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Local gaming industry lacks traction in own market

Indonesia is the 17th biggest gaming market worldwide with estimated revenue of US$1.1 billion as of January, according to gaming market research firm Newzoo. It is the largest in this category in Southeast Asia, followed by Thailand with $667 million, Malaysia with $633 million and Vietnam with $472 million. 

Rachmadea Aisyah (The Jakarta Post)
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Jakarta
Sun, April 14, 2019

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Local gaming industry lacks traction in own market Digital world: Agate’s games attract youngsters during Bekraf Game Prime 2017. (JP/A. Kurniawan Ulung)

G

aming has grown into a billion-dollar industry in Indonesia, but domestic industry players have not played a significant role in the business. 

Indonesia is the 17th biggest gaming market worldwide with estimated revenue of US$1.1 billion as of January, according to gaming market research firm Newzoo. It is the largest in this category in Southeast Asia, followed by Thailand with $667 million, Malaysia with $633 million and Vietnam with $472 million. 

Worldwide, the industry is estimated to generate $100 billion a year, topped by China with $34.4 billion and the United States with $31.5 billion, Newzoo data shows. 

The Indonesian Gaming Association (AGI) said the local gaming market had an average yearly growth of 37 percent, more than its regional peers. 

“Ideally, our own industry should be growing two or three times more than that number,” AGI secretary-general and CEO of local game developer Agate Arief Widhiyasa told The Jakarta Post recently. 

Joddy Hernady, executive vice president for digital business at state-owned telecommunications giant Telkom, said the all-time record in revenue for a game in Indonesia was greater than that of any movie or music album. 

Indonesian film Warkop DKI Reborn booked $17 million, a box office record, while Peterpan’s 2004 Bintang di Surga (Stars in Heaven) music album recorded a record $10 million.  

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