COMPETITIVE LANDSCAPE
Indie games studios benefit from localisation and mobile-first design
Video games in Indonesia was fragmented in 2024, with the top five companies accounting for 26% of value sales in 2024, down from 28% in 2019. Increased support for local languages, mobile-first UI improvements, and content localisation has created opportunities for indie game studios.
Players in both mobile and console games remain important
Intensifying competition was seen across mobile, console, and PC platforms in 2024. Key players such as Tencent (PUBG Mobile), Sea (Garena – Free Fire), and ByteDance (Shanghai Moonton Technology – Mobile Legends) remained important in mobile games.
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Overview:
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.
The Video 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 Video Games in Indonesia?
- Which are the leading brands in Video Games in Indonesia?
- How are products distributed in Video 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?
Video Games in Indonesia - Category analysis
KEY DATA FINDINGS
Growth driven by mobile gaming, kidult spending, and subscriptions
Growth in video games software driven by mobile games
Engagement and sales of video games via hybrid retailers driven by kidults
Subscription services drive value growth due to affordable premium content
Rising disposable incomes to drive growth in video games
Kidult trend to boost nostalgic gaming products via collaborations with brands
Mobile and digital games set to maintain their rising trend, with localisation key
Digital-first strategies and community engagement likely to drive success for video games firms
Indie games studios benefit from localisation and mobile-first design
Players in both mobile and console games remain important
E-commerce channels become the main focus of sales of video games
Tokopedia partnership with PlayStation contributes to growth for retail e-commerce
Rental and retail hybrid model is important in Indonesia
Toys and Games in Indonesia - Industry Overview
Kidults, collectibles, and mobile-first gaming fuel growth in Indonesia
Traditional toys and games drives growth within toys and games
Marvel and Transformers action figures gain from the kidult trend
Pokémon cards and Pop Mart blind boxes drive growth in collectibles in toys and games
Video games set to continue to dominate, and will also experience growth
Kidult and collectibles trends will drive change in toys and games
Education and the environment set to play important roles
Addo and Playgro to gain traction through affordability and brand trust
Retail e-commerce set to gain further traction in traditional toys and games
Mattel and Lego retain share amidst fragmentation and kidult growth
Pop Mart and Addo gain traction through trends and retail strategies
Brands which effectively use retail e-commerce perform well
Hasbro launches colour mixer kit for STEM and art education
Blending offline and online channels
Addo leverages e-commerce to expand its reach
Miniso opens Sanrio flagship store to deepen consumer connections
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy 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 Video Games research and analysis database.
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