Unlike traditional toys and games, video games were originally targeted at adults, who still account for the majority of the gamer population. Also, like other ASEAN countries, video games was originally dominated by free-to-play online games, which can be played anytime in internet cafes. Such games are popular because of their affordability and re-playability compared to other types of video games, such as computer or console games. However, this trend started to change in 2015. As smartphones...
Euromonitor International's Video Games in Indonesia report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2011-2015, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2020 illustrate how the market is set to change.
Product coverage: Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report?
Get a detailed picture of the Video Games market;
Pinpoint growth sectors and identify factors driving change;
Understand the competitive environment, the market’s major players and leading brands;
Use five-year forecasts to assess how the market is predicted to develop.
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