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Video games in Indonesia

overview about video gaming in Indonesia

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General referenceInterpretive dossier study · Crown Archives visual atlas
Record originEnglish Wikipedia
Text licenseCC BY-SA 4.0
Source revisionJul 10, 2026
Entity authorityQ55637105 ↗
Source-derived summary

Video gaming in Indonesia is a growing sector, holding the 16th largest market in the world and about half of the Southeast Asian market in 2017. Over 40 million people in the country are active gamers, with mobile gaming being the dominant sector in terms of revenue. The development of video games in the country began with imported consoles and arcade centres, prior to developments of online gameplay in PC games and increasing prevalence of the internet cafés. Mobile games only began gaining importance as smartphones were introduced.

The Indonesian video game industry contributed about US$1.1 billion to the national economy in 2015, despite only earning a small fraction of the local gaming revenues. Video game piracy is also prevalent across the country, making up the majority of installed games.

History

Development of video games in Indonesia began in the mid-1980s through imported video game consoles such as the SNES, Sega Mega Drive/Genesis, PlayStation and Xbox. Arcade centres also appeared, including major chains Timezone which started in Indonesia at 1995 and Amazone which was established in 2001. Local entertainment chains such as Funworld which was established in 1983, have also began introducing Arcade machines and games as a part of their brand expansion. According to a designer from Namco Bandai, 1,000 of the 1,500 arcade machines distributed in Asia Pacific operated in Indonesia.

Editorial summary

The public source identifies “Video games in Indonesia” as overview about video gaming in Indonesia. This brief keeps that definition visible, then builds a research path around Video, games and Indonesia.

Editorial reviewA dependable orientation record for establishing vocabulary, names and a first evidence trail. The current lead gives the account dated anchors—2017, 2015, 1995, 2001—that can be checked directly. The selected authority fields contribute no independent date. Its value is orientation rather than verdict, with Video, games and Indonesia providing the first useful test.
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Why this record matters

A short description can identify a subject without explaining its stakes. For “Video games in Indonesia”, the useful work is to connect “overview about video gaming in Indonesia” to the records capable of establishing context and consequence.

Evidence profile

Vocabulary and entity names are the principal evidence signals here, because they determine the precision of every later search. The source revision retrieved here is dated Jul 10, 2026. The linked authority identifier is Q55637105. None of the 0 selected statements returned an explicit reference. The first chronological checks are 2017, 2015, 1995 and 2001.

Critical limits

The absence of detail may reflect summary conventions rather than a lack of surviving documentation. The lead is largely declarative, so disagreement and counter-evidence require a deliberate search beyond the opening account. Authority statements aid reconciliation but still require their own references, qualifiers and ranks to be checked.

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Use the entry as an orientation point, then follow its citations and revision history. Names, dates and institutional relationships should be checked against the original record.

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  2. Expand the search: follow Video games in Indonesia primary sources, Video games in Indonesia archive and Video research across catalogues and specialist indexes.
  3. Test the account: compare the strongest cited source with the responsible institution’s current record and note any disagreement.

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Source & attribution

This entry incorporates text from “Video games in Indonesia” on English Wikipedia. Contributors are listed in the page history. Text is available under the Creative Commons Attribution-ShareAlike 4.0 License. Selected authority identifiers and statements are retrieved from Wikidata under CC0; their references and qualifiers remain part of the verification path.