Gameseed Roadshow Key Points
Adam Ardisasmita The gaming industry鈥檚 revenue and export numbers are much larger than other entertainment/content industries (music, movies, etc.). Mobile games account for 45% in 2021 and 53% in 2022 of the global gaming market. Indonesians spend 25 trillion rupiah a year on games, mostly to get items that increase social strata in games. Challenges of the gaming industry in Indonesia: the comparison between the spending of Indonesian gamers on games and the income of Indonesian game developers is still very far (1000:1). Obstacles in making games: lack of funds (66.7%), lack of human resources (44.4%), lack of skills (36.1%), others (26.4%). Why there are few successful local game developers in Indonesia: Business Model; Market Visibility; Access To Funding. Business model challenges: premium (sales conversion & product experience) and freemium (live ops & reading data) Market visibility challenge: pc gamers are more open to games with similar genres while mobile gamers tend to be enthusiastic about 1 game only. Longer life time and limited storage space make mobile gamers rarely look for other games in the same genre. Access to funding challenges: premium (market similar to publisher) and freemium (market validation before funding). Trends in mobile games: Game as a Service (live service and in-app purchase) revenue is greater than full game. Trends in game purchasing power in developing countries: very sensitive to price, micro-transactions are more suitable than one-time purchases. Pay attention to the development of cloud gaming and subscription based model. Other strategies that can be taken: capitalize on viral trends, local wisdom, niche markets. In terms of revenue, it makes more sense to target the global market, but in the local market, we know the market better, so competition is easier. Relatibility is a challenge when promoting local wisdom, the unique selling point must be generally accepted. Game trends are changing, all market segments need games, make sure to test games to the right target market. ...