Indonesia manga market report size, share, growth drivers, trends, opportunities & forecast 2025–2030

Indonesia Manga Market, valued at USD 330 million, is growing due to rising digital platforms, youth engagement, and local content regulations, with key segments in genres and formats.

Region:Asia

Author(s):Shubham

Product Code:KRAA8542

Pages:84

Published On:November 2025

About the Report

Base Year 2024

Indonesia Manga Market Overview

  • The Indonesia Manga Market is valued at USD 330 million, based on a five-year historical analysis. This growth is primarily driven by the increasing popularity of manga among the youth, the rapid rise of digital platforms, and the expansion of local publishing houses. The market has seen a significant shift towards digital consumption, with more readers accessing manga through mobile applications and webtoons. The digital segment is now nearly equal to print in terms of market share, reflecting evolving reader preferences and the proliferation of smartphones and internet access among Indonesian youth.
  • Key cities such as Jakarta, Bandung, and Surabaya continue to dominate the market due to their large populations and vibrant youth culture. These urban centers have a high concentration of bookstores, comic shops, and digital platforms, making them hotspots for manga consumption. The presence of numerous events and conventions in these cities further fuels interest and engagement in the manga community. Major publishers such as Gramedia, Elex Media Komputindo, and M&C! Comics are headquartered in Jakarta, reinforcing the city’s central role in the market.
  • In 2023, the Indonesian government implemented the “Minister of Education, Culture, Research, and Technology Regulation No. 42 of 2023 on Promotion of Local Creative Content,” which mandates that at least 30% of published manga and comic content distributed in Indonesia must be created by local authors and illustrators. This regulation encourages the growth of homegrown talent and ensures that cultural narratives resonate with the local audience. Publishers are required to submit annual compliance reports and are subject to periodic audits to verify adherence to the local content quota.
Indonesia Manga Market Size

Indonesia Manga Market Segmentation

By Genre:The genre segmentation of the Indonesia Manga Market includes categories that cater to diverse reader preferences. The primary genres are Shonen, Shojo, Seinen, Josei, Kodomo (Children's Manga), Isekai & Fantasy, Slice of Life, and Others. Shonen and Shojo remain the most popular genres, appealing to younger audiences with action-packed narratives and romantic themes, respectively. The demand for Isekai & Fantasy genres has surged, driven by the popularity of anime adaptations and active online communities. Seinen and Josei genres are gaining traction among older teens and young adults, reflecting a broadening of the reader base.

Indonesia Manga Market segmentation by Genre.

By Format:The format segmentation includes Print (Tankobon, Magazine), Digital (Webtoon, e-Manga, Mobile Apps), Audiovisual Adaptations (Anime, Motion Comics), and Others. The digital format has gained significant traction, especially among younger readers who prefer the convenience of accessing content on their devices. Print formats still hold a strong presence, particularly in urban areas where traditional bookstores thrive. Audiovisual adaptations have also contributed to the popularity of manga, as many series are adapted into anime, further driving sales. Digital platforms such as LINE Webtoon and CIAYO Comics have become major distribution channels, reflecting the shift in consumption habits.

Indonesia Manga Market segmentation by Format.

Indonesia Manga Market Competitive Landscape

The Indonesia Manga Market is characterized by a dynamic mix of regional and international players. Leading participants such as M&C! Comics, Elex Media Komputindo, Gramedia, Komikaze, Penerbit Haru, Noura Books, KPG (Kepustakaan Populer Gramedia), Penerbit Erlangga, Mizan Publishing, Kawan Pustaka, Penerbit Andi, Penerbit Bhuana Ilmu Populer, Penerbit Bentang Pustaka, Penerbit Suka-Suka, Penerbit Dini, Matahari Books, Webtoon Indonesia (LINE Webtoon), CIAYO Comics, Re:ON Comics, Shueisha Asia (Indonesia Office) contribute to innovation, geographic expansion, and service delivery in this space.

M&C! Comics

2003

Jakarta, Indonesia

Elex Media Komputindo

1985

Jakarta, Indonesia

Gramedia

1970

Jakarta, Indonesia

Komikaze

2010

Jakarta, Indonesia

Penerbit Haru

2013

Bandung, Indonesia

Company

Establishment Year

Headquarters

Group Size (Large, Medium, or Small as per industry convention)

Annual Revenue (USD/IDR)

Revenue Growth Rate (%)

Market Penetration Rate (%)

Customer Retention Rate (%)

Average Monthly Active Users (Digital Platforms)

Indonesia Manga Market Industry Analysis

Growth Drivers

  • Increasing Popularity of Manga Among Youth:The youth demographic in Indonesia, comprising approximately 50% of the population, has shown a significant inclination towards manga, with over 30 million individuals actively engaging with manga content in the future. This trend is supported by the rise of social media platforms, where manga-related content garners millions of views, indicating a robust cultural shift. The youth's preference for visual storytelling aligns with global trends, further solidifying manga's position in the entertainment landscape.
  • Rise of Digital Platforms for Manga Distribution:The digital transformation in Indonesia has led to a surge in online manga platforms, with over 15 million users accessing digital manga services in the future. This growth is fueled by increased internet penetration, which reached 77% in the future, and the proliferation of smartphones. Digital platforms not only provide accessibility but also cater to diverse genres, attracting a broader audience and enhancing the overall market reach of manga in Indonesia.
  • Expansion of Local Manga Publishers:The Indonesian manga publishing sector has witnessed a remarkable increase, with over 50 local publishers emerging in the last five years. This expansion has led to the production of over 1,000 new titles annually, reflecting a growing interest in local narratives and cultural representation. The support from the government and private sectors has further encouraged this growth, fostering a vibrant ecosystem for local creators and enhancing the overall market dynamics.

Market Challenges

  • Piracy and Copyright Issues:The manga industry in Indonesia faces significant challenges from piracy, with estimates suggesting that over 70% of manga content is accessed illegally. This rampant piracy undermines the revenue potential for publishers and creators, leading to losses exceeding $100 million annually. The lack of stringent enforcement of copyright laws exacerbates this issue, making it difficult for legitimate businesses to thrive in a competitive environment.
  • Limited Distribution Channels in Rural Areas:Despite the growth of digital platforms, rural areas in Indonesia still face challenges in accessing manga. Approximately 40% of the population resides in rural regions, where internet connectivity is often unreliable, limiting access to digital content. Additionally, traditional distribution channels are underdeveloped, resulting in a significant gap in market reach and hindering the overall growth potential of the manga industry in these areas.

Indonesia Manga Market Future Outlook

The future of the Indonesian manga market appears promising, driven by technological advancements and evolving consumer preferences. As digital platforms continue to innovate, the integration of augmented reality and interactive storytelling is expected to enhance user engagement. Furthermore, the increasing collaboration between local artists and international publishers will likely diversify content offerings, catering to a broader audience. This dynamic environment presents opportunities for growth, particularly in niche genres and cross-media adaptations, fostering a vibrant manga culture in Indonesia.

Market Opportunities

  • Collaborations with Local Artists:Partnering with local artists can significantly enhance the authenticity and appeal of manga content. By leveraging local talent, publishers can create culturally relevant stories that resonate with Indonesian audiences, potentially increasing readership and sales. This strategy not only supports local creators but also enriches the overall manga landscape in Indonesia.
  • Development of Merchandise and Spin-offs:The growing popularity of manga presents a lucrative opportunity for merchandise development. With an estimated market value of $50 million for manga-related merchandise in the future, publishers can capitalize on this trend by creating spin-offs and related products. This diversification can enhance brand loyalty and provide additional revenue streams, further solidifying the market's growth potential.

Scope of the Report

SegmentSub-Segments
By Genre

Shonen

Shojo

Seinen

Josei

Kodomo (Children's Manga)

Isekai & Fantasy

Slice of Life

Others

By Format

Print (Tankobon, Magazine)

Digital (Webtoon, e-Manga, Mobile Apps)

Audiovisual Adaptations (Anime, Motion Comics)

Others

By Distribution Channel

Online Retail (E-commerce, Digital Platforms)

Brick-and-Mortar Stores (Bookstores, Convenience Stores)

Libraries and Educational Institutions

Events & Conventions

Others

By Target Audience

Children (Below 12 Years)

Teenagers (13–19 Years)

Young Adults (20–29 Years)

Adults (30+ Years)

Others

By Language

Bahasa Indonesia

English

Japanese

Others

By Sales Model

Subscription-Based

Pay-Per-View / Per Volume

Free with Ads / Freemium

Bundled with Merchandise

Others

By Marketing Strategy

Influencer Marketing

Social Media Campaigns

Traditional Advertising (TV, Print, Radio)

Event Sponsorships & Community Engagement

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)

Publishers and Content Creators

Distributors and Retailers

Digital Platform Providers

Advertising Agencies

Media and Entertainment Companies

Licensing and Merchandising Firms

Players Mentioned in the Report:

M&C! Comics

Elex Media Komputindo

Gramedia

Komikaze

Penerbit Haru

Noura Books

KPG (Kepustakaan Populer Gramedia)

Penerbit Erlangga

Mizan Publishing

Kawan Pustaka

Penerbit Andi

Penerbit Bhuana Ilmu Populer

Penerbit Bentang Pustaka

Penerbit Suka-Suka

Penerbit Dini

Matahari Books

Webtoon Indonesia (LINE Webtoon)

CIAYO Comics

Re:ON Comics

Shueisha Asia (Indonesia Office)

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Indonesia Manga Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Indonesia Manga 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 Manga Market Analysis

3.1 Growth Drivers

3.1.1 Increasing Popularity of Manga Among Youth
3.1.2 Rise of Digital Platforms for Manga Distribution
3.1.3 Expansion of Local Manga Publishers
3.1.4 Growing Interest in Manga Adaptations in Other Media

3.2 Market Challenges

3.2.1 Piracy and Copyright Issues
3.2.2 Limited Distribution Channels in Rural Areas
3.2.3 Competition from Other Entertainment Forms
3.2.4 Fluctuating Consumer Preferences

3.3 Market Opportunities

3.3.1 Collaborations with Local Artists
3.3.2 Development of Merchandise and Spin-offs
3.3.3 Expansion into Southeast Asian Markets
3.3.4 Investment in Digital Marketing Strategies

3.4 Market Trends

3.4.1 Growth of Webtoons and Online Manga
3.4.2 Increasing Use of Augmented Reality in Manga
3.4.3 Rise of Manga Influencers on Social Media
3.4.4 Focus on Diverse Storytelling and Representation

3.5 Government Regulation

3.5.1 Copyright Law Enforcement
3.5.2 Support for Local Content Creation
3.5.3 Regulations on Digital Content Distribution
3.5.4 Tax Incentives for Creative Industries

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Indonesia Manga Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Indonesia Manga Market Segmentation

8.1 By Genre

8.1.1 Shonen
8.1.2 Shojo
8.1.3 Seinen
8.1.4 Josei
8.1.5 Kodomo (Children's Manga)
8.1.6 Isekai & Fantasy
8.1.7 Slice of Life
8.1.8 Others

8.2 By Format

8.2.1 Print (Tankobon, Magazine)
8.2.2 Digital (Webtoon, e-Manga, Mobile Apps)
8.2.3 Audiovisual Adaptations (Anime, Motion Comics)
8.2.4 Others

8.3 By Distribution Channel

8.3.1 Online Retail (E-commerce, Digital Platforms)
8.3.2 Brick-and-Mortar Stores (Bookstores, Convenience Stores)
8.3.3 Libraries and Educational Institutions
8.3.4 Events & Conventions
8.3.5 Others

8.4 By Target Audience

8.4.1 Children (Below 12 Years)
8.4.2 Teenagers (13–19 Years)
8.4.3 Young Adults (20–29 Years)
8.4.4 Adults (30+ Years)
8.4.5 Others

8.5 By Language

8.5.1 Bahasa Indonesia
8.5.2 English
8.5.3 Japanese
8.5.4 Others

8.6 By Sales Model

8.6.1 Subscription-Based
8.6.2 Pay-Per-View / Per Volume
8.6.3 Free with Ads / Freemium
8.6.4 Bundled with Merchandise
8.6.5 Others

8.7 By Marketing Strategy

8.7.1 Influencer Marketing
8.7.2 Social Media Campaigns
8.7.3 Traditional Advertising (TV, Print, Radio)
8.7.4 Event Sponsorships & Community Engagement
8.7.5 Others

9. Indonesia Manga 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 Group Size (Large, Medium, or Small as per industry convention)
9.2.3 Annual Revenue (USD/IDR)
9.2.4 Revenue Growth Rate (%)
9.2.5 Market Penetration Rate (%)
9.2.6 Customer Retention Rate (%)
9.2.7 Average Monthly Active Users (Digital Platforms)
9.2.8 Distribution Reach (Number of Outlets/Platforms)
9.2.9 Content Library Size (Number of Titles/Volumes)
9.2.10 Localization Ratio (Share of Titles in Bahasa Indonesia)
9.2.11 Digital Engagement Metrics (App Downloads, Social Followers)
9.2.12 Brand Recognition Score (Survey-Based)
9.2.13 Licensing & Partnership Count
9.2.14 Pricing Strategy (Average Price per Volume/Subscription)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 M&C! Comics
9.5.2 Elex Media Komputindo
9.5.3 Gramedia
9.5.4 Komikaze
9.5.5 Penerbit Haru
9.5.6 Noura Books
9.5.7 KPG (Kepustakaan Populer Gramedia)
9.5.8 Penerbit Erlangga
9.5.9 Mizan Publishing
9.5.10 Kawan Pustaka
9.5.11 Penerbit Andi
9.5.12 Penerbit Bhuana Ilmu Populer
9.5.13 Penerbit Bentang Pustaka
9.5.14 Penerbit Suka-Suka
9.5.15 Penerbit Dini
9.5.16 Matahari Books
9.5.17 Webtoon Indonesia (LINE Webtoon)
9.5.18 CIAYO Comics
9.5.19 Re:ON Comics
9.5.20 Shueisha Asia (Indonesia Office)

10. Indonesia Manga Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Ministry of Education
10.1.2 Ministry of Culture and Tourism
10.1.3 Ministry of Communication and Information
10.1.4 Others

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in Digital Infrastructure
10.2.2 Funding for Local Content Development
10.2.3 Marketing Budgets for Manga Promotion
10.2.4 Others

10.3 Pain Point Analysis by End-User Category

10.3.1 Accessibility of Manga
10.3.2 Quality of Translations
10.3.3 Pricing Affordability
10.3.4 Others

10.4 User Readiness for Adoption

10.4.1 Awareness of Manga Formats
10.4.2 Familiarity with Digital Platforms
10.4.3 Interest in Diverse Genres
10.4.4 Others

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Revenue from Merchandise
10.5.2 Growth in Subscription Models
10.5.3 Expansion into New Markets
10.5.4 Others

11. Indonesia Manga 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 Business Model Framework


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 Activity Timeline
15.2.2 Milestone Tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of market reports from Indonesian publishing associations and industry bodies
  • Review of academic papers and articles on manga consumption trends in Indonesia
  • Examination of online platforms and sales data from major e-commerce sites

Primary Research

  • Interviews with publishers and distributors of manga in Indonesia
  • Surveys targeting manga readers across various demographics
  • Focus groups with young adults and teenagers to understand preferences and trends

Validation & Triangulation

  • Cross-validation of findings with sales data from bookstores and online retailers
  • Triangulation of consumer insights with expert opinions from industry veterans
  • Sanity checks through feedback from local manga artists and creators

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of total market size based on national book sales and manga-specific growth rates
  • Segmentation by genre popularity and demographic consumption patterns
  • Incorporation of digital manga sales trends and subscription models

Bottom-up Modeling

  • Volume estimates based on sales data from leading manga publishers
  • Analysis of pricing strategies across different distribution channels
  • Calculation of market share for both print and digital formats

Forecasting & Scenario Analysis

  • Multi-factor regression analysis considering factors like internet penetration and youth demographics
  • Scenario planning based on potential regulatory changes affecting content distribution
  • Baseline, optimistic, and pessimistic projections for market growth through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Manga Readers (Ages 15-25)100Students, Young Professionals
Manga Retailers50Store Owners, Sales Managers
Publishers and Distributors40Marketing Directors, Product Managers
Online Platform Users80Frequent Online Shoppers, Digital Content Consumers
Manga Creators and Artists40Independent Artists, Comic Writers

Frequently Asked Questions

What is the current value of the Indonesia Manga Market?

The Indonesia Manga Market is valued at approximately USD 330 million, reflecting significant growth driven by the increasing popularity of manga among youth, the rise of digital platforms, and the expansion of local publishing houses.

How has digital consumption affected the Indonesia Manga Market?

Which cities are the main hubs for manga consumption in Indonesia?

What recent regulation has impacted the local manga publishing industry in Indonesia?

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