Indonesia Gaming Market 2022-2030
  • CHOOSE LICENCE TYPE
Consulting Services
    How will you benefit from our consulting services ?

Indonesia Gaming Market 2022-2030

Last Updated:  Apr 25, 2025 | Study Period: 2022-2030

INDONESIA GAMING MARKET

 

INTRODUCTION

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.

Infographics-Indonesia Gaming Market , Indonesia Gaming Market Size, Indonesia Gaming Market Trends, Indonesia Gaming Market Forecast, Indonesia Gaming Market Risks, Indonesia Gaming Market Report, Indonesia Gaming Market Share

 

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.

 

 

INDONESIA GAMING MARKET SIZE AND FORECAST

 

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.

 

MARKET DYNAMICS

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.

 

COMPANY PROFILE

 

THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

  1. What is the average cost perIndonesia Gaming Marketright now and how will it change in the next 5-6 years?
  2. Average cost to set up aGaming Marketin Indonesia?
  3. How manyIndonesia Gaming Marketsare manufactured per annum globally? Who are the sub-component suppliers in different regions?
  4. What is happening in the overall public, globally?
  5. Cost breakup of aIndonesia Gaming Marketand key vendor selection criteria
  6. Where is theIndonesia Gaming Market manufactured? What is the average margin per equipment?
  7. Market share ofIndonesia Gaming Marketmanufacturers and their upcoming products
  8. The most important plannedIndonesia Gaming Marketin next 2 years
  9. Details on network of majorIndonesia Gaming Marketand pricing plans
  10. Cost advantage for OEMs who manufactureIndonesia Gaming Marketin-house
  11. 5 key predictions for next 5 years inIndonesia Gaming Market
  12. Average B-2-BIndonesia Gaming Marketprice in all segments
  13. Latest trends inIndonesia Gaming Market, by every market segment
  14. The market size (both volume and value) ofIndonesia Gaming Marketin 2022-2030 and every year in between?
  15. Global production breakup ofIndonesia Gaming Market, by suppliers and their OEM relationship

 

 

 

 

Sl noTopic
1Market Segmentation
2Scope of the report
3Abbreviations
4Research Methodology
5Executive Summary
6Introduction
7Insights from Industry stakeholders
8Cost breakdown of Product by sub-components and average profit margin
9Disruptive innovation in the Industry
10Technology trends in the Industry
11Consumer trends in the industry
12Recent Production Milestones
13Component Manufacturing in US, EU and China
14COVID-19 impact on overall market
15COVID-19 impact on Production of components
16COVID-19 impact on Point of sale
17Market Segmentation, Dynamics and Forecast by Geography, 2022-2030
18Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030
19Market Segmentation, Dynamics and Forecast by Application, 2022-2030
20Market Segmentation, Dynamics and Forecast by End use, 2022-2030
21Product installation rate by OEM, 2022
22Incline/Decline in Average B-2-B selling price in past 5 years
23Competition from substitute products
24Gross margin and average profitability of suppliers
25New product development in past 12 months
26M&A in past 12 months
27Growth strategy of leading players
28Market share of vendors, 2022
29Company Profiles
30Unmet needs and opportunity for new suppliers
31Conclusion
32Appendix