A Close Look at Indonesia’s Rapidly Growing Population of Video Gamers
Indonesia has a rapidly growing population of active video gamers, as the 40 million accounted in 2017 are expected to increase to 126 million gamers in 2027.The latest report from Statista indicates that video gaming usage is set to increase by 38% by the end of 2022, to rise further in year 2027 by 42.3%.
Currently, Indonesia’s gaming market is tagged as the 16th largest in the world. Although running only third (94.5%) in terms of video gaming penetration, next to Thailand (94.7%) and the Philippines (96.4%), the country’s gaming revenue is still the largest in Southeast Asia. In 2021, Indonesia’s video game sector generated a total of $1.92 billion in gaming revenues, which predominantly came from users of Android-supported mobile gaming devices.
Indonesia’s local video game industry contributes only 0.4%, a small portion of the country’s total gaming revenues. It’s possible that the country’s video game revenues could be higher since pirated game installations continue to prevail in the country.
Indonesia, by the way, is the 4th most populous nation in the world, and at the same time, has the largest population in the Southeast Asian region. Actually, the growth of the esports sector in Southeast Asia is attributed largely to the active participation of Indonesian gamers who represent about 43% of the region’s esports sector.
That being the case, the country has been attracting not only game publishers and developers but also distributors for global companies that manufacture gaming technologies and accessories and other audio-video equipment.
The Pandemic Spurred Increased Demand for Computer Technologies in Indonesia
At the height of the COVID-19 pandemic, the demand for the products of companies like Logitech, Alienware and Razer began to surge in the country. While video gaming is already the leading form of entertainment in Indonesia, it all the more became prevalent as a result of the shutdown and stay-at-home orders during the coronavirus outbreak.
On the other hand, the non-gaming population, such as the work-from-home millennials and Gen Zers, saw the need to improve their computer ecosystems. They needed audio-video accessories to ensure effective work collaborations by way of teleconferencing in virtual Zoom rooms.
Despite the availability of vaccines, offices and educational institutions in Indonesia continued to adopt the teleconferencing practice. The subsequent variants that developed from the coronavirus were still threats. Indonesian health authorities and business leaders were anxious of another kind of outbreak that could put the country back into another period of mandatory lockdowns.
Telecommunication Services and Equipment Distributors Get a Boost
As the turns of events have it, distributors of leading US-based telecommunication equipment giants Cisco, Poly and Aver met increased demands for high quality video conferencing tools and gaming accessories.Those looking for audio and video technologies by Plantronics or Polycom had to look for a distributor Poly formed by the merger of the two aforementioned companies.
Apparently, the video industry has no worries about thriving amidst the worsening health crisis. Business organizations and schools are at least receiving support from the government in addressing the difficulty of shifting to multiple and wide-area collaborations using cloud-based tools and services.