gmgc: opportunity for hardcore mobile games in indonesia
TRANSCRIPT
Hardcore Mobile
Games in Indonesia:
A Big Potential Market
WWW.GMGC.INFO/EN
Indonesia: Biggest Potential Mobile Game Market in Southeast Asia
WWW.GMGC.INFO/EN
Source: TechinAsia, onedevice
49
%
15
%
80
%
36
%
23
%
87
%Thailand Philippines Malaysia Vietnam Indonesia Singapore
Smartphone Penetration 2014
• Indonesia still has a relatively low smartphone penetration at 23%
• Indonesia also has the largest population at 250 million
Source: emarketer
4.80%
10.60%
16.60%
24.10%
29.20%
34.80%
39.80%
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
45.00%
2011 2012 2013 2014 2015 2016 2017
Smartphone Penetration in Indonesia• Smartphone
penetration is projected to hit 39.8% in the next 3 years
• This means 38 million first time mobile gamers
WWW.GMGC.INFO/EN
Indonesia: Biggest Potential Mobile Game Market in Southeast Asia
Hardcore Mobile Game Market Will Be Influenced By 3 Factors
Hardcore Gaming Market
for Mobile Games
Ability to play hardcore games
Willingness to play Hardcore Games
Ability to monetize
WWW.GMGC.INFO/EN
Analysis of Gamer Demographics of Hardcore Mobile Games
Source: newzoo, appdata, Developers Magmic
WWW.GMGC.INFO/EN
Males aged 18-35 are the biggest consumers in terms of size of demographic
Demographics Show Relatively Young Population, Perfect for Hardcore Games
Source: CIA World Factbook, Index Mundi
• The biggest population bulge in Indonesia today is between the ages of 10 to 19
• In 3 years time, we will see a huge bulge in the population from the 18 to 24 age range
• This is the audience that developers should develop for
• Indonesia’s demographics are perfect for hardcore games
WWW.GMGC.INFO/EN
Do Indonesian Mobile Gamers Have the Ability to Play Hardcore Games?
Source: Markplus Insight, Mobile World Live
Low-End Smartphones
• Smartfren
• Evercross
• Blackberry
• Nokia
Higher-End Smartphones
• Xiaomi?
• Apple?
• Samsung?
• The current market for Smartphones in Indonesia is dominated by low-end models
• We are likely to see a gradual move from low-end smartphones to higher-end smartphones
WWW.GMGC.INFO/EN
Monetization: Likely to Remain the Largest Problem
Source: Euromonitor
46,03554,004
65,328
79,363
90,472
103,010
2009 2010 2011 2012 2013 2014
Number of Financial Cards in Circulation ('000)
• Today, the proportion of Indonesians holding financial cards is still small.
• Credit card penetration is at 1%
• Penetration of all other financial cards is at 20%
• There is a huge potential for growth in the future
WWW.GMGC.INFO/EN
Payment via Financial Cards Facilitates a Higher Lifetime Value and Average Transaction Amount
Source: HALO (Digital)
48.75%84.23% 88.81%
51.25%15.77% 11.19%
2012 2013 2014
CHANGE IN METHOD OF
PAYMENT FOR MOBILE GAMES ON
THE HALO …
Financial Cards Prepaid Cards
Transaction values for high playing players on a selected hardcore game during the same period
WWW.GMGC.INFO/EN
In Indonesia Today, casual games rule….
• Gradual increase in smartphones from lower end to higher end models
• Increasing smartphone penetration
Ability to Play Hardcore Mobile
Games
• High proportion of male smartphone users between the ages of 18 to 24 in next 3 years
Increasing Demand for
Hardcore Games
• Improving Penetration of Financial Cards
Ability to Pay for Games
Huge Potential
Market for Hardcore Games
WWW.GMGC.INFO/EN
But in the next 3 years hardcore games are likely to see strong growth