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Hardcore Mobile
Games in Indonesia:
A Big Potential Market
WWW.GMGC.INFO/EN
Indonesia: Biggest Potential Mobile Game
Market in Southeast Asia
WWW.GMGC.INFO/EN
Source: TechinAsia, onedevice
49%
15%
80%
36%
23%
87%Thailand Philippines Malaysia Vietnam Indonesia Singapore
Smartphone Penetration 2014
• Indonesia still has a
relatively low
smartphone
penetration at 23%
• Indonesia also has
the largest
population at 250
million
Source: emarketer
4.80%
10.60%
16.60%
24.10%
29.20%
34.80%
39.80%
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
45.00%
2011 2012 2013 2014 2015 2016 2017
Smartphone Penetration in Indonesia
• Smartphone
penetration is
projected to hit
39.8% in the next 3
years
• This means 38
million first time
mobile gamers
WWW.GMGC.INFO/EN
Indonesia: Biggest Potential Mobile Game
Market in Southeast Asia
Hardcore Mobile Game Market Will Be
Influenced By 3 Factors
Hardcore
Gaming Market
for Mobile
Games
Ability to play
hardcore games
Willingness to play
Hardcore Games
Ability to
monetize
WWW.GMGC.INFO/EN
Analysis of Gamer Demographics of
Hardcore Mobile Games
Source: newzoo, appdata, Developers Magmic
WWW.GMGC.INFO/EN
Males aged 18-35 are the biggest consumers in terms of size of demographic
Demographics Show Relatively Young
Population, Perfect for Hardcore Games
Source: CIA World Factbook, Index Mundi
• The biggest population
bulge in Indonesia today is
between the ages of 10 to
19
• In 3 years time, we will see
a huge bulge in the
population from the 18 to
24 age range
• This is the audience that
developers should develop
for
• Indonesia’s demographics
are perfect for hardcore
games
WWW.GMGC.INFO/EN
Do Indonesian Mobile Gamers Have the
Ability to Play Hardcore Games?
Source: Markplus Insight, Mobile World Live
Low-End
Smartphones
• Smartfren
• Evercross
• Blackberry
• Nokia
Higher-End
Smartphones
• Xiaomi?
• Apple?
• Samsung?
• The current market
for Smartphones in
Indonesia is
dominated by low-
end models
• We are likely to see a
gradual move from
low-end
smartphones to
higher-end
smartphones
WWW.GMGC.INFO/EN
Monetization: Likely to Remain the Largest Problem
Source: Euromonitor
46,035
54,004
65,328
79,363
90,472
103,010
2009 2010 2011 2012 2013 2014
Number of Financial Cards in
Circulation ('000)
• Today, the
proportion of
Indonesians holding
financial cards is still
small.
• Credit card
penetration is at 1%
• Penetration of all
other financial cards
is at 20%
• There is a huge
potential for growth
in the future
WWW.GMGC.INFO/EN
Payment via Financial Cards Facilitates a Higher
Lifetime Value and Average Transaction Amount
Source: HALO (Digital)
48.75%
84.23% 88.81%
51.25%
15.77% 11.19%
2012 2013 2014
CHANGE IN
METHOD OF
PAYMENT FOR
MOBILE GAMES ON
THE HALO…
Financial Cards Prepaid Cards
Transaction values for high playing players on a selected hardcore game during the same period
WWW.GMGC.INFO/EN
In Indonesia Today, casual games rule….
•Gradual increase in smartphones
from lower end to higher end
models
•Increasing smartphone penetration
Ability to Play
Hardcore Mobile
Games
• High proportion of male
smartphone users between the
ages of 18 to 24 in next 3 years
Increasing
Demand for
Hardcore Games
• Improving Penetration of
Financial Cards
Ability to Pay for
Games
Huge
Potential
Market for
Hardcore Games
WWW.GMGC.INFO/EN
But in the next 3 years hardcore games are likely to see strong growth
GMGC: Opportunity for Hardcore Mobile Games in Indonesia

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GMGC: Opportunity for Hardcore Mobile Games in Indonesia

  • 1. Hardcore Mobile Games in Indonesia: A Big Potential Market WWW.GMGC.INFO/EN
  • 2. Indonesia: Biggest Potential Mobile Game Market in Southeast Asia WWW.GMGC.INFO/EN Source: TechinAsia, onedevice 49% 15% 80% 36% 23% 87%Thailand Philippines Malaysia Vietnam Indonesia Singapore Smartphone Penetration 2014 • Indonesia still has a relatively low smartphone penetration at 23% • Indonesia also has the largest population at 250 million
  • 3. Source: emarketer 4.80% 10.60% 16.60% 24.10% 29.20% 34.80% 39.80% 0.00% 5.00% 10.00% 15.00% 20.00% 25.00% 30.00% 35.00% 40.00% 45.00% 2011 2012 2013 2014 2015 2016 2017 Smartphone Penetration in Indonesia • Smartphone penetration is projected to hit 39.8% in the next 3 years • This means 38 million first time mobile gamers WWW.GMGC.INFO/EN Indonesia: Biggest Potential Mobile Game Market in Southeast Asia
  • 4. Hardcore Mobile Game Market Will Be Influenced By 3 Factors Hardcore Gaming Market for Mobile Games Ability to play hardcore games Willingness to play Hardcore Games Ability to monetize WWW.GMGC.INFO/EN
  • 5. Analysis of Gamer Demographics of Hardcore Mobile Games Source: newzoo, appdata, Developers Magmic WWW.GMGC.INFO/EN Males aged 18-35 are the biggest consumers in terms of size of demographic
  • 6. Demographics Show Relatively Young Population, Perfect for Hardcore Games Source: CIA World Factbook, Index Mundi • The biggest population bulge in Indonesia today is between the ages of 10 to 19 • In 3 years time, we will see a huge bulge in the population from the 18 to 24 age range • This is the audience that developers should develop for • Indonesia’s demographics are perfect for hardcore games WWW.GMGC.INFO/EN
  • 7. Do Indonesian Mobile Gamers Have the Ability to Play Hardcore Games? Source: Markplus Insight, Mobile World Live Low-End Smartphones • Smartfren • Evercross • Blackberry • Nokia Higher-End Smartphones • Xiaomi? • Apple? • Samsung? • The current market for Smartphones in Indonesia is dominated by low- end models • We are likely to see a gradual move from low-end smartphones to higher-end smartphones WWW.GMGC.INFO/EN
  • 8. Monetization: Likely to Remain the Largest Problem Source: Euromonitor 46,035 54,004 65,328 79,363 90,472 103,010 2009 2010 2011 2012 2013 2014 Number of Financial Cards in Circulation ('000) • Today, the proportion of Indonesians holding financial cards is still small. • Credit card penetration is at 1% • Penetration of all other financial cards is at 20% • There is a huge potential for growth in the future WWW.GMGC.INFO/EN
  • 9. Payment via Financial Cards Facilitates a Higher Lifetime Value and Average Transaction Amount Source: HALO (Digital) 48.75% 84.23% 88.81% 51.25% 15.77% 11.19% 2012 2013 2014 CHANGE IN METHOD OF PAYMENT FOR MOBILE GAMES ON THE HALO… Financial Cards Prepaid Cards Transaction values for high playing players on a selected hardcore game during the same period WWW.GMGC.INFO/EN
  • 10. In Indonesia Today, casual games rule…. •Gradual increase in smartphones from lower end to higher end models •Increasing smartphone penetration Ability to Play Hardcore Mobile Games • High proportion of male smartphone users between the ages of 18 to 24 in next 3 years Increasing Demand for Hardcore Games • Improving Penetration of Financial Cards Ability to Pay for Games Huge Potential Market for Hardcore Games WWW.GMGC.INFO/EN But in the next 3 years hardcore games are likely to see strong growth

Notas do Editor

  1. Souces: TechinAsia, ondevice We can see that the 3 major markets in Southeast Asia with good potential runway are clearly Indonesia, The Philippines and Vietnam. If there is one thing we have learnt from the smartphone boom in China and in Southeast Asia, rapidly increasing smartphone penetration leads to a huge increase in mobile gaming. So why Indonesia? Of all the larger ASEAN states, it has the highest population of 250 million as well as a very low smartphone penetration.
  2. According to emarketer, this is projected to grow to 40% by 2017. This means that in the next 3 years we will see about 38 million first time smartphone users in Indonesia. Which is a huge number of first time mobile gamers.
  3. This information should fit into the picture of what most of us would expect. Young male gamers within the ages of 18 to 34 are the main demographic which are attracted to hardcore games.
  4. Source: CIA World Factbook, Index Mundi Contrast this with Indonesia’s population pyramid and we will see a huge bulge in the population, at precisely the 10-19 age range. Which means that in the next 3 years, many of these teenagers will move into the prime age range for hardcore games.
  5. Sources: Markplus Insight and Mobile World Live
  6. The demand for hardcore games will likely grow strongly due to demand side factors, mainly due to demographic reasons as well as the large number of first time smartphone users. However, the lack of payment options and will likely present a serious obstacle especially for hardcore games.
  7. HALO Digital offers some interesting statistics correlating usage of financial cards to average spend per player. According to data tracking the Chinese market, the average monthly payment amount by users using financial cards is double that of those using prepaid cards. (4RMB vs. 2RMB). The lifetime value of a single user as segmented by users who use financial cards vs prepaid cards also shows a marked difference of 68RMB vs 30 RMB. (Source: Halo (Digital))