Digital music, video and online gaming industry for an Asian country Client A National Association for Information and Communications Technology (ICT) Industry in South-East Asia Support the member companies in developing an understanding of the Indonesia’s digital music, video and online gaming market, by analyzing: Objective ̶ Market dynamics and prevalent business monetization models ̶ Online customer segments and prevalent buying patterns ̶ Business environment in Indonesia Helped the client identify targetable consumer segments and their digital media consumption behavior/preferences Client Impact Provided intelligence on addressable market, key players across the value chain and potential collaborators Also, identified the successful business and revenue models, and online payment gateways used in the country 1 Table of Contents Country Analysis: Indonesia’s Business Environment Analysis ‒ Limited liability company is the most common type of presence for a foreign investor ‒ Corporations are taxed at a rate of 25% ‒ 10 regions designated as Special Economic Zones ‒ Despite several terrorists attacks since 2000, Indonesia is politically stable ‒ Government committed to a free-trade policy Digital Consumer Market Analysis ‒ Internet penetration is higher amongst males and younger consumers ‒ Broadcast TV is the leading media in the country ‒ Desktop PC and mobile phones are the most popular means of accessing the internet Online Gaming Market Analysis ‒ Industry expected to grow at a CAGR of 16.6% during 2010-15 ‒ Player 1 is the largest player in the country ‒ XX games hold majority of the country’s online gaming market share ‒ Sale of virtual goods is the most common monetizing method Digital Music and Video Market Analysis ‒ Value chain comprises of content creation, formatting, aggregation and distribution ‒ Key players in the digital music include Player 1, Player 2, Player 3, etc. ‒ Player X, Player Y and Player Z are leading players in the digital video industry ‒ Prevalent business monetization models include subscription, direct sales, licensing and bundling 2 Key Insights The most common type of presence for a foreign investor in Indonesia is by establishing an Indonesian incorporated limited liability company Under the Indonesia Economic Masterplan 2011 - 25, the country aims to develop six Indonesia economic corridors Of 22% of the internet population in Indonesia, 15-19 age group comprises of the most active users Broadcast TV is the leading media in the country with highest time spent on it Ownership of an internet-capable mobile phone is more than double to that of a desktop or notebook computers 3 Key Insights Indonesia is the third largest online gaming market in the Southeast Asia Online games are available in a number of genres including MMORPG, Casual, Web Games and FPS By 2012 end, there were 11 online game publishing companies in the country, with 6 new companies set up during the year Some of the players in content distribution include Player 1, Player 2, Player 3 etc. Online payment systems are in the development stage with industry witnessing new entrants Digital music industry offers a variety of revenue streams to the service providers 4
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