited access to high-speed internet in certain regions of Indonesia |
4.3.2 Concerns about the effectiveness and quality of game-based learning compared to traditional methods |
5 Indonesia Game-Based Learning Market Trends |
6 Indonesia Game-Based Learning Market, By Types |
6.1 Indonesia Game-Based Learning Market, By Component |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Game-Based Learning Market Revenues & Volume, By Component , 2021-2031F |
6.1.3 Indonesia Game-Based Learning Market Revenues & Volume, By Solution , 2021-2031F |
6.1.4 Indonesia Game-Based Learning Market Revenues & Volume, By Services, 2021-2031F |
6.2 Indonesia Game-Based Learning Market, By End User |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Game-Based Learning Market Revenues & Volume, By Consumer, 2021-2031F |
6.2.3 Indonesia Game-Based Learning Market Revenues & Volume, By Education, 2021-2031F |
6.2.4 Indonesia Game-Based Learning Market Revenues & Volume, By Government, 2021-2031F |
6.2.5 Indonesia Game-Based Learning Market Revenues & Volume, By Enterprises, 2021-2031F |
6.3 Indonesia Game-Based Learning Market, By Deployment Mode |
6.3.1 Overview and Analysis |
6.3.2 Indonesia Game-Based Learning Market Revenues & Volume, By On-premises, 2021-2031F |
6.3.3 Indonesia Game-Based Learning Market Revenues & Volume, By Cloud, 2021-2031F |
6.4 Indonesia Game-Based Learning Market, By Game Type |
6.4.1 Overview and Analysis |
6.4.2 Indonesia Game-Based Learning Market Revenues & Volume, By AR VR games, 2021-2031F |
6.4.3 Indonesia Game-Based Learning Market Revenues & Volume, By AI-based games, 2021-2031F |
6.4.4 Indonesia Game-Based Learning Market Revenues & Volume, By Location-based games, 2021-2031F |
6.4.5 Indonesia Game-Based Learning Market Revenues & Volume, By Assessment and evaluation games, 2021-2031F |
6.4.6 Indonesia Game-Based Learning Market Revenues & Volume, By Training, knowledge and skill-based games, 2021-2031F |
6.4.7 Indonesia Game-Based Learning Market Revenues & Volume, By Language learning games, 2021-2031F |
7 Indonesia Game-Based Learning Market Import-Export Trade Statistics |
7.1 Indonesia Game-Based Learning Market Export to Major Countries |
7.2 Indonesia Game-Based Learning Market Imports from Major Countries |
8 Indonesia Game-Based Learning Market Key Performance Indicators |
8.1 Average session duration on game-based learning platforms |
8.2 Number of active users engaging with game-based learning content |
8.3 Percentage of students showing improvement in learning outcomes after using game-based learning applications |
8.4 Rate of adoption of game-based learning solutions by educational institutions |
9 Indonesia Game-Based Learning Market - Opportunity Assessment |
9.1 Indonesia Game-Based Learning Market Opportunity Assessment, By Component , 2021 & 2031F |
9.2 Indonesia Game-Based Learning Market Opportunity Assessment, By End User , 2021 & 2031F |
9.3 Indonesia Game-Based Learning Market Opportunity Assessment, By Deployment Mode , 2021 & 2031F |
9.4 Indonesia Game-Based Learning Market Opportunity Assessment, By Game Type, 2021 & 2031F |
10 Indonesia Game-Based Learning Market - Competitive Landscape |
10.1 Indonesia Game-Based Learning Market Revenue Share, By Companies, 2024 |
10.2 Indonesia Game-Based Learning Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |