The Indonesia gaming market size reached USD 3,114.61 Million in 2024. The market is projected to reach USD 6,367.61 Million by 2033, exhibiting a growth rate (CAGR) of 8.27% during 2025-2033. The market is propelled by the country's young population with high mobile penetration, creating a robust demand for mobile and online games. Apart from this, rising disposable incomes and rising popularity of esports have also helped drive higher in-game spending and viewership. Moreover, government incentives for the digital economy and enhanced internet infrastructure spur local development and foreign investments in gaming, thus augmenting the Indonesia gaming market share.
Report Attribute
|
Key Statistics
|
---|---|
Base Year
|
2024 |
Forecast Years
|
2025-2033
|
Historical Years
|
2019-2024
|
Market Size in 2024 | USD 3,114.61 Million |
Market Forecast in 2033 | USD 6,367.61 Million |
Market Growth Rate 2025-2033 | 8.27% |
Large Youth Population Driving Core Demand
The market benefits from a substantial youth demographic, with 64.16 million people aged 16 to 30, accounting for 23.18% of the total population. This age group holds strategic importance in harnessing the country's demographic advantage, supporting long-term national goals aimed at achieving developed nation status by 2045. Moreover, this demographic represents the core audience for mobile and online games, showing high daily screen time, strong interest in digital entertainment, and early adoption of new platforms. The cultural normalization of gaming as a social and leisure activity has diminished stigma, contributing to greater participation among both sexes. Younger consumers are also more inclined to try out various genres, payment schemes, and interactive modes like live streaming and esports. Apart from this, mobile-first usage patterns dominate among this group due to the widespread availability of affordable smartphones and relatively low mobile data costs. Furthermore, the youth population plays a central role in the virality and life cycle of new titles, often shaping trends via peer influence and social media. Their responsiveness to community interaction, digital events, and limited-time content is actively influencing publisher strategies. As this cohort matures with sustained digital habits, it is expected to continue driving the Indonesia gaming market growth.
Integration of Fintech and Gaming Ecosystems
The intersection between financial technology (fintech) and gaming in Indonesia has become increasingly significant, as digital payment systems are now embedded in most gaming platforms. With a large segment of the population still unbanked or underbanked, traditional card payments have limited reach. Digital wallets like GoPay, OVO, DANA, and ShopeePay have emerged as critical enablers of in-app purchases, subscriptions, and microtransactions. As per an industry report, the use of digital wallets has expanded rapidly, accounting for 34% of all transactions in 2023. This growth is in line with wider shifts in consumer behavior driven by the pandemic and a nationwide shift toward digital platforms. These platforms are not only enabling hassle-free transactions but also cashback, vouchers, and bundled offers custom-designed for gamers, further encouraging spending. Apart from this, cooperation among fintech companies and game publishers has led to bundled promotional campaigns and unique digital content aligned with wallet usage. This cooperation is normalizing digital payments amongst young users, who are mostly getting their first experience of using financial tools via games. The trend is also intensified by the gamification of fintech apps themselves, with reward mechanisms and mini-games built into payment platforms in order to enhance user stickiness. With financial literacy and digital trust on the rise, users are increasingly engaging in paid gaming experiences, driving monetization in the market and sustainable revenue over the long term.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country and regional levels for 2025-2033. Our report has categorized the market based on device type, platform, revenue type, type, and age group.
Device Type Insights:
The report has provided a detailed breakup and analysis of the market based on the device type. This includes consoles, mobile and tablets, and computers.
Platform Insights:
A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes online and offline.
Revenue Type Insights:
The report has provided a detailed breakup and analysis of the market based on the revenue type. This includes in-game purchases, game purchase, and advertising.
Type Insights:
A detailed breakup and analysis of the market based on the type also been provided in the report. This includes adventure/role playing games, puzzles, social games, strategy, stimulation, and others.
Age Group Insights:
The report has provided a detailed breakup and analysis of the market based on the age group. This includes adults and children.
Regional Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Java, Sumatra, Kalimantan, Sulawesi, and others.
The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Million USD |
Scope of the Report |
Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
|
Device Types Covered | Consoles, Mobiles and Tablets, Computers |
Platforms Covered | Online, Offline |
Revenue Types Covered | In-Game Purchase, Game Purchase, Advertising |
Types Covered | Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Stimulation, Others |
Age Groups Covered | Adults, Children |
Regions Covered | Java, Sumatra, Kalimantan, Sulawesi, Others |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Key Questions Answered in This Report:
Key Benefits for Stakeholders: