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Mobile Games Trend in Indonesia 2017

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The report will show you the behavior of people in Indonesia on mobile games.

Published in: Mobile
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Mobile Games Trend in Indonesia 2017

  1. 1. Mobile Games Trend in Indonesia 2017 Behavior of Mobile Games Usage Date: August 2017
  2. 2. 2 HIGHLIGHTS General Information Gadgets Owned Behavior Mobile Games Purchase Future Intention Information Source 2
  3. 3. 3 RESEARCH DESIGN 2 Research Method : Online Research Data Collecting Period : July, 13rd – 20th 2017 Research Area : Nationwide – Indonesia Respondent Characteristics : Male & Female 17+ years old All Social Class Those who enjoy their free time playing mobile games Sample Size : 518 samples
  4. 4. 4 General Information
  5. 5. n Sample : 518 Gender 39% 61% Monthly Household Outcome 1.2% 4.2% 15.3% 16.2% 24.7% 13.7% 6.9% 5.6% 3.5% 1.5% 3.7% 3.5% 0.0% 5.0% 10.0% 15.0% 20.0% 25.0% 30.0% Dibawah Rp 500.000 Rp 500.000 - Rp 1.000.000 Rp. 1.000.001 - Rp. 2.000.000 Rp. 2.000.001 - Rp. 3.000.000 Rp. 3.000.001 - Rp. 4.000.000 Rp. 4.000.001 - Rp. 5.000.000 Rp. 5.000.001 - Rp. 6.000.000 Rp. 6.000.001 - Rp. 7.000.000 Rp. 7.000.001 - Rp. 8.000.000 Rp. 8.000.001 - Rp. 9.000.000 Rp. 9.000.001 - Rp. 10.000.000 Diatas Rp. 10.000.000 4
  6. 6. Age Group n Sample : 518 Jobs 6.9% 25.7% 23.2% 21.2% 14.5% 6.2% 2.3% 17 - 20 tahun 21 - 24 tahun 25 - 29 tahun 30 -34 tahun 35 - 39 tahun 40 - 49 tahun Diatas 50 tahun 0.6% 0.6% 1.7% 2.5% 4.1% 4.6% 6.4% 10.2% 10.4% 11.4% 47.5% Private employees Profesionals Entrepreneur Students Freelance Government employees Housewife State-owned Enterprises employees Unemployed Retired Others 5
  7. 7. 7 Gadgets Owned
  8. 8. n Sample : 518 8 99.6% 76.1% 55.0% 51.2% 37.5% 21.8% 20.7% 19.1% 1.2% Smartphone Laptop PlayStation Tablets TV Camera Xbox Nintendo Wii Others 3.7% - iOS 96.3% - Android Based on the research, we can see that almost all of them (99,6%) have a smartphone with Android as the operating system accounted for 96,3% while iOS has only 3,7% users. It might be caused by the price of the phone; Apple could be considered as a high-class brand with its target (middle to high class) while Android has a lot of price range. We can also conclude that smartphone become a basic necessity in their life compared to other gadgets, followed by laptop, playstation, tablets, TV, camera, Xbox, Nintendo Wii, and others.
  9. 9. 9 Behavior
  10. 10. n Sample : 518 10 Sleep, 65.4% Traveling, 83.4% Playing Games, 100.0% Others, 17.0% ACTIVITIES ON SPARE TIME Based on the research joined by 518 respondents, it was found that all of them liked to play games on their free time. This might be caused by the practical utilization to enjoy their leisure time effortlessly as 99.6% of them has smartphone
  11. 11. n Sample : 518 11 6.4% 21.0% 22.0% 50.6% Sometimes 1 - 3 times/week 4 - 6 times/week Everyday FREQUENCY OF GAMING 10 - 20 minutes, 15.6% 20 - 30 minutes, 34.0%30 - 60 minutes, 27.6% More than an hour, 22.8% DURATION OF GAMING Playing games has become a hobby for 50.6% of them, as they could do it everyday around 20 – 30 minutes per game. It might be caused by their game itself, particularly the one that need commitment or continuous action or else the player won’t get the benefits, or simply they loved to kill time with games.
  12. 12. 12 Mobile Games
  13. 13. n Sample : 518 13 57.7% 54.2% 49.4% 45.0% 41.3% 40.7% 38.2% 29.0% 27.4% 26.4% 22.6% 20.5% 1.5% Strategy Adventure Action Puzzle Sports Arcade Simulations Role-Playing Card Educational Casino Board Lainnya FAVORITED GENRE OF GAMES Strategy, Adventure, Action, Puzzle, and Sports are the top 5 for The Most Favorited Genre of Games. It can be said that the respondents loved challenging games, either it has many levels with various stage of difficulty or games that need nimble action.
  14. 14. n Sample : 518 14 POPULAR MOBILE GAMES 72.2% 67.6% 67.4% 62.2% 61.4% 52.7% 50.2% 45.6% 45.2% 42.9% 20.8% 4.2% Clash of Clans Candy Crush Plants vs Zombies Pokemon GO Fruit Ninja Subway Surfers Temple Run Flappy Bird Mobile Legends Minecraft Crossy Road Lainnya (sebutkan) DOWNLOADED MOBILE GAMES 47.5% 33.8% 43.8% 36.7% 47.7%
  15. 15. n Sample : 518 15 Most Frequently Played Games CoC, Candy Crush, and Plants vs Zombies are the Top 3 Games for the most popular, downloaded, and also frequently played. Those 3 games are categorized as Strategy, Puzzle, and Strategy game respectively. The similarity between the 3 of them is they have multiple stages with various difficulty so people don’t get bored easily as they have to keep thinking for new strategy in order to win the game. The 4th most played games is Mobile Legends, while the 4th most downloaded is Fruit Ninja. Again, games with strategic-thinking is winning from Arcade games. 22.8% 20.3% 11.8% 11.0% 7.1% 6.6% 5.0% 4.8% 4.1% 3.5% 1.7% 1.4% Clash of Clans Candy Crush Plants vs Zombies Mobile Legends Subway Surfers Fruit Ninja Temple Run Pokemon GO Minecraft Lainnya (sebutkan) Flappy Bird Crossy Road
  16. 16. 16 Purchase
  17. 17. 17 n Sample : 518 PRICE OF MOST FREQUENTLY PLAYED GAMES FREE, 56.2% Rp 3000 - Rp 15000, 17.6% Rp 15001 - Rp 45000, 14.9% Rp 46000 - Rp 75000, 7.3% Diatas Rp Rp 75000, 4.1% The Top 5 Most Frequently Played Games are CoC, Candy Crush, Plants vs Zombies, and Subway Surfers, and they are all free games so the result on money spent to buy mobile games is dominated by 0 rupiah.
  18. 18. 18 n Sample : 518 Even though the games is free, 63.5% of respondents confessed that they’ve ever bought virtual goods for games through the app itself (in-app purchase) and 64% of them paid it with phone credit. This might be caused by the easiness to buy phone credit, as they don’t have to buy vouchers or make a credit cards first. 63.5% 36.5% Yes No EVER DID IN-APP PURCHASE Phone Credit, 64.1% Playstore/ Appstore Vouchers, 23.7% Credit Cards, 9.4% PURCHASING METHODS
  19. 19. 19 Future Intention
  20. 20. 20 n Sample : 518 The research found that the most important thing for games is interesting storyline as they choose it for the feature on games they wanted to play in the future. 69.1% 68.5% 67.0% 60.6% 55.6% 1.4% Interesting storyline Great graphics Many levels Less memory used Responsive Others
  21. 21. 21 Information Source
  22. 22. 22 n Sample : 518 71.0% 67.4% 53.7% 37.3% 26.3% 1.0% Seller recommendation Friends/family Social media advertisement Mobile games advertisement News sites advertisement Others According to the research, most people knew a new game from recommendation; The Seller and Relatives. They also aware of new games through advertisement on social media, mobile games, and news sites.
  23. 23. PT. Nusaresearch is a 100% Japanese investment. Our main professions are ‘Online market research’, ‘Web creative’ and ‘Web marketing’. Online research is conducted based on Nusaresearch – our actively managed over 100,000 members panel with various segmentations across Indonesia. FOR FURTHER INQUIRIES, PLEASE CONTACT: PT. Nusaresearch » Address: 21H Grand Slipi Tower, Jl. S. Parman Kav. 22-24, Slipi, Jakarta Barat, Indonesia 11480 » Office phone: (+6221) 29 022 227 Fax: (+ 6221) 29 022 365 » Email: info@nusaresearch.com » Website: http://nusaresearch.com/ The copyright of this report belongs to PT. Nusaresearch Company. The results (analyzing, wording, data, tables and graphs) of this survey can be publicly used, but must be cited and sourced from PT. Nusaresearch Company (also include its website address http://nusaresearch.com).

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