inGAME Company Profile & Indonesia Gaming Market Statistics


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inGAME Company Profile & Indonesia Gaming Market Overview

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inGAME Company Profile & Indonesia Gaming Market Statistics

  1. 1. 2012
  2. 2. Content 1.Company Background and Structure 2.Company Vision, Mission and Value 3.Our People 4.Company Milestones 5.Current Products 6.Past Products 7.Marketing Campaign 8.Online Market Information Private and Confidential - 2012
  3. 3. Company Background (1) inGAME is a brand by PT. Integrasi Nusa Gamindo, newly established in June 2011 and based in Jakarta, Indonesia. The company was started after the acquisition of PT Jaring Interactive Indonesia (GOGAME) assets and management restructuring by 2 major companies which are Infracell Nusatama and Plasma Mobile. Infracell Nusatama, subsidiary company of Udinda Group, is an international family of companies in Indonesia specializing in wireless telecommunications and information technology since 1994. Infracell has several long-standing strategic partnerships with a number of leading corporation worldwide, most notably Ericsson, Motorola, Qualcomm and most recently with Nissho Electronics Japan (subsidiary of Sojitz Group). Plasma Mobile is a prominent mobile content provider in Indonesia since 2002. Plasma, in the past, was the partner of Telkom Indonesia in distributing Valve products such as Counter Strike, Steam, etc. Private and Confidential - 2012
  4. 4. Company Background (2) inGAME strives to provide the Indonesian gaming industry with fresh, innovative and creative approach; brings great games and gives outstanding support to achieve maximum results of customer satisfaction. inGAME, powered by a team of highly experienced professionals that can support, operate and market their products, focuses on online games publishing as well as other IT-related businesses inGAME has previously worked with well-known IP products such as Sanrio products (SanrioTown and Hello Kitty Online) inGAME has the infrastructure that can support the game connection and has directly connected to Indonesia’s largest exchange network which is the OpenIXP/NiCE (National Inter Connection Exchange). Private and Confidential - 2012
  5. 5. Company Background (3) inGAME utilizes Live Gamer Asia (LGA) billing system to introduce inCASH, inGAME’s online currency. inGAME has the best payment coverage in Indonesia with 11 payment channels (Unipin, Spin, Gudang Voucher, I-pay, Smartfren, Game On, Gvoucher, Indomog, Smartfren, OnePay, PayPal and many more to come). inCASH can be easily purchased at cyber cafes, online voucher retailers, mobile phone prepaid top-up agents and convenience stores such as 7-11, Alfamart, Indomaret and Lawson Private and Confidential - 2012
  6. 6. Company Structure UDINDA CAPITAL Founded 1972 Four main business in infrastructure , retails , properties and services PT Infracell Nusatama PT Raba Komunikatama Founded 1994 PT Integrasi Nusa Gamindo Founded 2011 Private and Confidential - 2012 Founded 2002
  7. 7. Company Vision, Mission and Value Vision: To become a prominent online games publisher in Indonesia with best customer service satisfaction level and develop the Indonesian online games market to be a significant market comparable to other major online games market in the world with sustainable growth and professional management Mission:  To make customer trust and satisfaction top priorities  To bring good quality, fresh, innovative, suitable, and up-to-date products  To gain a significant market share in the online game industry  To be a respected and reputable company for its stakeholder  To be a trusted local partner to game developers while providing the most accurate and reliable local market information and knowledge Value:  Adaptability, Reputability and Professionalism  Partnerships and Co-operation Private and Confidential - 2012
  8. 8. Our People (1) Iffan Darmawan graduated with Bachelor Degree in Industrial Engineering from Trisakti University, Indonesia in 1999. Iffan started his entrepreneurship as soon as he completed his college years. After graduating, Iffan established one of the first VOIP providers in Indonesia, PT Primenet. Primenet at the time was also an ISP and Calling Card provider. Through his success at Primenet, Iffan founded PT Raba Komunikatama in 2002, a prominent mobile content provider in Indonesia to date. In 2009, Iffan expanded into the Telecommunication Infrastructure industry through PT Plasma Palma Sinergi and Digital Printing industry with PT Indonesia Dinamika Printing. A year later, PT Reinforce Indonesia was born which specializes in Multimedia and E-learning. With his extensive knowledge and success throughout the years, Iffan also focuses his attention to the education world when he formed Yayasan Kasih Kibar Kreasi Indonesia, an early childhood education school that is committed to develop a strong foundation for children and to prepare them for a higher level of education. In June 2011, Iffan partners with Andryan Gouw to operate PT. Integrasi Nusa Gamindo (inGAME) as he finds that the online games industry in Indonesia, which is only in the early stage of growth, holds potentially lucrative opportunities. As a technopreneur, Iffan enjoys gadgetry and gaming, especially sports game, during his free time. Private and Confidential - 2012
  9. 9. Our People (2) Andryan Gouw is a IT graduate from RMIT University, Australia in 2006. Andryan worked at an IT manufacturing business, TechnoCo Pte Ltd, on a part-time basis as the Network Manager and Operations Engineer until the end of his study. Upon returning to Indonesia in July 2006, Andryan joined HasindoNet, an ISP, as the System and Network Administrator. One year later he became the IT Manager for HasindoNet. Andryan was also responsible to develop Indonesian Gamer/GilaGame (a subsidiary of HasindoNet) from scratch with his colleagues and eventually established Indonesia’s most successful Battlefield 2 and Call of Duty 4 servers and community. Andryan’s entrepreneurship started in 2008 after leaving his position as the System Support Manager at a wireless (GSM) telecommunication vendor, PT Telemedia Mitra Erajaya. He partnered with a successful businessman, Ricky Gunawan, to establish an IT company that focuses on the online game industry in Indonesia, PT Jaring Interactive Indonesia (GOGAME). Andryan was the VP of Business Development and IT in this company. In June 2011, GOGAME was acquired by new investors and renamed as PT Integrasi Nusa Gamindo (inGAME). At inGAME, Andryan acts as the Chief Operating Officer. Andryan is an avid player of online games, from Nexon Corp's Nexia (2001), Ragnarok Online (2003), Ghost Online (2007), and Dream of Mirror Online (2007). Private and Confidential - 2012
  10. 10. Company Milestones (1) Date Milestone Nov 2008 GOGAME founded. 2 April 2009 Launch of SanrioTown Indonesia, the first licensed and localized online web, free email, and video portal. It is a community portal based on famous Sanrio IP from Japan. 1 July 2009 Commercial launch of Hello Kitty Online (HKO). It is a community based MMORPG and HKO Indonesia was the first HKO version to launch in the world, becoming the benchmark for other territories. 31 December 2010 Closure of Sanrio Town Indonesia and Hello Kitty Online (lack of support from developer). 21 February 2011 Commercial launch of Xen Online Indonesia. It is a 2.5D MMORPG from DNC Entertainment, Korea. First MMOG in Indonesia that utilizes server-side Facebook push status for in-game events (level up, job change, etc). 31 May 2011 Closure of Xen online Indonesia (developer failed to fulfill game development plan). 1 June 2011 GOGAME acquisition by new investors. Private and Confidential - 2012
  11. 11. Company Milestones (2) Date Milestone 1 June 2011 inGAME established. 24 October 2011 Closed Beta Test of ShowTime Indonesia. It is the first online karaoke game in Indonesia. 7 November 2011 Open Beta Test of ShowTime Indonesia 1 December 2011 Commercial launch ShowTime Indonesia 9 - 16 April 2012 Closed Beta Test of King of Kings 2 May 2012 Open Beta Test of King of Kings 9 May 2012 Commercial launch of King of Kings Early of January 2013 Planned for commercial launch of 3rd inGAME product. Private and Confidential - 2012
  12. 12. Current Products (1) Private and Confidential - 2012
  13. 13. Current Products (2) Private and Confidential - 2012
  14. 14. Past Products (1) Private and Confidential - 2012
  15. 15. Past Products (2) Private and Confidential - 2012
  16. 16. Past Products (3) Private and Confidential - 2012
  17. 17. Events and Promotional Activities (1) Extensive events and roadshow for current products on-hands through Internet Games Room, Shopping Malls, Schools and Campuses Jakarta Fair 2012 (One month Exhibition) Private and Confidential - 2012
  18. 18. Events and Promotional Activities (2) Coaching Clinic Events Private and Confidential - 2012
  19. 19. Events and Promotional Activities (3) • inGAME has done partnership with Smartfren, a national telecommunication provider. This partnership yields a co-branded product of Smartfren (ShowTime edition of Mobile Broadband USB modems) Front Private and Confidential - 2012 Back
  20. 20. Events and Promotional Activities (4) Press Conference for ShowTime Indonesia and King of Kings & Exhibition for ShowTime Indonesia Inviting 31 media partners both from game and non-game media such as Gamezine, GameStation, Hotgame, Omega, Okezone,, Detik, and Kompas Press Conf : 26th October 2011 ShowTime Exhibition : 24 – 30 October 2011 Private and Confidential - 2012
  21. 21. Events and Promotional Activities (5) Cosplay Exhibition Campus Private and Confidential - 2012 School Shopping Mall
  22. 22. Events and Promotional Activities (6) Merchandise - Poster - Brochure - Paper Bag - Notepad - Pen - DVD Installer - Microphone - Invitation voucher - T-shirt - Plastic Fan - Recycle bag Distribution of DVD Installer through partners Private and Confidential - 2012
  23. 23. Events and Promotional Activities (7) inGAME vouchers and Invitation Vouchers inGAME is the first online game publisher in Indonesia to issue and distribute invitation vouchers in place of brochures as a marketing tool, that can be redeemed by players at the appropriate games. Private and Confidential - 2012
  24. 24. Events and Promotional Activities (8) Merchandise Private and Confidential - 2012
  25. 25. ONLINE MARKET INFORMATION Private and Confidential - 2012
  26. 26. Indonesian Market Overview (1) • • • • Population: 248 million – July 2011 est. (1) Very lucrative and growing market – 12% of its population is internet users and the number will increase up to three times by 2015 (Research by Boston Consulting Group) (2) – 63% out of current 30 million internet users in Indonesia are accessing internet through wireless and mobile broadband. (2) – The most fastest growing online market in SEA country in the form of Internet access. (2) (5) (6) – 4th largest Facebook users in the world (2012): ~ 45 million users (3) – 5th in the world for Twitter reach (2012): ~ 19.5million users (11) – 6.6 million users are accessing internet through smartphones (2) – Cellphone users: 180 million users (4) Overseas regional publishers and even Korean developers have ventured into the Indonesian market since late 2009 With significant growth in infrastructure, the Indonesian market is ready for the expansion of online content, especially gaming. Private and Confidential - 2012
  27. 27. Indonesian Market Overview (2) • A small number of Credit Card holders and transactions (7) Year 72 Trillion 11 million 107 Trillion 2009 12 million 136 Trillion 2010 13 million 163 Trillion 2011 • 9 million 2008 • Transactions (IDR) 2007 • No of Credit Card Holders 14 million 182 Trillion No of credit cards issued by end of 2011 is 14.7 million credit cards for 7.5 million credit card holders. It means that by average, one credit card holder owns 2 credit cards, but mostly owns 7 credit cards (8) Strong reaction towards online transaction with 17 % of E-bay transactions are coming from Indonesia (9) 6.6 million ATM/Debit transaction a day for 61 million ATM/debit cards amounted to IDR 7 Trillion a day (10) Private and Confidential - 2012
  28. 28. Internet Users Growth (1) “Almost half of all Indonesian Internet users access the net via their mobile phones and this number is set to increase, as a more significant amount intend to use this device to get online in the next 12 months, according to a report released today by global insights and measurement company, Nielsen” - 11 July 2011 (11) • Internet users in Indonesia have been growing tremendously in the past 12 years, from 512,000 users in 1998 to 45 million expected users in 2011 (1) (2) (3) (4) (5) • The government has pledged to lower the cost of internet between 20 and 40 percent in 2008 to boost the number of users(6) • Estimated internet users in 2015 for Brazil, Rusia, India, China, and Indonesia is 1.2 billion users(7) Private and Confidential - 2012
  29. 29. Internet Users Growth (2) Internet Users in Indonesia (1998 - 2012) 120,000 110,000 100,000 90,000 80,000 70,000 60,000 Internet User ('000) 50,000 40,000 30,000 20,000 10,000 0 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 Source: Private and Confidential - 2012
  30. 30. Internet Users Growth (3) • Internet and mobile-phone subscriptions’ growing rate, based on two largest telecommunication providers in Indonesia, are showing a very promising future for telecommunication Industry and online businesses especially gaming and entertainment industry. (8) (9) (10) Broadband Internet Subscriptions Year Telkom Indonesia TelkomSpeedy 1,410,000 2,100,000 48.94% 2010 2011 % Growth Year 2010 2011 % Growth Telkomsel 88,320,000 102,300,000 15.83% T-Flash 2,970,000 5,190,000 74.75% Mobile Phone Subscribers Telkom Indonesia Flexi Blackberry Service 15,900,000 456,000 18,740,000 2,190,000 17.86% 380.26% Private and Confidential - 2012 Indosat (3.5G) 427,100 751,900 76.05% Indosat 2,810,000 3,780,000 34.52%
  31. 31. Internet Users Growth (4) 3,000,000 2,500,000 Subscription Users are moving toward fixed broadband 2,000,000 1,500,000 Fixed Broadband Subscription Fixed Internet Subscription 1,000,000 500,000 0 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Source: Private and Confidential - 2012
  32. 32. Internet Infrastructure Growth (1) Significant growth of Internet infrastructure by looking at the infrastructure expansion of PT Telkom Indonesia, the state-owned telecommunication provider through nationwide TelkomSpeedy ADSL, and PT First Media Tbk., leader in cable television and Internet infrastructure (FastNet), as prominent Internet Service Providers that provide high speed internet access (1)(2) In 2009 – Digital infrastructure (network) development all through Greater Jakarta, reaching 500,000 home-pass these days – Devotion in delivering prominent Cable TV and Broadband services – July 2009: secured the Government’s tender project to develop Broadband Wireless Access (BWA) undertaking, or the so-called WiMAX – Sept 2009: Internet subscribers of FastNet reached 145K In 2010 – June 2010: First Media soft launched its new WiMAX service “Sitra”. – End of 2010: more than 2,000 users have tested the 3 Mbps WiMAX speed Connection. Private and Confidential - 2012
  33. 33. Internet Infrastructure Growth (2) • • • PT. Citra Sari Makmur (“CSM”), a telecommunication services provider, offered to make broadband Internet accessible to more people by building a large-scale Mobile WiMAX 16e network beginning with Indonesia’s capital city Jakarta along with Bogor, Depok, Tanggerang and Bekasi. From 2010 adding coverage in Bandung, Surabaya and other major Indonesian cities, with scalability to grow the network to cover the larger part of Indonesia. CSM anticipates one million subscribers by 2012 (3) June 2011; PT Indosat Tbk updated its internet infrastructure and offered HSPA+ service that increase the ability to provide faster internet connection up to 42Mbps in Jakarta and Surabaya (4) August 2011; PT Telekomunikasi Indonesia Tbk (TLKM) through its internet broadband service, Speedy, offered up to 100 Gbps bandwidth for its 2.1 million users (400 thousands additional users compared to end of 2010 data). It will increase the broadband remote access capacity in Jakarta, West Java, Batam, Semarang, Medan and Pontianak and increase its targeted capacity up to 220 Gbps. (5) Private and Confidential - 2012
  34. 34. Online Gamers Information • 2007: 4 million online gamers in Indonesia(1) • 2009: 7.5 million online gamers(2) • Demographic:  Age group: 17-24 years old(3)  60% male gamers and 40% female gamers(4)  Spends about 2 hours/day to play(1) • User growth of 33% every year(5) • Market growth about 25% each year, due to improvement in buying power and widespread game distribution(6) Private and Confidential - 2012
  35. 35. Online Market Summary IGR vs Home Usage The cybercafe market in Indonesia has seen several boom and bust periods starting from the year 1999 until today. In the year 2001, the cybercafe market evolved to become more than just providing Internet access rental but also LAN gaming. Online game (only Nexon Corp's Nexia) at the time was a luxury, because broadband Internet access was very expensive. When Ragnarok Online entered the market in 2003, online game centers (IGRs) were more common and most cybercafes have transformed to become online game centers as well. For the past few years, along with Internet infrastructure growth in major cities in Indonesia, residential Internet users have increased significantly. Many old IGRs have closed down and those which remain to exist today in these cities are usually luxurious or small/home-operated ones. However, we can still find IGRs in almost every corner of cities across Indonesia. Private and Confidential - 2012
  36. 36. Thank You! inGAME Kantor Taman E3.3 Unit B2 Kawasan Mega Kuningan Jakarta Selatan 12950 INDONESIA
  37. 37. Indonesian Market (Footnotes) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. uperseds_Japan
  38. 38. Internet Users Growth (Footnotes) 1. 2. 3. dnews/951850/idkanal/328 4. - 9 June 2010 5. 6. - 21 July 2011 7. 8. 9. 10. 11.
  39. 39. Internet Infrastructure Growth (Footnotes) 1. webservice/08061/file/financial_report/eng/E_AR_2010.pdf+/search?hl%3Den%26safe%3Do scriber%2B 2. webservice/08061/file/announcement/eng/E_Ann_20091204.pdf+firstmedia+subscriber+pu blic+expose&hl=en 3. nesia_success_story.pdf 4. 5.
  40. 40. Online Gamers Information (Footnotes) 1( ews/799616/idkanal/317) 2( ama.dari.Jepang ) 3( 4(,8599,2024773,00.html) 5 ( 6(