
Region:Global
Author(s):Shivani Mehra
Product Code:KROD4304
December 2024
88

By Game Genre: The Indonesia E-Sports market is segmented by game genre into Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Battle Royale, and Sports Simulation Games. MOBA games, such as Mobile Legends, hold a dominant share due to their massive following and the ease of playing them on mobile platforms, which cater to Indonesias large mobile-first gamer base. Additionally, the popularity of competitive tournaments surrounding these titles, supported by significant sponsorship deals, has solidified MOBA as a top genre in the countrys e-sports landscape.

By Platform: The Indonesia E-Sports market is segmented by platform into mobile, PC, and console. Mobile gaming leads the market due to the widespread availability of affordable smartphones and data plans. As Indonesia has a highly mobile-oriented gaming audience, many competitive players prefer mobile platforms over more expensive PCs or consoles. With titles like Mobile Legends and PUBG Mobile gaining immense popularity, mobile gaming represents the fastest-growing platform in the e-sports market, supported by investments from telecom companies and sponsors.

The Indonesia E-Sports market is dominated by several key players, both local and global. Local teams like EVOS Esports and RRQ (Rex Regum Qeon) have made a significant impact by winning regional and international tournaments, while global brands sponsor many large-scale tournaments, contributing to the industry's growth. This consolidation highlights the influence of major organizations and their ability to shape the competitive landscape.
|
Company |
Establishment Year |
Headquarters |
No. of Players |
Sponsorship Deals |
International Titles |
Social Media Following |
Key Platforms |
Revenue (USD) |
Tournaments Hosted |
|
EVOS Esports |
2016 |
Jakarta |
30 |
||||||
|
RRQ (Rex Regum Qeon) |
2013 |
Jakarta |
35 |
||||||
|
Bigetron Esports |
2017 |
Jakarta |
28 |
||||||
|
ONIC Esports |
2018 |
Jakarta |
20 |
||||||
|
Alter Ego Esports |
2018 |
Jakarta |
25 |
Market Growth Drivers
Indonesia E-Sports Market Challenges
Over the next few years, the Indonesia E-Sports market is poised for significant growth driven by increased investment in digital infrastructure, continued expansion of mobile gaming, and growing support from both government and private sponsors. The government's recognition of e-sports as an official sport has paved the way for further development, with increased funding for training facilities and tournaments. The rise of new streaming platforms and the integration of technologies like AR/VR into gaming will further enhance the competitive landscape, offering new opportunities for players and sponsors.
Market Opportunities:
|
By Game Genre |
Multiplayer Online Battle Arena (MOBA) First-Person Shooter (FPS) Battle Royale Sports Simulation Games |
|
By Platform |
Mobile PC Console |
|
By Tournament Type |
International Competitions National Leagues Community Tournaments |
|
By Revenue Stream |
Sponsorships Media Rights Game Publishers Fee Merchandise and Ticket Sales |
|
By Region |
North-East Midwest West Coast Southern States |
1.1. Definition and Scope
1.2. Market Taxonomy (Game Titles, Platforms, Competitions, Teams)
1.3. Market Growth Rate (Increased Gamer Base, Sponsor Engagement)
1.4. Market Segmentation Overview
2.1. Historical Market Size
2.2. Year-On-Year Growth Analysis (Streaming Platforms, Sponsorship Deals)
2.3. Key Market Developments and Milestones (Launch of Major Tournaments, Government Policies)
3.1. Growth Drivers
3.1.1. Rising Internet Penetration
3.1.2. Growing Mobile Gaming Audience
3.1.3. Government Support (National E-Sports Strategy, Investments)
3.1.4. Sponsorship and Brand Collaborations
3.2. Market Challenges
3.2.1. Limited Infrastructure for Professional Gaming Arenas
3.2.2. Regulatory Hurdles in Online Gambling Related to E-Sports Betting
3.2.3. Fragmented Audience Across Multiple Platforms
3.3. Opportunities
3.3.1. Expanding the Ecosystem to Regional Cities
3.3.2. Collaboration with International Leagues and Teams
3.3.3. Incorporating Emerging Technologies (AR/VR, Blockchain in Gaming)
3.4. Trends
3.4.1. Shift from PC to Mobile-Based E-Sports Tournaments
3.4.2. Emergence of Women-Centric E-Sports Teams and Leagues
3.4.3. Growing Influence of Streaming Platforms and Social Media
3.5. Government Regulations (Indonesia Ministry of Youth and Sports Initiatives)
3.5.1. E-Sports as an Official Sport Category
3.5.2. Incentives for E-Sports Infrastructure Development
3.5.3. Inclusion of E-Sports in National Games
3.6. SWOT Analysis
3.7. Stakeholder Ecosystem (Publishers, Streaming Platforms, Sponsorship Agencies, Teams, Tournament Organizers)
3.8. Porters Five Forces Analysis
3.9. Competitive Ecosystem
4.1. By Game Genre (In Value %)
4.1.1. Multiplayer Online Battle Arena (MOBA)
4.1.2. First-Person Shooter (FPS)
4.1.3. Battle Royale
4.1.4. Sports Simulation Games
4.2. By Platform (In Value %)
4.2.1. Mobile
4.2.2. PC
4.2.3. Console
4.3. By Tournament Type (In Value %)
4.3.1. International Competitions
4.3.2. National Leagues
4.3.3. Community Tournaments
4.4. By Revenue Stream (In Value %)
4.4.1. Sponsorships
4.4.2. Media Rights
4.4.3. Game Publishers Fee
4.4.4. Merchandise and Ticket Sales
4.5. By Region (In Value %)
4.5.1. Greater Jakarta
4.5.2. Bali
4.5.3. West Java
4.5.4. Sumatra
4.5.5. Sulawesi
5.1. Detailed Profiles of Major Companies
5.1.1. EVOS Esports
5.1.2. RRQ (Rex Regum Qeon)
5.1.3. Bigetron Esports
5.1.4. ONIC Esports
5.1.5. Alter Ego Esports
5.1.6. Boom Esports
5.1.7. Team AURA
5.1.8. Geek Fam ID
5.1.9. Morph Team
5.1.10. PG BarracX
5.1.11. XCN Gaming
5.1.12. Louvre Esports
5.1.13. Belletron Esports
5.1.14. Saints Indo
5.1.15. Kings Esports
5.2. Cross Comparison Parameters (No. of Players, Headquarters, Inception Year, International Titles, Sponsorship Deals, Social Media Following, Revenue Streams, Key Platforms)
5.3. Market Share Analysis
5.4. Strategic Initiatives
5.5. Mergers and Acquisitions
5.6. Investment Analysis
5.7. Venture Capital Funding
5.8. Government Grants for E-Sports Infrastructure
5.9. Private Equity Investments
6.1. E-Sports Legalization and Recognition as a Professional Sport
6.2. Compliance and Certification for Tournament Organizers
6.3. Guidelines for Sponsorship and Advertisement in E-Sports
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth
8.1. By Game Genre (In Value %)
8.2. By Platform (In Value %)
8.3. By Tournament Type (In Value %)
8.4. By Revenue Stream (In Value %)
8.5. By Region (In Value %)
9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis
The first step involved mapping the major stakeholders in the Indonesia E-Sports market. This entailed an extensive desk review using secondary sources such as government databases and proprietary industry reports to identify key factors affecting market growth, including sponsorships, internet penetration, and gamer demographics.
In this phase, historical data of e-sports tournaments, revenue generation, and sponsorship agreements were collected. We assessed various platforms' user penetration rates and gaming communities' size to estimate revenue contributions.
Industry experts from e-sports teams, tournament organizers, and game developers were consulted through interviews to validate market assumptions. These consultations offered insight into market trends and potential challenges, refining the gathered data.
The last stage involved synthesizing data from primary sources, including team revenues, tournament prize pools, and player engagement. The bottom-up approach was cross-verified through direct industry feedback to ensure a robust analysis of the Indonesia E-Sports market.
The Indonesia E-Sports market, valued at approximately USD 11.1 million, is driven by the rising number of mobile gamers, the expansion of local tournaments, and increasing investments from both domestic and international sponsors.
Challenges include a lack of proper infrastructure for professional gaming arenas, fragmented platforms that split the audience, and regulatory hurdles regarding e-sports betting. Additionally, there is a limited pool of professional players capable of competing internationally.
Major players include local teams like EVOS Esports, RRQ (Rex Regum Qeon), Bigetron Esports, and Alter Ego Esports. These teams have gained prominence due to their success in both regional and international tournaments, as well as significant sponsorship deals.
Key growth drivers include the rising penetration of smartphones and affordable data plans, the increasing popularity of mobile gaming titles, and substantial investments from sponsors and advertisers. The government's recognition of e-sports as an official sport has also spurred market growth.
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