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Indonesia Game Based Learning Market Report Size, Share, Growth Drivers, Trends, Opportunities & Forecast 2025–2030

Indonesia Game Based Learning market, valued at USD 1.1 billion, is growing due to rising digital tools, youth population, and regulations mandating tech in curricula for enhanced student engagement.

Region:Asia

Author(s):Shubham

Product Code:KRAD3658

Pages:90

Published On:November 2025

About the Report

Base Year 2024

Indonesia Game Based Learning Market Overview

  • The Indonesia Game Based Learning market is valued at USD 1.1 billion, based on a five-year historical analysis. This growth is primarily driven by the increasing adoption of digital learning tools, the rise in smartphone penetration, and a growing emphasis on interactive and engaging educational methods among students and educators alike. The market benefits from Indonesia’s large youth population, rapid digitalization of the education sector, and strong government initiatives supporting EdTech adoption .
  • Key cities such as Jakarta, Surabaya, and Bandung dominate the market due to their high population density, significant educational institutions, and a vibrant tech ecosystem. These urban centers are hubs for innovation and technology, fostering a conducive environment for the development and implementation of game-based learning solutions .
  • The Ministry of Education, Culture, Research, and Technology of Indonesia issued Regulation No. 24/2023, mandating the integration of digital technology in educational curricula. This regulation requires schools to incorporate technology-enabled learning, including game-based learning tools, to enhance educational quality and digital literacy among students. The regulation outlines compliance requirements for schools, including adoption of digital platforms, teacher training, and periodic reporting on technology integration .
Indonesia Game Based Learning Market Size

Indonesia Game Based Learning Market Segmentation

By Type:The market is segmented into various types of game-based learning solutions, including educational games, simulation games, puzzle games, adventure games, language learning games, coding & STEM games, and others. Among these, educational games are leading the market due to their widespread acceptance in schools and their effectiveness in enhancing learning outcomes. The increasing focus on STEM education and the integration of gamification in traditional learning methods are driving the demand for educational games. Simulation games also hold a significant share as they provide practical experiences in a controlled environment, appealing to both educators and learners .

Indonesia Game Based Learning Market segmentation by Type.

By End-User:The end-user segmentation includes K-12 schools, higher education institutions, corporate training, non-profit organizations, after-school/enrichment centers, and others. K-12 schools dominate the market as they increasingly adopt game-based learning to enhance student engagement and improve educational outcomes. The growing trend of personalized learning and the need for innovative teaching methods are driving the adoption of game-based learning solutions in this segment. Corporate training is also gaining traction as organizations recognize the benefits of gamification in employee training and development .

Indonesia Game Based Learning Market segmentation by End-User.

Indonesia Game Based Learning Market Competitive Landscape

The Indonesia Game Based Learning Market is characterized by a dynamic mix of regional and international players. Leading participants such as Ruangguru, Zenius Education, HarukaEdu, Eduka System, KelasKita, Quipper, Cakap, Pintaria, Sekolah.mu, Agate, Educa Studio, Koding Next, Arkademi, Brainly, Skill Academy by Ruangguru contribute to innovation, geographic expansion, and service delivery in this space.

Ruangguru

2014

Jakarta, Indonesia

Zenius Education

2007

Jakarta, Indonesia

HarukaEdu

2013

Jakarta, Indonesia

KelasKita

2015

Jakarta, Indonesia

Quipper

2010

London, United Kingdom

Company

Establishment Year

Headquarters

Company Size (Large, Medium, Small)

Number of Active Users (Monthly/Annually)

User Engagement Rate (Daily/Weekly Active Users %)

Content Quality Score (Peer/Educator Review)

Customer Retention Rate (%)

Pricing Model (Subscription, Freemium, One-Time Purchase)

Indonesia Game Based Learning Market Industry Analysis

Growth Drivers

  • Increasing Adoption of Digital Learning Tools:The Indonesian education sector is witnessing a significant shift towards digital learning tools, with over 70% of schools integrating technology into their curricula in future. The Ministry of Education reported a budget allocation of IDR 7 trillion (approximately USD 470 million) for digital education initiatives, reflecting a commitment to enhancing learning experiences through technology. This investment is expected to drive the demand for game-based learning solutions, as educators seek innovative methods to engage students.
  • Rising Demand for Interactive Educational Content:The demand for interactive educational content in Indonesia is surging, with a reported increase of 50% in the use of educational apps among students in urban areas. According to a report by the Indonesian Digital Education Association, 85% of parents believe that interactive content significantly improves their children's learning outcomes. This trend is pushing developers to create more engaging game-based learning platforms that cater to this growing market need.
  • Government Initiatives Promoting Technology in Education:The Indonesian government is actively promoting technology in education through various initiatives, including the "Smart Indonesia" program, which aims to equip 1.5 million teachers with digital skills in future. This initiative is supported by a budget of IDR 5 trillion (approximately USD 340 million) dedicated to training and resources. Such government backing is crucial for fostering an environment conducive to the growth of game-based learning solutions across the country.

Market Challenges

  • Limited Access to High-Speed Internet in Rural Areas:Despite urban areas experiencing rapid digital growth, rural regions in Indonesia face significant challenges regarding internet access. Only 40% of rural households have access to high-speed internet, according to the Indonesian Telecommunications Regulatory Authority. This digital divide hampers the adoption of game-based learning tools, limiting their reach and effectiveness in enhancing educational outcomes in these underserved areas.
  • Resistance to Change from Traditional Teaching Methods:Many educators in Indonesia remain resistant to adopting game-based learning due to a strong preference for traditional teaching methods. A survey conducted by the Indonesian Teachers Association revealed that 70% of teachers believe conventional methods are more effective. This resistance poses a significant barrier to the integration of innovative educational technologies, slowing the overall growth of the game-based learning market.

Indonesia Game Based Learning Market Future Outlook

The future of the game-based learning market in Indonesia appears promising, driven by increasing digital literacy and a growing acceptance of technology in education. As more educational institutions embrace innovative teaching methods, the demand for engaging and interactive learning solutions is expected to rise. Additionally, the integration of advanced technologies such as augmented reality (AR) and virtual reality (VR) will likely enhance the learning experience, making it more immersive and effective for students across various demographics.

Market Opportunities

  • Expansion into Underserved Rural Markets:There is a significant opportunity for game-based learning providers to expand into rural markets, where educational resources are limited. By developing offline-capable applications and localized content, companies can cater to the unique needs of these communities, potentially reaching millions of students who lack access to quality educational tools.
  • Collaboration with Educational Institutions:Collaborating with schools and universities presents a valuable opportunity for game-based learning developers. By partnering with educational institutions, companies can create tailored content that aligns with curriculum standards, ensuring relevance and effectiveness. Such collaborations can also facilitate pilot programs, allowing for real-world testing and refinement of educational games.

Scope of the Report

SegmentSub-Segments
By Type

Educational Games

Simulation Games

Puzzle Games

Adventure Games

Language Learning Games

Coding & STEM Games

Others

By End-User

K-12 Schools

Higher Education Institutions

Corporate Training

Non-Profit Organizations

After-School/Enrichment Centers

Others

By Subject Matter

STEM Education

Language Learning

Social Studies

Arts and Humanities

Financial Literacy

Others

By Delivery Method

Mobile Applications

Web-Based Platforms

Console Games

VR/AR Experiences

Interactive Whiteboards/Classroom Devices

Others

By Age Group

Preschool (Ages 3-6)

Primary School (Ages 7-12)

Secondary School (Ages 13-18)

University/Young Adults

Adults/Workforce

Others

By Learning Style

Visual Learners

Auditory Learners

Kinesthetic Learners

Social Learners

Self-Paced Learners

Others

By Market Channel

Direct Sales

Online Marketplaces

Educational Institutions

Partnerships with NGOs

App Stores (Google Play, Apple App Store)

Others

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Ministry of Education and Culture, Ministry of Communication and Information Technology)

Game Development Studios

Content Creators and Publishers

Technology Providers

Non-Governmental Organizations (NGOs) focused on education

Corporate Training and Development Firms

Marketing and Advertising Agencies specializing in digital products

Players Mentioned in the Report:

Ruangguru

Zenius Education

HarukaEdu

Eduka System

KelasKita

Quipper

Cakap

Pintaria

Sekolah.mu

Agate

Educa Studio

Koding Next

Arkademi

Brainly

Skill Academy by Ruangguru

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Indonesia Game Based Learning Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Indonesia Game Based Learning Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. Indonesia Game Based Learning Market Analysis

3.1 Growth Drivers

3.1.1 Increasing adoption of digital learning tools
3.1.2 Rising demand for interactive educational content
3.1.3 Government initiatives promoting technology in education
3.1.4 Growth of the mobile gaming sector

3.2 Market Challenges

3.2.1 Limited access to high-speed internet in rural areas
3.2.2 Resistance to change from traditional teaching methods
3.2.3 High development costs for quality game-based content
3.2.4 Regulatory hurdles in educational content approval

3.3 Market Opportunities

3.3.1 Expansion into underserved rural markets
3.3.2 Collaboration with educational institutions
3.3.3 Development of localized content
3.3.4 Integration of AR/VR technologies in learning

3.4 Market Trends

3.4.1 Increasing use of gamification in education
3.4.2 Growth of multiplayer and collaborative learning games
3.4.3 Focus on personalized learning experiences
3.4.4 Rise of subscription-based learning platforms

3.5 Government Regulation

3.5.1 Standards for educational content quality
3.5.2 Policies supporting digital education initiatives
3.5.3 Regulations on data privacy for educational apps
3.5.4 Incentives for local game developers

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Indonesia Game Based Learning Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Indonesia Game Based Learning Market Segmentation

8.1 By Type

8.1.1 Educational Games
8.1.2 Simulation Games
8.1.3 Puzzle Games
8.1.4 Adventure Games
8.1.5 Language Learning Games
8.1.6 Coding & STEM Games
8.1.7 Others

8.2 By End-User

8.2.1 K-12 Schools
8.2.2 Higher Education Institutions
8.2.3 Corporate Training
8.2.4 Non-Profit Organizations
8.2.5 After-School/Enrichment Centers
8.2.6 Others

8.3 By Subject Matter

8.3.1 STEM Education
8.3.2 Language Learning
8.3.3 Social Studies
8.3.4 Arts and Humanities
8.3.5 Financial Literacy
8.3.6 Others

8.4 By Delivery Method

8.4.1 Mobile Applications
8.4.2 Web-Based Platforms
8.4.3 Console Games
8.4.4 VR/AR Experiences
8.4.5 Interactive Whiteboards/Classroom Devices
8.4.6 Others

8.5 By Age Group

8.5.1 Preschool (Ages 3-6)
8.5.2 Primary School (Ages 7-12)
8.5.3 Secondary School (Ages 13-18)
8.5.4 University/Young Adults
8.5.5 Adults/Workforce
8.5.6 Others

8.6 By Learning Style

8.6.1 Visual Learners
8.6.2 Auditory Learners
8.6.3 Kinesthetic Learners
8.6.4 Social Learners
8.6.5 Self-Paced Learners
8.6.6 Others

8.7 By Market Channel

8.7.1 Direct Sales
8.7.2 Online Marketplaces
8.7.3 Educational Institutions
8.7.4 Partnerships with NGOs
8.7.5 App Stores (Google Play, Apple App Store)
8.7.6 Others

9. Indonesia Game Based Learning Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Company Size (Large, Medium, Small)
9.2.3 Number of Active Users (Monthly/Annually)
9.2.4 User Engagement Rate (Daily/Weekly Active Users %)
9.2.5 Content Quality Score (Peer/Educator Review)
9.2.6 Customer Retention Rate (%)
9.2.7 Pricing Model (Subscription, Freemium, One-Time Purchase)
9.2.8 Market Penetration Rate (Indonesia, Regional, Global)
9.2.9 Revenue Growth Rate (YoY %)
9.2.10 Customer Satisfaction Index (NPS or Equivalent)
9.2.11 Innovation Index (Patents, New Features, Awards)
9.2.12 Partnerships with Educational Institutions
9.2.13 Localization/Indonesian Language Support

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Ruangguru
9.5.2 Zenius Education
9.5.3 HarukaEdu
9.5.4 Eduka System
9.5.5 KelasKita
9.5.6 Quipper
9.5.7 Cakap
9.5.8 Pintaria
9.5.9 Sekolah.mu
9.5.10 Agate
9.5.11 Educa Studio
9.5.12 Koding Next
9.5.13 Arkademi
9.5.14 Brainly
9.5.15 Skill Academy by Ruangguru

10. Indonesia Game Based Learning Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Ministry of Education
10.1.2 Ministry of Communication and Information
10.1.3 Ministry of Research and Technology
10.1.4 Ministry of Youth and Sports

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in Digital Learning Tools
10.2.2 Budget Allocation for Training Programs
10.2.3 Expenditure on Educational Technology
10.2.4 Funding for Research and Development

10.3 Pain Point Analysis by End-User Category

10.3.1 K-12 Schools
10.3.2 Higher Education Institutions
10.3.3 Corporates
10.3.4 NGOs

10.4 User Readiness for Adoption

10.4.1 Awareness of Game-Based Learning
10.4.2 Training Needs for Educators
10.4.3 Infrastructure Readiness
10.4.4 Student Engagement Levels

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Measurement of Learning Outcomes
10.5.2 Feedback Mechanisms
10.5.3 Scalability of Solutions
10.5.4 Long-term Engagement Strategies

11. Indonesia Game Based Learning Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Market Gaps Identification

1.2 Value Proposition Development

1.3 Revenue Streams Analysis

1.4 Cost Structure Evaluation

1.5 Key Partnerships Exploration

1.6 Customer Segments Definition

1.7 Channels Strategy


2. Marketing and Positioning Recommendations

2.1 Branding Strategies

2.2 Product USPs


3. Distribution Plan

3.1 Urban Retail vs Rural NGO Tie-ups


4. Channel & Pricing Gaps

4.1 Underserved Routes

4.2 Pricing Bands


5. Unmet Demand & Latent Needs

5.1 Category Gaps

5.2 Consumer Segments


6. Customer Relationship

6.1 Loyalty Programs

6.2 After-sales Service


7. Value Proposition

7.1 Sustainability

7.2 Integrated Supply Chains


8. Key Activities

8.1 Regulatory Compliance

8.2 Branding

8.3 Distribution Setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product Mix
9.1.2 Pricing Band
9.1.3 Packaging

9.2 Export Entry Strategy

9.2.1 Target Countries
9.2.2 Compliance Roadmap

10. Entry Mode Assessment

10.1 JV

10.2 Greenfield

10.3 M&A

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital Requirements

11.2 Timelines


12. Control vs Risk Trade-Off

12.1 Ownership vs Partnerships


13. Profitability Outlook

13.1 Breakeven Analysis

13.2 Long-term Sustainability


14. Potential Partner List

14.1 Distributors

14.2 JVs

14.3 Acquisition Targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Milestone Planning
15.2.2 Activity Tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of government reports on education technology and digital learning initiatives in Indonesia
  • Review of academic journals and publications focusing on game-based learning methodologies and outcomes
  • Examination of market reports from educational technology firms and industry associations

Primary Research

  • Interviews with educational policymakers and curriculum developers in Indonesia
  • Surveys conducted with teachers and educators utilizing game-based learning in classrooms
  • Focus groups with students to gather insights on their experiences and preferences in game-based learning

Validation & Triangulation

  • Cross-validation of findings through multiple data sources, including academic research and industry reports
  • Triangulation of qualitative insights from interviews with quantitative data from surveys
  • Sanity checks through expert panel reviews comprising educators and industry specialists

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of the overall education technology market size in Indonesia as a basis for game-based learning
  • Segmentation of the market by educational levels (primary, secondary, higher education) and types of games used
  • Incorporation of government funding and initiatives aimed at promoting digital learning tools

Bottom-up Modeling

  • Collection of data on the number of schools and educational institutions adopting game-based learning
  • Estimation of average spending on game-based learning tools per institution
  • Analysis of user engagement metrics and retention rates to project future growth

Forecasting & Scenario Analysis

  • Multi-factor regression analysis considering factors such as internet penetration, smartphone usage, and educational spending
  • Scenario modeling based on potential changes in educational policies and technology adoption rates
  • Development of baseline, optimistic, and pessimistic forecasts through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Primary Education Institutions100Teachers, School Administrators
Secondary Education Institutions80Curriculum Developers, Educators
Higher Education Institutions70Professors, Educational Technologists
EdTech Companies60Product Managers, Marketing Directors
Students Engaged in Game-Based Learning90High School and University Students

Frequently Asked Questions

What is the current value of the Indonesia Game Based Learning market?

The Indonesia Game Based Learning market is valued at approximately USD 1.1 billion, driven by the increasing adoption of digital learning tools and a growing emphasis on interactive educational methods among students and educators.

What factors are driving the growth of game-based learning in Indonesia?

Which cities are the main hubs for game-based learning in Indonesia?

What types of game-based learning solutions are available in Indonesia?

Other Regional/Country Reports

Malaysia Game Based Learning Market

KSA Game Based Learning Market

APAC Game Based Learning Market

SEA Game Based Learning Market

Vietnam Game Based Learning Market

Thailand Game Based Learning Market

Other Adjacent Reports

South Korea EdTech MarketIndonesia Online Education Market Outlook to 2030

Kuwait Educational Software Market

UAE Mobile Learning MarketUSA E-Learning Market Outlook to 2030UAE Serious Games MarketUAE Gamification Market

Belgium Virtual Reality Education Market

Indonesia Augmented Reality Learning Market

Belgium STEM Education Market

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