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Electronic Games Market in Indonesia 2021

January 2022 | 14 pages | ID: E1C12E45E806EN
StrategyHelix Inc

US$ 550.00

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Electronic game, also called computer game or video game, is any game where players interact with objects displayed on a screen for the sake of entertainment. Electronic game can be played on a computing device, such as a personal computer, gaming console or mobile phone. The electronic games market in Indonesia is poised to grow by US$ 2,805 million from 2021 to 2027, registering a CAGR of 19.9% during the forecast period, according to StrategyHelix. Awareness of the cognitive and intellectual benefits of video games, steady increase in the number of gamers, influence of technology in promoting video games, development of augmented reality (AR) and virtual reality (VR), continuously rising personnel disposable income levels are expected to boost the market growth in the coming years.

The report provides up-to-date market size data for period 2017-2020 and forecast to 2027 covering key market aspects like sales value for electronic games. The Indonesia electronic games market is segmented on the basis of product. By product, the electronic games market in Indonesia has been segmented into games hardware, games software. In 2020, the games hardware segment made up the largest share of revenue generated by the electronic games market.

The Indonesia electronic games market is highly competitive. Some of the leading companies operating in the market are Garena Interactive Holding Limited, Netmarble Corporation, Nintendo Co. Ltd., PT Megaxus Infotech (Megaxus), Shanghai Moonton Technology Co. Ltd., Tencent Holdings Ltd., Valve Corporation.

The report is an invaluable resource for companies and organizations active in this industry. It provides a cohesive picture of the electronic games market to help drive informed decision making for industry executives, policy makers, academic, and analysts.

Report Scope
Product: games hardware, games software
Years considered: this report covers the period 2017 to 2027

Key Benefits for Stakeholders
Get a comprehensive picture of the Indonesia electronic games market
Identify regional strategies and strategic priorities on the basis of local data
Pinpoint growth sectors and trends for investment
PART 1. INTRODUCTION

Study period
Geographical scope
Research methodology

PART 2. ELECTRONIC GAMES MARKET OVERVIEW

PART 3. MARKET BREAKDOWN BY PRODUCT

Games hardware
Games software

PART 4. KEY COMPANIES

Garena Interactive Holding Limited
Netmarble Corporation
Nintendo Co., Ltd.
PT Megaxus Infotech (Megaxus)
Shanghai Moonton Technology Co., Ltd.
Tencent Holdings Ltd.
Valve Corporation
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