Competitive Landscape
Mobile Legends and Roblox Deepen Loyalty through Localised Content
Video games in Indonesia remained fragmented in 2025, with the largest company, Shanghai Moonton Technology Co Ltd (Mobile Legends: Bang Bang), holding just 7% value share, and the next, Sea Ltd (Garena/Free Fire), at 5%. The top four companies, Shanghai Moonton, Sea Ltd, Supercell Oy, and Roblox Corp, together account for 21% of retail value sales.
Esports and Localisation Power Moonton’S Performance
The leading positions are maintained through a combination of localisation, community-driven engagement and the success of live-service and esports formats. Shanghai Moonton holds its lead by anchoring Mobile Legends: Bang Bang as a deeply localised and esports-driven experience, with continuous updates and the MPL Indonesia league strengthening player loyalty and spend.
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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 Insights
Video Games Summary
Roblox Leverages Local Payments to Boost In-App Spending
Nintendo Switch 2 and Playstation 5 Fuel Enthusiast Spending
Mobile Legends and Mpl Drive Community Loyalty and Monetisation
Mobile Legends and Free Fire to Deepen Loyalty through Local Content
Kidults to Embrace Hybrid Console Access and Subscriptions for Premium Play
E-Wallet Integration and Deep Localisation to Unlock New Spending Power
Mobile Legends and Roblox Deepen Loyalty through Localised Content
Esports and Localisation Power Moonton’S Performance
E-Wallets and Top-Up Platforms Expand Digital Spending Power
Rental Hybrids and Payment Ecosystems Reshape Premium Gaming Access
Virtual Economies and Embedded Payment Rails Redefine Product Design
Premium Hardware Design and Flexible Access Models Attract a New Enthusiast Base
Localised Content Features and In-Game Event Architecture Drive Sustained Engagement
Toys and Games in Indonesia - Industry Overview
2025 Developments
Key Data Insights
Mobile Legends and Roblox Monetise Mass Audiences with Local Payment Options
Pop Mart and Bandai Fuel Adult Demand for Display Collectables
Lego and Playgro Command Premium with Education and Safety Credentials
Pop Mart and Tiktok Shop to Expand Reach with Collectables and Digital Commerce
Gen Z and Adult Collectors to Drive Premium Growth
E-Wallet Adoption and Creator Commerce to Redefine Purchasing and Engagement
Shanghai Montoon Technology Maintains Lead through Mobile Gaming
Social Discovery Drives Retail E-Commerce's Distribution Dominance
Social Commerce and Content-Native Product Formats Redefine Collecting
Live-Service Design and Hardware Launches Expand Digital Product Depth
Stem Integration and Certification-Led Design Underpin Premium Positioning
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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