Video games is expected to start seeing strong double-digit growth again from 2023 in value terms (at constant 2022 prices). This dynamism is likely to be mainly driven by mobile games which should benefit from more stable inflation rates and the easing of recession concerns.
A strong social media presence and desirable in-game content are the most crucial aspects in gaining share in video games in Indonesia. Indonesia has always been known as an influencer market, whereby consumer purchasing decisions are highly affected by what their favourite influencers or celebrities promote.
Over the forecast period, static consoles is projected to record a double-digit CAGR in value terms (at constant 2022 prices), which it is anticipated will be the highest in the Asia-Pacific region. Hand-held consoles is also expected to see positive albeit more modest growth over the forecast period, despite the category being expected to struggle in other Asian-Pacific markets.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Indonesia with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Indonesia, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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