The most influential Megatrends set to shape the world through 2030, identified by Euromonitor International, help businesses better anticipate market developments and lead change for their industries.
Learn moreEuromonitor addresses your unique questions and challenges across all B2B and B2C industries and geographies through custom, tailor-made research projects, designed to your specific goals.
Learn moreAug 2020
US$2,100Added to Cart
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extract FREE!
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extract FREE!
In 2020, COVID-19 and restrictions the government put in place to prevent its spread have forced Indonesians to stay at home for the most part, and for varying lengths of time. During Q2 of 2020, people were working from home, and schools were expected to be closed for nearly three months to minimise the spread of the virus.
Indonesian borders have been closed to foreigners without a work visa since 2 April. Commercial flights were restricted from 24 April to 1 June, with flights limited to 50% capacity and only certified business passengers permitted.
E-sports was a huge contributor to mobile and online games growth in 2019. While e-sports is still considered a new entry in the industry, it has taken off rapidly in recent years.
Among the leading toys and games players in Indonesia, Garena Indonesia has been most successful in capturing Indonesian gamers, especially through its mobile games in the last three years of the review period. Free Fire has driven Garena’s expansion as it helped the player grow its revenue by triple digits in 2018, and then again in 2019 due to the success of its three latest releases: Speed Drifters, Call of Duty: Mobile and PUBG Lite.
Indonesia remains a highly potential market for selling traditional toys and games and video games, as it is still the fourth most populous country in the world and average disposable income increased by around 5% in 2019. Barring a COVID-19-related global recession that would negatively impact Indonesia in the near future, manufacturers and game publishers have a strong opportunity to grow their portfolios over the forecast period, knowing that there is still so much unmet potential.
Files are delivered directly into your account within a few minutes of purchase.
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.
Delivery: Files are delivered directly into your account within a few minutes of purchase.
Overview
Discover the latest market trends and uncover sources of future market growth for the Toys and Games industry in Indonesia with research from Euromonitor's team of in-country analysts.
Find hidden opportunities in the most current research data available, understand competitive threats with our detailed market analysis, and plan your corporate strategy with our expert qualitative analysis and growth projections.
If you're in the Toys and Games industry in Indonesia, our research will save you time and money while empowering you to make informed, profitable decisions.
The Toys and Games in Indonesia market research report includes:
Our market research reports answer questions such as:
Why buy this report?
This industry report originates from Passport, our Toys and Games market research database.
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.