 
 The story of Indonesia is not just about market size. It is about untapped growth, low acquisition costs, evolving payment ecosystems, and a regulatory landscape that can be navigated with the right partner. For publishers, it is a market that is both promising and complex, deserving close attention and careful planning.
The story of Indonesia is not just about market size. It is about untapped growth, low acquisition costs, evolving payment ecosystems, and a regulatory landscape that can be navigated with the right partner. For publishers, it is a market that is both promising and complex, deserving close attention and careful planning.
 Indonesia’s place in the regional hierarchy is clear. Per NewZoo, Indonesia leads Southeast Asia in gaming revenue and ranks 15th worldwide. The growth is being driven primarily by mobile gaming, which generates around $1.38 billion annually, compared to $270 million for PC and $134 million for consoles.
Indonesia’s place in the regional hierarchy is clear. Per NewZoo, Indonesia leads Southeast Asia in gaming revenue and ranks 15th worldwide. The growth is being driven primarily by mobile gaming, which generates around $1.38 billion annually, compared to $270 million for PC and $134 million for consoles.
 Mobile penetration is deep. Over 83% of Indonesian gamers play on smartphones, compared to 34% on PCs and 21% on consoles. This mobile-first identity mirrors regional peers like Vietnam and the Philippines, where affordability and accessibility shape the landscape.
In the first eight months of 2024 alone, Indonesia accounted for more than 46% of Southeast Asia’s mobile game downloads, growing 10% year over year. By comparison, Thailand, its closest competitor, saw 12% growth but generated less total volume.
Projections for the coming years are even more ambitious. Revenue in Indonesia’s gaming industry is expected to rise from $450 million in 2023 to nearly $650 million by 2027, according to Statista estimates. At the same time, Indonesia is part of a larger Southeast Asian boom, with the regional gaming market projected to grow steadily through 2030.
Mobile penetration is deep. Over 83% of Indonesian gamers play on smartphones, compared to 34% on PCs and 21% on consoles. This mobile-first identity mirrors regional peers like Vietnam and the Philippines, where affordability and accessibility shape the landscape.
In the first eight months of 2024 alone, Indonesia accounted for more than 46% of Southeast Asia’s mobile game downloads, growing 10% year over year. By comparison, Thailand, its closest competitor, saw 12% growth but generated less total volume.
Projections for the coming years are even more ambitious. Revenue in Indonesia’s gaming industry is expected to rise from $450 million in 2023 to nearly $650 million by 2027, according to Statista estimates. At the same time, Indonesia is part of a larger Southeast Asian boom, with the regional gaming market projected to grow steadily through 2030.
 What these examples show is that no two APAC markets are the same. Success in one does not guarantee success in another. Each has unique strengths, obstacles, and regulatory frameworks. Indonesia fits squarely in the middle: large enough to be globally significant, but still developing in terms of monetization and infrastructure.
What these examples show is that no two APAC markets are the same. Success in one does not guarantee success in another. Each has unique strengths, obstacles, and regulatory frameworks. Indonesia fits squarely in the middle: large enough to be globally significant, but still developing in terms of monetization and infrastructure.
 Card penetration is relatively low, especially compared to markets like Hong Kong or South Korea. While Visa and Mastercard exist, domestic schemes and prepaid options are more common. For publishers, failing to support these methods risks alienating the majority of potential players.
The complexity of this payment ecosystem creates barriers. Monetization is already difficult because average spending is low. The average consumer in Indonesia spends about $42 per year on recreation and culture, and only $5 on games. That number is offset by scale: millions of players spending small amounts can still generate meaningful revenue. But only if they can pay in the ways they are comfortable with.
Card penetration is relatively low, especially compared to markets like Hong Kong or South Korea. While Visa and Mastercard exist, domestic schemes and prepaid options are more common. For publishers, failing to support these methods risks alienating the majority of potential players.
The complexity of this payment ecosystem creates barriers. Monetization is already difficult because average spending is low. The average consumer in Indonesia spends about $42 per year on recreation and culture, and only $5 on games. That number is offset by scale: millions of players spending small amounts can still generate meaningful revenue. But only if they can pay in the ways they are comfortable with.
 
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