Toys and Games in Indonesia

August 2026
USD 2,450
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

This report comes in PDF with additional info in Excel included.

Overview:

Understand the latest market trends and future growth opportunities for the Toys and 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.

Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:

  • Traditional Toys and Games
  • Video Games

If you're in the Toys and 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.

The Toys and Games in Indonesia report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Toys and Games in Indonesia?
  • Which are the leading brands in Toys and Games in Indonesia?
  • How are products distributed in Toys and Games in Indonesia?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Indonesia?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Toys and Games in Indonesia

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Mobile Legends and Roblox Monetise Mass Audiences with Local Payment Options
Pop Mart and Bandai Fuel Adult Demand for Display Collectables
Chart 2 Pop Mart's Labubu and Crybaby Sell Out
Chart 3 Lego's Jakarta Blends Education and Immersion
Lego and Playgro Command Premium with Education and Safety Credentials
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Pop Mart and Tiktok Shop to Expand Reach with Collectables and Digital Commerce
Gen Z and Adult Collectors to Drive Premium Growth
E-Wallet Adoption and Creator Commerce to Redefine Purchasing and Engagement
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Shanghai Montoon Technology Maintains Lead through Mobile Gaming
Chart 8 Localised Play and Esports Keep Moonton's Mobile Legends Popular
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Social Discovery Drives Retail E-Commerce's Distribution Dominance
Chart 11 Retail Channels 2020-2025
Social Commerce and Content-Native Product Formats Redefine Collecting
Live-Service Design and Hardware Launches Expand Digital Product Depth
Stem Integration and Certification-Led Design Underpin Premium Positioning
Chart 12 Economic Context for Toys and Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Toys and Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Traditional Toys and Games in Indonesia

Key Data Insights

Traditional Toys and Games Summary
Chart 19 Key Industry Trends for Traditional Toys and Games
Kidults Drive Demand for Nostalgic, Limited Collectables
Chart 20 Kidults Lead Dolls and Accessories Growth
Pop Mart’S Vending Machines Fuel Impulse and Convenience-Driven Buying
Chart 21 Pop Mart’S Blind-Box Vending Reshapes Category
Brands Use Local Heritage to Deepen Emotional Ties
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Economic Factors Set to Support Category Growth
Kidult Spending and Local Characters to Reshape Purchasing Habits
Chart 24 Analyst Insight for Traditional Toys and Games
Eco-Friendly Materials and Transparency to Drive Consumer Loyalty
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Pop Mart and Mattel Sustain Growth as Distribution and Kidult Trends Intensify
Blooming Years’ Move Reshapes Industry
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Traditional Toys and Games Stores Maintain Lead
Online Platforms Capture Demand with Convenience and Product Diversity
Lifestyle Retailers and Omnichannel Strategies Fuel Channel Innovation
Chart 29 Retail Channels 2020-2025
Original Character Development and Newstalgia Reimagining Drive Product Diversification
Tnt's Character Portfolio and Monopoly: Bali Edition Demonstrate Localised Innovation
Sustainability Credentials and Ip Ownership Build Long-Term Brand Equity and Pricing Power
Chart 30 Economic Context for Traditional Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Traditional Toys and Games
Chart 34 Population 2020-2030
Chart 35 Population by Generation 2025

Video Games in Indonesia

Key Data Insights

Video Games Summary
Chart 36 Key Industry Trends for Video Games
Roblox Leverages Local Payments to Boost In-App Spending
Nintendo Switch 2 and Playstation 5 Fuel Enthusiast Spending
Chart 37 Switch 2 Drives Indonesia's Console Niche
Mobile Legends and Mpl Drive Community Loyalty and Monetisation
Chart 38 Localised Play and Mpl Esports Keep Moonton's Mobile Legends Popular
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Mobile Legends and Free Fire to Deepen Loyalty through Local Content
Kidults to Embrace Hybrid Console Access and Subscriptions for Premium Play
E-Wallet Integration and Deep Localisation to Unlock New Spending Power
Chart 41 Roblox's E-Wallet-First Top-Ups Broaden Pay Options
Chart 42 Forecast Value Sales 2020-2030
Chart 43 Forecast Value Sales by Category 2025-2030
Mobile Legends and Roblox Deepen Loyalty through Localised Content
Esports and Localisation Power Moonton’S Performance
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
E-Wallets and Top-Up Platforms Expand Digital Spending Power
Rental Hybrids and Payment Ecosystems Reshape Premium Gaming Access
Chart 46 Retail Channels 2020-2025
Virtual Economies and Embedded Payment Rails Redefine Product Design
Premium Hardware Design and Flexible Access Models Attract a New Enthusiast Base
Localised Content Features and In-Game Event Architecture Drive Sustained Engagement
Chart 47 Economic Context for Video Games
Chart 48 Real Gdp Growth 2020-2030
Chart 49 Inflation 2020-2030
Chart 50 Consumer Context for Video Games
Chart 51 Population 2020-2030
Chart 52 Consumer Expenditure 2020-2030
Chart 53 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Toys and Games

    • Action Figures and Accessories
    • Arts and Crafts
    • Baby and Infant
    • Construction
    • Dolls and Accessories
    • Dress-Up and Role Play
    • Games and Puzzles
    • Model Vehicles
    • Outdoor and Sports
    • Plush
    • Pre-School
    • Remote Control Toys
    • Ride-On Vehicles
    • Scientific/Educational
    • Other Traditional Toys and Games
      • Hand-Held Consoles
      • Static Consoles
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

This is the aggregation of traditional toys and games and video games.

See all of our definitions
Share:

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This report originates from Passport, our Toys and Games research and analysis database.

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!