Deloitte Indonesia

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Let’s Play, Indonesia!

Video gaming &


esports 2022
April 2023
01 | Profile of the Indonesia respondents (1/3)
The survey population consists of a larger proportion Millennials. When looking at the breakdown of video gamers and esports viewers by age group, a
larger proportion of Gen Z and Millennials are esports viewers compared to Gen X and boomers. Income distribution of the respondent pool is
proportionately represented. Comparing the income distribution, esports viewers and video gamers have a higher percentage of individuals in the 11-25%
income group and a lower percentage in the bottom 50% income group compared to all respondents.
Gender distribution Age distribution Income distribution
Esports viewers (outer circle) Esports viewers (outer circle) Esports viewers (outer circle)
vs. video gamers (centre circle) vs. video gamers (centre circle) vs. video gamers (centre circle)
vs. overall sample (inner circle) vs. overall sample (inner circle) vs. overall sample (inner circle)
Male Female Other 16-24 (Generation Z) 42-56 (Generation X) Top-10% 26-50% Lowest 25%
25-41 (Millennials) 57+ (Baby Boomers) Top-11-25% 51-75%

<1% 2%
10% 10%
17%
<1% 2%
26% 10%
19% 20%
<1% 2% 24%
10% 17%
20% 27% 25% 17%
46% 15%
45% 46%
55%
54% 54%
25% 25%
51% 31% 27%
25%
56% 26%
62%

Deloitte | Let’s Play! 2022 2


01 | Profile of the Indonesia respondents (2/3)
Half of the individuals surveyed are from a small town or rural area, however esports viewers and video gamers tend to be from large or very large cities.
Half of the respondents hold a full-time job, with esports viewers and video gamers being more likely to have full-time jobs when compared to the
population. Two thirds of those surveyed have employment in the "others" category, there is no significant difference between the population and both
esports viewers and video gamers in terms of employment.

Hometown size Employment status Professional background


Esports viewers (outer circle) Esports viewers (outer circle) Esports viewers (outer circle)
vs. video gamers (centre circle) vs. video gamers (centre circle) vs. video gamers (centre circle)
vs. overall sample (inner circle) vs. overall sample (inner circle) vs. overall sample (inner circle)
Small town or rural area Large city Full-time School / university student Business/ economics Sports/ fitness coaches
Medium-sized town Very large city Part-time Other STEM Other
Self-employed Healthcare sector

7%
6% 22%
11%
3%
24%
6% 15%
39% 37% 23%
32% 4%
44% 44% 8%
50% 6% 49% 7% 8%
56% 2% 7%
24% 67%
11% 22% 23% 60% 66% <1% 2%
3%
6% 67% <1%
<1%
13% 6%
12% 6%

Deloitte | Let’s Play! 2022 3


01 | Profile of the Indonesia respondents (3/3)
Of the 15 specific characteristics surveyed in this study, esports viewers resonate and identify with all but 5 characteristics
more frequently than the overall population. The 5 characteristics where esports viewers are comparatively reflect the
overall population relate to free subscriptions, social media, employment, social topics, and advertising preferences.
Distribution of selected characteristics among the target group
Esports viewers vs. Video gamers vs. Overall sample
Esports viewers Video gamers Overall sample

“I…
…am a heavy user of 76% …am actively looking for 75% …watch professional 55%
69% 76% 54%
paid subscription services.” 62% a job at the moment.” 78% football regularly.” 48%

…am a heavy user of 78% …am highly knowledgeable 87% …watch other professional 55%
80% 86% 48%
free subscription services.” 81% in financial topics.” 82% sports regularly.” 46%

…am a heavy 98% …am highly knowledgeable 91% 41%


99% 89% …practice fitness regularly.” 35%
social media user.” 97% in technological topics.” 83% 33%

86% …am highly concerned 96% 49%


…have a lot of hobbies.” 83% 94% …ride a bike regularly.” 44%
79% with social topics.” 93% 41%

68% …consider advertising 93% 9%


…attend a lot of live events.” 60% 92% …ride an E-bike regularly.” 6%
54% useful and informative.” 90% 6%

Deloitte | Let’s Play! 2022 4


01 | Popular games among esports viewers and video gamers in the Indonesia respondent group
Battle Royale is the esports genre with the highest reach among both esports viewers and gamers in Indonesia
specifically and Asia-Pacific overall, followed by MOBA and FPS.

Relative and overall reach of selected esports and gaming genres1 Indonesia 10%
Overall reach among the population
Asia-Pacific
75%

Battle Royale
extensive

MOBA

Battle Royale
Reach among esports viewers

MOBA
intermediate

FPS
Sports
FPS
RTS
Fighting
Racing
Card games
(Real-time) Strategy / Autobattler Action &
adventure
RPG Fighting
narrow

Other genres (reach mainly among niche audiences and


occasional users)

0%

0% narrow intermediate extensive 75%


Reach among gamers
1) Some video gaming genres do not have a relevant esports scene and therefore have an esports reach of 0%
Source: Deloitte analysis Deloitte | Let’s Play! 2022 5
02 | Consumption of video gaming content in Indonesia (1/2)
While 91% of Indonesians are aware of video games, only 57% are commercially engaged. The monthly video gaming-
related spending numbers is 91,362 IDR per video gamer on average.

Video gaming engagement maturity in 2022 Weekly video gaming consumption times Monthly video gaming-related spending (distribution)
% of Indonesians to whom below categories apply among Indonesians in the last 6 months among Indonesian video gamers over the last 6 months
Ø min./week played ≥1 hour/week Full game copies (for console, PC or mobile)
played ≥1 hour/day played <1 hour/week In-game content
91% Essential video gaming hardware
795 Peripheral video gaming hardware
77% 752 Video gaming subscription services
676
65%
57% 10%
51% 65%*
58%*
55%* 16%
50% Ø91,362
56% 52%
10%
IDR 54%

per month
41% 36%
32% 17%

9% 11% 12%
Game Overall Meaningful Commercial Regular 1 2
ID AP
awareness reach reach conversion reach
*65%, 58% and 55% of the Singapore, AP and
Global respondent group played video games at
least once during the past 6 months, respectively.

Deloitte | Let’s Play! 2022 6


1) Asia-Pacific (AP) includes data from China, India, Japan, South Korea, Indonesia, Malaysia and Singapore; 2) “Global” refers to all countries included in the consumer survey
02 | Consumption of video gaming content in Indonesia (2/2)
Among Indonesian video gamers, 25% bought a product they first saw while playing a video game or watching a stream.
The most common game medium in terms of reach and playing time is the mobile phone.

Engagement habits with video gaming content Usage of selected video gaming media by consumer type
among Indonesian video gamers over the last 6 months among Indonesian video gamers over the last 6 months
Playing behaviour Video game streaming Purchases driven by video gaming Mobile PC Console VR

Reach per video game media Weekly playing time per video gaming media
in % in minutes
Played single player mode 70%
Top 9 video gaming engagement habits ranked from the highest to the lowest

100% 700
Watched gaming streams 65%
90%
600
Played online with friends 55% 80%
70% 500
Played locally with friends 35%
60%
400
Bought a product they first saw in a gaming stream 25% 50%
300
Bought a product they first saw while playing 25% 40%
30% 200
Used a service they first saw in a gaming stream 24%
20%
100
Livestreamed their own play 22% 10%
0% 0
Used a service they first saw while playing 19%
<1 1-3 4-6 7-10 >10 <1 1-3 4-6 7-10 >10
Gamer groups with different weekly playing time, in hours

Deloitte | Let’s Play! 2022 7


03 | Esports in Indonesia
96% of Indonesians are familiar with the term “esports”, 43% are aware of the definition. An esports viewer spends a
monthly average of 131,374 IDR on esports-related items, mainly on attending events, merchandise and accessing content.

Esports engagement maturity in 2022 Esports reach and weekly consumption times Monthly esports-related spending (distribution)
% of Indonesians to whom below categories apply among Indonesians in the last 6 months among Indonesian esports viewers over the last 6 months
Ø min./week watched ≥1 hour/week Event tickets, travel, accommodation, food & drinks
watched ≥1 hour/day watched <1 hour/week Physical and digital merchandise
96% Access to paywalled content
677 Betting
647
Other
77%

15%

464 5%
39%
43% Ø131,374
31%
50%* IDR
40%* 22%
28% per month
39% 27%*
61% 34%
41% 28%
41%
11% 20% 25%
Term Definition 1 2
Overall reach Regular reach ID AP
awareness awareness
*50%, 40% and 27% of the Singapore, AP and
Global respondent group have watched
professional e-sports competitions at least once
during the past six month, respectively.
Deloitte | Let’s Play! 2022 8
1) Asia-Pacific (AP) includes data from China, India, Japan, South Korea, Indonesia, Malaysia and Singapore; 2) “Global” refers to all countries included in the consumer survey
04 | Glossary (1/3)

Action & Adventure Commercial Conversion Esports Ecosystem / Sector (Stakeholders)


Action & Adventure games feature a mix of elements that Share of respondents who have paid money for esports- The esports ecosystem revolves around key value drivers
challenge the player to solve problems and react to real- related content, products or services in the last six and orchestrators of esports competitions, products,
time events and occurrences. The games may comprise months, either for themselves or for someone else (for services and content. Besides the core value-creating
storylines and combat situations which, however, is not example, as a gift or paying a fee for friends and family) stakeholders (league organisers, event hosts and esports
prevalent in all titles of the genre teams and players), it includes stakeholders from the
Esports Engagement Maturity
publisher segment, traditional media and online
Baby Boomers Developmental stage of individual esports markets
platforms, and strategic partners. Also, the esports
Respondents age 57+ regarding term and definition awareness, overall reach,
audience is a key stakeholder in the esports ecosystem
meaningful reach, regular reach and commercial
Battle Royale
conversion Esports Term Awareness
In a Battle Royale match, multiple players compete on the
Share of respondents who know the term ‘esports,’
same map, starting with minimal equipment. The object Endemic companies
independent of the ability to define the term correctly
is to be the last remaining player on the map after all Companies whose core products and services are related
other players have been eliminated either by combat or to video gaming and/or esports Esports Genres
by being ‘trapped’ outside a shrinking ‘safe zone’ on the Category of games classified by structure, design and
Esports
map goals of the specific games
This study defines esports as playing computer, mobile
Card Games and console video games on a professional competitive Esports Term Awareness
Collectible Card Games bring classic trading card games level, with teams or individuals playing each other within Share of respondents who are aware of the term
into the digital world, often based on the same rules as leagues or tournaments. Aside from the competitions, ‘esports’, independent of the ability to define the term
the analogue games esports is primarily a spectator product and is watched correctly
by audiences on the internet, on TV and on-site at live
events. Esports are a subcategory of the overall gaming
industry, which includes the active and leisure playing of
video games

Deloitte | Let’s Play! 2022 9


04 | Glossary (2/3)

Esports Titles Game streaming viewer Millennials


Individual game titles in which the competitions are held. Respondents who have watched game-related streaming Respondents aged 25-41
Therefore, in the esports context, they are comparable to content in the last six months
Mini Games
‘disciplines’ in traditional sports.
Generation X Mini Games are small, often simplistic games for casual
Esports viewers Respondents aged 42-56 usage, featuring different gameplay elements
Respondents who have watched professional esports in
Gen Z MOBA / Multiplayer Online Battle Arena
the last six months on the internet, on TV or at a live
Respondents aged 16-24 In MOBA, two teams compete against each other from a
event
home base on different maps with distinct features. The
Hardcore User
Essential video gaming hardware players, who each control a character with specific
Esports viewers who watched esports content at least
Video gaming consoles and Gaming PCs strengths and weaknesses, collaborate as a team to
one hour per day in the last six months
execute their overall strategy. The objective is to destroy
Fighting
Heavy User the opposing team’s home base
In fighting games, two or more players engage in battle,
Esports viewers who watched esports content between 4-
mainly featuring hand-to-hand combat elements NFT / Non-Fungible Token
6 hours per week in the last six months
A non-copyable, non-changeable, and non-subdividable
FPS / First-Person Shooter
Large city digital identification stored on a blockchain, used to verify
FPS games focus on weapon-based combat between
100,000 to 499,999 inhabitants ownership
teams or individuals from a first-person perspective.
There are different matches with distinct goals, for Meaningful Esports Reach Non-endemic companies
example, occupying the home base of the opponent Share of respondents who have watched professional Companies whose core products and services are
esports content at least once in the last six months unrelated to video gaming and/or esports
Game awareness
Share of respondents who know at least one video game Medium-sized town
50,000 to 99,999 inhabitants

Deloitte | Let’s Play! 2022 10


04 | Glossary (3/3)

Non-viewers RTS / Real-Time Strategy Video gaming


Respondents who have never watched professional In RTS games, players develop assets such as Active playing of video games as a leisure activity
esports infrastructure, resources or troops in an attempt to
Video gaming peripherals
outmanoeuvre their opponents
Occasional User Add-on video gaming products such as controllers,
Esports viewers who watched esports content less than Simulation gaming chairs and headsets
once per week in the last six months The Simulation genre aims to closely simulate/copy real-
Video gaming streamer
world activities
Overall Esports Reach Respondents who create an online stream of their own
Share of respondents who have watched professional Small town or rural area video game play
esports content at least once in the past less than 50,000 inhabitants
Video gaming subscription services
Penetration rate Sports Subscription-based offering of video game titles
Reach of a content, product or service within a predefined Sports simulations bring sports into the video gaming
Video game-related streaming / Game-related streaming
market world by either adapting real-world sports in their original
Transmission of video game content within an online
game environment or adapting specific elements of
Racing network. Streamed content relates to free time / leisure
sports in a more abstract setting
Racing games simulate racing competitions based on a video gaming and often contains entertainment elements.
wide variety of vehicles STEM Therefore, it is distinct from esports. People can
Science, Technology, Engineering and Mathematics participate actively (streaming their own play) or passively
Regular Esports Engagement
(watching content generated by other people) and
Share of respondents who have watched professional Very large city
participation is open to every interested person
esports content at least once per week in the last six more than 499,999 inhabitants
months VR
Video gamers
Virtual Reality Device
Regular User Respondents who have played video games in the last six
Esports viewers who watched esports content between 1- months on console, PC, mobile devices or virtual reality
3 hours per week in the last six months devices

Deloitte | Let’s Play! 2022 11


05 | Methodology
25,000 people from 22 global markets were surveyed in August and September 2022 regarding their video gaming and
esports consumption. In addition, 53 European market experts were interviewed

Consumer survey: Expert survey:

Representative survey among ~25,000 Online interviews w/


participants globally 53 market experts
- Teams
- League & Event Hosts
- Further stakeholders

22 global markets 15 European countries


Asia-Pacific
Europe
Middle East
North America
Countries included in the consumer survey
1| Economic situation of
1| Video gaming, esports and teams and event hosts
game streaming consumption
2| Assessment of
current market trends

Deloitte | Let’s Play! 2022 12


06 | Authors of the study

Stefan Ludwig
Partner
Head of Sports Business Group
+49 211 8772 4701
sludwig@deloitte.de

Kim Lachmann
Senior Manager
Sports Business Group
+49 211 8772 3565
klachmann@deloitte.de

Jakob Papenbrock
Senior Consultant
Sports Business Group
+49 211 8772 4054
jpapenbrock@deloitte.de

Deloitte | Let’s Play! 2022 13


07 | Local Office Contacts

James Walton
Partner
Leader, SEA Sports Business Group
+65 6530 8013
jmwalton@deloitte.com

Stephanie Silveira
Manager
SEA Sports Business Group
+65 6800 2817
edsmendoza@deloitte.com

Lim Jia Yean


Assistant Manager
SEA Sports Business Group
+65 6800 2877
jiayelim@deloitte.com

Lee Kai Yang


Senior Executive
SEA Sports Business Group
+65 6216 3317
kailee@deloitte.com

Deloitte | Let’s Play! 2022 14


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11/2022

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