
Region:Asia
Author(s):Naman Rohilla
Product Code:KROD740
July 2024
90

Indonesia's virtual and augmented reality market is segmented into product type, application, and region.
By Product Type: The Indonesian VR and AR market can be segmented by product type into hardware, software, and services. In 2023, the hardware segment held the largest market share due to the increasing adoption of VR headsets and AR glasses.

By Application: The market is also segmented by application into entertainment, education, healthcare, and others (real estate, tourism, and industrial training). The entertainment segment's dominance is driven by the popularity of VR gaming and immersive media experiences. The proliferation of VR gaming cafes and the increasing availability of VR content on streaming platforms have contributed to this segment's growth.
By Region: The market is segmented by region into North, South, East, and West. In 2023, North region including Jakarta accounted for highest market revenue, with a major portion coming from the entertainment and education sectors. The city's vibrant startup ecosystem and strong government support for digital initiatives further contribute to its leading position in the market.
|
Company |
Establishment Year |
Headquarters |
|
PT Sentra Inovasi Solusindo |
2012 |
Jakarta |
|
Shinta VR |
2016 |
Jakarta |
|
Octagon Studio |
2015 |
Bandung |
|
Samsung Indonesia |
1989 |
Jakarta |
|
WIR Group |
2009 |
Jakarta |
Indonesia's virtual and augmented reality market is expected to grow in the coming years. The market is also likely to shift towards more organized with established players and online platforms expanding their reach.
|
By Product Type |
Hardware Software Services |
|
By Application |
Entertainment       Education  Healthcare Others        |
|
By Region |
North South East West |
1.1 Indonesia Virtual and Augmented Reality Market Taxonomy
3.1 Indonesia Virtual and Augmented Reality Market Growth Drivers
3.2 Indonesia Virtual and Augmented Reality Market Challenges and Issues
3.3 Indonesia Virtual and Augmented Reality Market Trends and Development
3.4 Indonesia Virtual and Augmented Reality Market Government Regulation
3.5 Indonesia Virtual and Augmented Reality Market SWOT Analysis
3.6 Indonesia Virtual and Augmented Reality Market Stake Ecosystem
3.7 Indonesia Virtual and Augmented Reality Market Competition Ecosystem
4.1 Indonesia Virtual and Augmented Reality Market Segmentation by Product Type (in Value %), 2023
4.2 Indonesia Virtual and Augmented Reality Market Segmentation by Application (in Value %), 2023
4.3 Indonesia Virtual and Augmented Reality Market Segmentation by Region (in Value %), 2023
5.1 Indonesia Virtual and Augmented Reality Market Cross-Comparison (no. of employees, company overview, business strategy, USP, recent development, operational parameters, financial parameters and advanced analytics)
7.1 Indonesia Virtual and Augmented Reality Market Segmentation by Product Type (in Value %), 2028
7.2 Indonesia Virtual and Augmented Reality Market Segmentation by Application (in Value %), 2028
7.3 Indonesia Virtual and Augmented Reality Market Segmentation by Region (in Value %), 2028
8.1 Indonesia Virtual and Augmented Reality Market TAM/SAM/SOM Analysis
8.2 Indonesia Virtual and Augmented Reality Market Customer Cohort Analysis
8.3 Indonesia Virtual and Augmented Reality Market Marketing Initiatives
8.4 Indonesia Virtual and Augmented Reality Market White Space Opportunity Analysis
Disclaimer Contact UsEcosystem creation for all the major entities and referring to multiple secondary and proprietary databases to perform desk research around the market to collate industry-level information. 
Collating statistics on the Indonesia virtual and augmented reality market over the years, and analyzing the penetration of marketplaces as well as the ratio of service providers to compute the revenue generated for the market. We will also review service quality statistics to understand revenue generated which can ensure accuracy behind the data points shared.  
Building market hypotheses and conducting CATIs with industry experts belonging to different companies to validate statistics and seek operational and financial information from company representatives. 
Our team will approach multiple VR and AR suppliers and manufacturing companies and understand the nature of product segments and sales, consumer preference and other parameters, which will support us validate statistics derived through the bottom-to-top approach from the VR and AR suppliers and manufacturing companies.
The Indonesia virtual and augmented reality market was valued at USD 76 million in 2018 and reached USD 312 million in 2023, with a compound annual growth rate (CAGR) of 32.6%. This growth is driven by the increasing adoption of VR and AR technologies across various sectors such as entertainment, education, healthcare, and real estate.
The major players in the Indonesia virtual and augmented reality market are PT Sentra Inovasi Solusindo, Shinta VR, Octagon Studio, Samsung Indonesia, and WIR Group. These players have made a strong mark in the market through strategic investments, innovative products, and partnerships with local and international organizations.
The growth drivers of Indonesia's virtual and augmented reality market include increasing investment in the education sector, rising adoption in healthcare, entertainment industry boom, and increasing use of VR and AR for employee training and development.
Some of the major challenges in Indonesia's virtual and augmented reality market include the high cost of VR and AR technologies, lack of skilled professionals, limited internet infrastructure, also faces regulatory challenges.
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