Dominated by mobile games, video games continued to enjoy strong current value growth in 2021. During the COVID-19 pandemic, people looked for forms of entertainment to help them to pass the many hours they spent at home, with video games a prominent choice.
Demand for mobile games continued to increase strongly in 2021 supported by the fast-growing penetration rate of mobile internet devices in Indonesia, including smartphones and tablets that run on various platforms. A growing range of smartphones have become available at under IDR1 million and more local companies have released affordable tablets at around IDR1.
Nintendo significantly reinforced its dominant position in video games hardware in 2021. Nintendo Switch has been gaining popularity within Indonesian families who are increasingly using it for family recreation, and its high levels of brand awareness have helped it to continue to gain considerable value share in 2021 at the expense of its chief competitor, Sony.
Indonesia’s economic recovery was delayed during 2021 due to renewed restrictions as the Delta COVID-19 variant spread, however, growth is anticipated to rebound in 2022 and 2023. As such, consumer confidence is expected to rise, helping to support continued growth in video games during the forecast period.
The increasing popularity of smartphones and tablets, which are expected to be increasingly available at affordable prices, is set to further boost sales of mobile games, in particular, and video games in general, during the forecast period. Indeed, mobile games will increasingly gain in importance within video games as, in addition to the increasing penetration of smartphones and tablets, it is expected that the business model of mobile games will evolve with mobile phone operators offering better app stores.
New video games launches will be another important factor contributing to growth during the forecast period. As video games consoles are relatively durable and considered to be expensive, consumers generally do not buy a new one unless the new console has a significant improvement in its specification.
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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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