The Indonesian market for video games is expected to experience single-digit growth in constant value terms (at 2023 prices) in 2024, against a backdrop of continuing economic and political uncertainty, From 2025 onwards, however, the outlook is significantly more robust, supported by better economic conditions, which will encourage Gen Z consumers to spend more on games. Indonesia also benefits from a huge population, with a growing number of middle-income households.
When it comes to video games hardware, static consoles is projected to lead growth over the forecast period, thanks to the continued popularity and demand for home gaming systems among consumers. Hand-held consoles is also expected to see positive, albeit more modest growth, following the scheduled launch of the Nintendo Switch 2 in Indonesia in 2025.
In recent years, there has been a marked acceleration in the trend towards purchasing digital games, driven by the enhanced accessibility of digital storefronts such as the Nintendo eShop, Microsoft Store, PlayStation Store, and Steam. This shift towards digital purchases is a reflection of the convenience and immediate access offered by online platforms, allowing gamers to acquire and download their favourite titles directly to their devices without the need for a physical copy.
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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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