| Product Code: ETC230068 | Publication Date: Aug 2023 | Updated Date: Aug 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | No. of Pages: 75 | No. of Figures: 35 | No. of Tables: 20 | |
The Indonesia Gaming Market has experienced significant expansion, largely due to the proliferation of smartphones and affordable gaming consoles. The country`s young and tech-savvy population has embraced mobile gaming, creating a robust market for both local and international game developers.
The Indonesia Gaming Market is poised for substantial growth in the coming years. One of the key drivers for this expansion is the rapid adoption of smartphones and internet connectivity, which has led to a surge in mobile gaming. Furthermore, the rise of esports in the country has gained significant traction among the youth, driving the demand for gaming content, merchandise, and events. Additionally, the increasing availability of gaming consoles and PCs at affordable prices has widened the gaming market`s consumer base.
As the gaming market expands, the demand for gaming accessories is also on the rise. Consumers are seeking high-quality peripherals such as gaming mice, keyboards, headphones, and controllers to enhance their gaming experiences. However, the market faces challenges related to the influx of counterfeit and low-quality products, which may negatively impact consumer trust and brand reputation.
The gaming market in Indonesia has also seen substantial growth, driven by factors like the increasing popularity of esports, mobile gaming, and the expansion of the internet and smartphone penetration across the country. However, the COVID-19 pandemic caused disruptions in the supply chain and delayed the release of new gaming products and consoles. Despite these challenges, the gaming industry adapted by focusing on digital distribution and online gaming platforms, allowing them to maintain their momentum.
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 Gaming Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Gaming Market Revenues & Volume, 2021 & 2031F |
3.3 Indonesia Gaming Market - Industry Life Cycle |
3.4 Indonesia Gaming Market - Porter's Five Forces |
3.5 Indonesia Gaming Market Revenues & Volume Share, By Game Type, 2021 & 2031F |
3.6 Indonesia Gaming Market Revenues & Volume Share, By Device Type, 2021 & 2031F |
3.7 Indonesia Gaming Market Revenues & Volume Share, By End-User, 2021 & 2031F |
4 Indonesia Gaming Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing smartphone penetration and internet connectivity in Indonesia |
4.2.2 Growing popularity of esports and competitive gaming events in the country |
4.2.3 Rising disposable income levels leading to higher spending on gaming products and services |
4.3 Market Restraints |
4.3.1 Limited access to high-speed internet in certain regions of Indonesia |
4.3.2 Regulatory challenges and restrictions on certain types of games and platforms |
4.3.3 Economic uncertainties impacting consumer spending on non-essential items |
5 Indonesia Gaming Market Trends |
6 Indonesia Gaming Market, By Types |
6.1 Indonesia Gaming Market, By Game Type |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Gaming Market Revenues & Volume, By Game Type, 2021-2031F |
6.1.3 Indonesia Gaming Market Revenues & Volume, By Shooter, 2021-2031F |
6.1.4 Indonesia Gaming Market Revenues & Volume, By Action, 2021-2031F |
6.1.5 Indonesia Gaming Market Revenues & Volume, By Sports, 2021-2031F |
6.1.6 Indonesia Gaming Market Revenues & Volume, By Role-Playing, 2021-2031F |
6.1.7 Indonesia Gaming Market Revenues & Volume, By Others, 2021-2031F |
6.2 Indonesia Gaming Market, By Device Type |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Gaming Market Revenues & Volume, By PC/MMO, 2021-2031F |
6.2.3 Indonesia Gaming Market Revenues & Volume, By Tablet, 2021-2031F |
6.2.4 Indonesia Gaming Market Revenues & Volume, By Mobile Phone, 2021-2031F |
6.2.5 Indonesia Gaming Market Revenues & Volume, By TV/Console, 2021-2031F |
6.3 Indonesia Gaming Market, By End-User |
6.3.1 Overview and Analysis |
6.3.2 Indonesia Gaming Market Revenues & Volume, By Male, 2021-2031F |
6.3.3 Indonesia Gaming Market Revenues & Volume, By Female, 2021-2031F |
7 Indonesia Gaming Market Import-Export Trade Statistics |
7.1 Indonesia Gaming Market Export to Major Countries |
7.2 Indonesia Gaming Market Imports from Major Countries |
8 Indonesia Gaming Market Key Performance Indicators |
8.1 Average daily active users (DAU) on gaming platforms |
8.2 Average revenue per user (ARPU) for gaming services |
8.3 Number of gaming tournaments and events hosted in Indonesia |
9 Indonesia Gaming Market - Opportunity Assessment |
9.1 Indonesia Gaming Market Opportunity Assessment, By Game Type, 2021 & 2031F |
9.2 Indonesia Gaming Market Opportunity Assessment, By Device Type, 2021 & 2031F |
9.3 Indonesia Gaming Market Opportunity Assessment, By End-User, 2021 & 2031F |
10 Indonesia Gaming Market - Competitive Landscape |
10.1 Indonesia Gaming Market Revenue Share, By Companies, 2024 |
10.2 Indonesia Gaming Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |