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Last Updated: Apr 25, 2025 | Study Period: 2022-2030
Millions of Indonesians actively participate in gaming, which is a burgeoning industry there. Mobile gaming generates the majority of gaming revenue in Indonesia. Indonesia is one of the most potential Asian mobile esports marketplaces.
Mobile gaming is one of the most well-liked and lucrative industries in the region. In terms of revenue and player base, mobile games have long dominated the computer gaming market.
They outpace console and PC games by a wide margin. Many gamers can't afford to spend a lot of money on games and gaming PCs because of the country's financial predicament; for them, mobile gaming is the best option.
The Indonesia Gaming Market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2022 to 2030.
To support the growth of the gaming sector in Southeast Asia, Telkomsel and GoTo announced the launch of a joint venture, PT Games Karya Nusantara, through their respective subsidiaries PT Telkomsel Ekosistem Digital and PT Aplikasi Multimedia Anak Bangsa (AMAB).
The joint venture, which goes by the brand name "Majamojo," will build on the existing partnership between the two regional leaders, which has already resulted in the introduction of a number of positively welcomed mobile game promotions in Indonesia.
Tencent Cloud and Indonesia-based game streaming service GOX have partnered for four years to provide livestreaming and esports solutions.
The alliance seeks to expand the local esports and content distribution ecosystem while also becoming a significant player in the Asian and Indonesian entertainment market. In order to provide low latency, seamless, and stable gaming content to millions of spectators, GOX will use Tencent's streaming service and content delivery network.
To increase its library of games, Southeast Asian esports group EVOS Esports has teamed with Japanese RPG NFT play-to-earn metaverse adventure Avarik Saga. Blockchain technology will be made accessible to audiences in Indonesia and other Southeast Asian nations through EVOS Esports.
NFT play-to-earn metaverse games like Avarik Saga, in the opinion of EVOS, can empower players and communities. This relationship will help EVOS achieve its goal of becoming the first blockchain game developer in Indonesia.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2022-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2022-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2022-2030 |
21 | Product installation rate by OEM, 2022 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2022 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |