| Product Code: ETC230008 | Publication Date: Aug 2023 | Updated Date: Aug 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 75 | No. of Figures: 35 | No. of Tables: 20 |
The Indonesia Games and Puzzles Market is poised for steady growth rate improvements from 2025 to 2029. The growth rate starts at 10.53% in 2025 and reaches 13.11% by 2029.

In the Asia region, the Games and Puzzles market in Indonesia is projected to expand at a high growth rate of 11.91% by 2027. The largest economy is China, followed by India, Japan, Australia and South Korea.

The Indonesia Games and Puzzles Market has witnessed steady growth, driven by the increasing popularity of board games, card games, and puzzle sets among the younger population. With a growing middle-class and rising disposable incomes, the demand for recreational activities has surged, further bolstering the market.
The Indonesia Games and Puzzles Market is expected to experience steady growth over the forecast period. One of the primary drivers behind this growth is the increasing popularity of board games and puzzles among the younger population. The rise in disposable income and the growing middle-class population have also contributed to the demand for leisure activities, including games and puzzles. Additionally, the trend of socializing through board game cafes and game nights at home has further boosted the market.
Indonesia games and puzzles market is experiencing steady growth, driven by the country`s large and youthful population, increasing disposable income, and a growing interest in recreational activities. The gaming industry in Indonesia has seen significant expansion, with the rise of mobile gaming and the increasing availability of affordable gaming consoles and PCs.
Indonesia games and puzzles market has experienced steady growth over the years, with an increasing interest in recreational activities and cognitive development among people of all ages. The COVID-19 pandemic had a significant impact on this market, leading to a surge in demand as people sought indoor entertainment options during lockdowns and restrictions. With more time spent at home, the sales of games and puzzles soared as they provided a way to stay engaged and entertained.
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 Games and Puzzles Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Games and Puzzles Market Revenues & Volume, 2021 & 2031F |
3.3 Indonesia Games and Puzzles Market - Industry Life Cycle |
3.4 Indonesia Games and Puzzles Market - Porter's Five Forces |
3.5 Indonesia Games and Puzzles Market Revenues & Volume Share, By Licensing, 2021 & 2031F |
3.6 Indonesia Games and Puzzles Market Revenues & Volume Share, By Distribution Channel, 2021 & 2031F |
3.7 Indonesia Games and Puzzles Market Revenues & Volume Share, By Type, 2021 & 2031F |
4 Indonesia Games and Puzzles Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing disposable income among the Indonesian population leading to higher spending on leisure activities like games and puzzles. |
4.2.2 Growing popularity of educational games and puzzles in Indonesia, driven by a focus on learning and development among parents and educators. |
4.2.3 Technological advancements leading to the development of interactive and engaging digital games and puzzles, attracting a wider consumer base. |
4.3 Market Restraints |
4.3.1 High competition in the market from both domestic and international game and puzzle manufacturers, leading to pricing pressures. |
4.3.2 Limited physical retail presence and distribution channels for games and puzzles in certain regions of Indonesia, hindering market reach and accessibility. |
5 Indonesia Games and Puzzles Market Trends |
6 Indonesia Games and Puzzles Market, By Types |
6.1 Indonesia Games and Puzzles Market, By Licensing |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Games and Puzzles Market Revenues & Volume, By Licensing, 2021-2031F |
6.1.3 Indonesia Games and Puzzles Market Revenues & Volume, By Licensed, 2021-2031F |
6.1.4 Indonesia Games and Puzzles Market Revenues & Volume, By Non-licensed, 2021-2031F |
6.2 Indonesia Games and Puzzles Market, By Distribution Channel |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Games and Puzzles Market Revenues & Volume, By E-commerce, 2021-2031F |
6.2.3 Indonesia Games and Puzzles Market Revenues & Volume, By Brick & Mortar, 2021-2031F |
6.3 Indonesia Games and Puzzles Market, By Type |
6.3.1 Overview and Analysis |
6.3.2 Indonesia Games and Puzzles Market Revenues & Volume, By Games, 2021-2031F |
6.3.3 Indonesia Games and Puzzles Market Revenues & Volume, By Puzzles, 2021-2031F |
7 Indonesia Games and Puzzles Market Import-Export Trade Statistics |
7.1 Indonesia Games and Puzzles Market Export to Major Countries |
7.2 Indonesia Games and Puzzles Market Imports from Major Countries |
8 Indonesia Games and Puzzles Market Key Performance Indicators |
8.1 Number of downloads or active users of mobile game apps in Indonesia. |
8.2 Engagement metrics such as average session duration and retention rates for online puzzle games. |
8.3 Number of educational institutions incorporating games and puzzles into their curriculum for learning purposes. |
9 Indonesia Games and Puzzles Market - Opportunity Assessment |
9.1 Indonesia Games and Puzzles Market Opportunity Assessment, By Licensing, 2021 & 2031F |
9.2 Indonesia Games and Puzzles Market Opportunity Assessment, By Distribution Channel, 2021 & 2031F |
9.3 Indonesia Games and Puzzles Market Opportunity Assessment, By Type, 2021 & 2031F |
10 Indonesia Games and Puzzles Market - Competitive Landscape |
10.1 Indonesia Games and Puzzles Market Revenue Share, By Companies, 2024 |
10.2 Indonesia Games and Puzzles Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |