The Indonesian Gaming Market

This site is a portal to direct teachers and students to educational resources. Please ensure you read copyright statements for individual resources and understand the terms and conditions for any resource you intend to use. For support or guidance, please contact See the SmartCopying site for further information on using copyright materials for online learning.

The term is not very appropriate to Indonesian context as it would make them defensive. As relationship is of the utmost importance in a collective culture, like Indonesia, using such a harsh term would put participants in the defensive. Therefore, we decide to moderate the term as ‘problems with family or friends’. The item is aimed to tap on the problem that often arises due to excessive online situs slot online game use. Qualitative data showed that sleep deprivation is the strongest indicator of excessive online game use.

Sundanese is also widely spoken on Java and is used by more than 27 million people on the island (almost 15% of Indonesia’s population). Some newspapers and other literature are published in Sundanese. It is predicted that by 2025, 89.2% of Indonesians will own smartphones. The number of smartphone users in rural areas has also grown, increasing from 47.3% in 2015 to around 55% in 2019. In January 2021, Indonesia had 202.6 million internet users in total. From 2020 to 2021, the number of internet users in Indonesia increased by 27 million (+16%).

Most of the new titles created are targeted towards the PC or the mobile market, with only a single game released for the PlayStation 4 in recent times and none for the other major consoles. Lyto, which publishes foreign MMOs such as Ragnarok Online and Crossfire, was the largest local developer in terms of revenue according to Euromonitor. Learn the Indonesian language in a structured and organized way.

However, it contributed only 1.8% to the domestic market according to Anton Soeharyo, chief executive of local developer TouchTen. Director-general of informatics application Semuel Abrijani Pangerapan from the Ministry of Communication and Informatics gave a different figure, at 10 per cent market share in 2016. Online games has swiftly become a popular source of entertainment for all ages, particularly among young people. It is becoming a regular source of entertainment globally, spreading in conjunction with the constant improvement of internet access.

Descriptive results of the online game behaviour on the validation sample. The Indonesian quiz below would be a great way for you to test what you have practiced earlier with our Vocabulary Trainer. Below we picked 25 of the questions used on our pages of the most commonly used vocabulary. You will be able to see your score at the end of the quiz, as well as a green check mark next to the correct answers. If you did not get a perfect score, try to change your choices until you get a perfect score. The gaming industry grew 4.47 per cent in 2020, second only to television and radio, as more people turned to home entertainment amid social restrictions enforced to curb Covid-19.

Similar Posts

Leave a Reply

Your email address will not be published. Required fields are marked *