Video Games in Indonesia

August 2026
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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
Chart 1 Key Industry Trends for Video Games
Roblox Leverages Local Payments to Boost In-App Spending
Nintendo Switch 2 and Playstation 5 Fuel Enthusiast Spending
Chart 2 Switch 2 Drives Indonesia's Console Niche
Mobile Legends and Mpl Drive Community Loyalty and Monetisation
Chart 3 Localised Play and Mpl Esports Keep Moonton's Mobile Legends Popular
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
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
Chart 6 Roblox's E-Wallet-First Top-Ups Broaden Pay Options
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Mobile Legends and Roblox Deepen Loyalty through Localised Content
Esports and Localisation Power Moonton’S Performance
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
E-Wallets and Top-Up Platforms Expand Digital Spending Power
Rental Hybrids and Payment Ecosystems Reshape Premium Gaming Access
Chart 11 Retail Channels 2020-2025
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
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in Indonesia - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Mobile Legends and Roblox Monetise Mass Audiences with Local Payment Options
Pop Mart and Bandai Fuel Adult Demand for Display Collectables
Chart 20 Pop Mart's Labubu and Crybaby Sell Out
Chart 21 Lego's Jakarta Blends Education and Immersion
Lego and Playgro Command Premium with Education and Safety Credentials
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
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
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Shanghai Montoon Technology Maintains Lead through Mobile Gaming
Chart 26 Localised Play and Esports Keep Moonton's Mobile Legends Popular
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Social Discovery Drives Retail E-Commerce's Distribution Dominance
Chart 29 Retail Channels 2020-2025
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
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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