Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market (2026-2032) Outlook | Analysis, Share, Revenue, Size, Value, Trends, Forecast, Companies, Growth & Industry

Market Forecast By Entertainment (2D, 3D, Visual Effects, TV, Direct-to-DVD and Content), By Animation Segments (E-Education, Web designing, Animation entertainment), By Types (PC games, Mobile games, Console games, Online games) And Competitive Landscape
Product Code: ETC4383989 Publication Date: Jul 2023 Updated Date: Jul 2026 Product Type: Report
Publisher: 6Wresearch Author: Ravi Bhandari No. of Pages: 85 No. of Figures: 45 No. of Tables: 25

Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Size & Growth Rate (2026-2032)

Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Size & Growth Rate (2026-2032)

The Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market was estimated at USD 1346 Million in 2025 and is projected to reach USD 2056 Million by 2032, growing at a CAGR of 9.4% from 2026 to 2032.

Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Synopsis

The vibrant young demographic in Indonesia drives the dynamics of the mobile, PC, and console gaming market. As more users become immersed in digital entertainment, the demand for quality animation and visual effects rises significantly.

Streaming platforms are rapidly changing how content is consumed, fueling innovation in local content production and distribution. This shift is backed by increased government support for the creative industry, enhancing the market's growth potential.

Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Year-wise Growth Rate and Key Drivers

This graph illustrates the annual growth rates of the Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) from 2021 to 2032, highlighting a steady upward trajectory and projected expansion over the forecast period.

Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Year-wise Growth Rate and Key Drivers

The table below presents the year‑wise growth rates along with the key drivers influencing the market

Year Growth Rate Major Drivers
2021 0.4% Youth population drives mobile gaming enthusiasm.
2022 5.6% Government subsidies boost local game development initiatives.
2023 7.6% Increased smartphone penetration enhances gaming accessibility.
2024 7.4% Local gaming tournaments attract significant viewer engagement.
2025 7.2% Emergence of streaming platforms fuels content creation.
2026 7.7% Collaborations with global gaming firms expand market reach.
2027 8.2% Rise in eSports popularity stimulates competitive gaming culture.
2028 8.3% Local content regulations promote domestic animation production.
2029 8.3% Increased internet speeds enhance online gaming experiences.
2030 8.6% Educational institutions embrace gamification for learning tools.
2031 9.1% Investment in augmented reality technology enriches user experience.
2032 9.4% Collaborations with global franchises attract wider audiences.

Note: Market size estimations and growth projections presented in this report are based on 6Wresearch's proprietary forecasting methodology, utilizing the latest available industry data, government publications, and primary research inputs.

Below are some of the specific key takeaways from the market, including:

  • Indonesia’s gaming sector is increasingly mobile-centric, reflecting user preferences.
  • Government initiatives are enhancing the capabilities of local content creators.
  • The market is experiencing a transition from traditional TV to on-demand services.
  • Piracy remains a major concern, impacting revenue and innovation in the sector.
  • The rise of home-based entertainment options has significantly benefited the industry.

Despite the promising growth trajectory, the market grapples with notable challenges. Piracy undermines intellectual property rights, hurting revenue for content creators and developers. The inconsistent enforcement of copyright laws complicates the landscape for legitimate businesses.

Additionally, internet accessibility in various regions is inconsistent, limiting online gaming expansion. For local companies, tailoring monetization strategies to fit the diverse economic spectrum of the population is crucial. Addressing these issues will be key to unlocking the market's full potential.

Current trends indicate a growing preference for immersive gaming experiences, with an uptick in 3D content production. As consumers engage more with animation and visual effects, developers are responding by integrating cutting-edge technologies into their offerings.

Furthermore, the rise of eSports is creating new engagement opportunities, fostering community and competition among gamers. These trends signal a shift towards more interactive and visually captivating entertainment, driving further innovation within the industry.

Growth opportunities lie in expanding mobile gaming and enhancing local content production capabilities. The demand for unique, culturally relevant storytelling is on the rise, providing a fertile ground for Indonesian creators.

Investment in internet infrastructure to boost connectivity can greatly influence the market. Additionally, aligning content with the preferences of a tech-savvy youth demographic represents a strategic pathway for sustained growth.

The government plays a crucial role in shaping the future of Indonesia’s creative sectors, particularly in gaming and animation. With strategic initiatives focused on enhancing digital infrastructure and fostering local talent, public policy is actively promoting market growth.

  • A recently completed initiative aimed at boosting digital literacy among young Indonesians has seen success in enhancing engagement with tech-driven entertainment.
  • Currently, there is an ongoing program to support the establishment of creative hubs across key urban areas, fostering collaboration among content creators.
  • A planned initiative expected to launch in 2026 will facilitate funding for innovative gaming projects, driving local content development.
  • Policy revisions in 2025 aimed to streamline regulations surrounding content distribution are currently under review.
  • Infrastructure investments aimed at improving internet access in remote regions are projected to begin rollout in late 2025.

Looking ahead to 2026-2032, the Indonesia Mobile, PC & Console Gaming & Animation Market is likely to undergo significant transformations. Enhanced local talent and increased government support will play pivotal roles in the expansion of original content.

The convergence of augmented reality (AR) and virtual reality (VR) into mainstream gaming will drive demand for advanced visual effects. As cultural narratives gain prominence, local storytelling will become a key differentiator in a competitive global market.

In the past 12-14 months, the Indonesian mobile, PC, and console gaming market has seen a surge in creative collaborations and technological advancements. The focus on local content production is stronger than ever, with various initiatives aimed at enhancing digital media capabilities.

  • A major technology vendor launched a new gaming platform in early 2025, aimed at fostering local developer ecosystems.
  • In mid-2025, a leading regional operator unveiled an animation project highlighting Indonesian folklore, sparking interest in culturally relevant narratives.
  • Partnerships between educational institutions and gaming studios are currently underway, aiming to cultivate future talent in animation and visual effects.
  • An initiative to upgrade digital infrastructure in rural areas was initiated in Q2 2025 to enhance gaming accessibility.
  • Plans are underway for a gaming festival set to take place in late 2026, promoting local games and developers.

  • 10 Years of Market Numbers
  • Historical Data Starting from 2022 to 2025
  • Base Year: 2025
  • Forecast Data until 2032
  • Key Performance Indicators Impacting the Market
  • Major Upcoming Developments and Projects

The Indonesia Mobile, PC & Console Gaming & Animation Market was estimated at USD 1346 Million in 2025 and is projected to reach USD 2056 Million by 2032, growing at a CAGR of 7.3% from 2026 to 2032.

Key Highlights of the Report:

  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Outlook
  • Market Size of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, 2025
  • Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, 2032
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Revenues & Volume for the Period 2022-2032F
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trend Evolution
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Drivers and Challenges
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Price Trends
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Porter's Five Forces
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Industry Life Cycle
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Entertainment for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By 2D for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By 3D for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Visual Effects for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By TV for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Direct-to-DVD and Content for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Animation Segments for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By E-Education for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Web designing for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Animation entertainment for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Types for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By PC games for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Mobile games for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Console games for the Period 2022-2032F
  • Historical Data and Forecast of Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume By Online games for the Period 2022-2032F
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Import Export Trade Statistics
  • Market Opportunity Assessment By Entertainment
  • Market Opportunity Assessment By Animation Segments
  • Market Opportunity Assessment By Types
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Top Companies Market Share
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Competitive Benchmarking By Technical and Operational Parameters
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Company Profiles
  • Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Key Strategic Recommendations

Frequently Asked Questions About the Market Study (FAQs):

The primary drivers include Indonesia's youthful, tech-savvy population and the increasing preference for mobile gaming and digital content. Additionally, government support for the creative industry is propelling growth.
The Indonesia Mobile, PC & Console Gaming & Animation Market was estimated at USD 1346 Million in 2025 and is projected to reach USD 2056 Million by 2032, growing at a CAGR of 9.4% from 2026 to 2032.
Government initiatives focused on improving digital infrastructure and supporting local talent are vital for growth. Recent programs aim to boost digital literacy and encourage creative collaboration.
Key trends include the rise of 3D content production, increased engagement in eSports, and a shift towards culturally relevant storytelling in games and animation.
Investors can capitalize on expanding mobile gaming, improving internet infrastructure, and developing culturally unique content that resonates with local audiences.
The market's growth is hindered by piracy and the uneven enforcement of intellectual property rights. Additionally, limited internet access in some areas poses challenges for online gaming adoption.
6Wresearch actively monitors the Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market and publishes its comprehensive annual report, highlighting emerging trends, growth drivers, revenue analysis, and forecast outlook. Our insights help businesses to make data-backed strategic decisions with ongoing market dynamics. Our analysts track relevent industries related to the Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, allowing our clients with actionable intelligence and reliable forecasts tailored to emerging regional needs.
Yes, we provide customisation as per your requirements. To learn more, feel free to contact us on sales@6wresearch.com

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 Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview

3.1 Indonesia Country Macro Economic Indicators

3.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2022 & 2032F

3.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle

3.4 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces

3.5 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2022 & 2032F

3.6 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2022 & 2032F

3.7 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Types, 2022 & 2032F

4 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics

4.1 Impact Analysis

4.2 Market Drivers

4.2.1 Increasing smartphone penetration and internet connectivity in Indonesia, driving demand for mobile gaming and animation content.

4.2.2 Growing popularity of PC and console gaming among Indonesian youth and young adults, leading to higher consumption of gaming and animation content.

4.2.3 Rise in demand for high-quality 2D, 3D, visual effects, and animation content for entertainment purposes in Indonesia.

4.3 Market Restraints

4.3.1 Limited access to high-speed internet in certain regions of Indonesia, affecting the distribution and consumption of online gaming and animation content.

4.3.2 Regulatory challenges and censorship issues related to content creation and distribution in Indonesia, impacting the growth of the gaming and animation market.

5 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends

6 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types

6.1 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment

6.1.1 Overview and Analysis

6.1.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Entertainment, 2022-2032F

6.1.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2022-2032F

6.1.4 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2022-2032F

6.1.5 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2022-2032F

6.1.6 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2022-2032F

6.1.7 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2022-2032F

6.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments

6.2.1 Overview and Analysis

6.2.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2022-2032F

6.2.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2022-2032F

6.2.4 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2022-2032F

6.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types

6.3.1 Overview and Analysis

6.3.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2022-2032F

6.3.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2022-2032F

6.3.4 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2022-2032F

6.3.5 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2022-2032F

7 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics

7.1 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries

7.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries

8 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators

8.1 Average time spent by Indonesian consumers on mobile gaming and animation apps per day.

8.2 Number of active users on PC and console gaming platforms in Indonesia.

8.3 Engagement metrics such as daily active users and session duration for popular gaming and animation content in Indonesia.

9 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment

9.1 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2022 & 2032F

9.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2022 & 2032F

9.3 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Types, 2022 & 2032F

10 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape

10.1 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2025

10.2 Indonesia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters

11 Company Profiles

12 Recommendations

13 Disclaimer

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