The document discusses creative economy and digital opportunities in Indonesia. Some key points:
1. Creative economy is defined as industries based on creativity, skills, talents and cultural heritage that create high economic value and employment. Creative industries in Indonesia contributed 7% to the national economy in 2013.
2. Indonesia has opportunities in the digital era due to its large population, growing middle class, high mobile and internet penetration. The digital market and creative industries are growing rapidly.
3. Challenges include developing local digital content and applications to capitalize on the growing market, as well as shifting business models to adapt to technological changes.
4. The Ministry of Tourism and Creative Economy is developing programs like digital creative centers
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The document summarizes artificial intelligence startups and funding in Southeast Asia. It lists the top 11 AI startups in Indonesia, Singapore, and Hong Kong, including the company name, application, city, and amount of funding received. It discusses how some startups are using AI and non-traditional data sources for applications like credit scoring, travel recommendations, and e-commerce product recommendations. The total funding for AI companies in Singapore surpassed larger markets like Germany.
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Tracxn - Monthly Report - Indonesia Tech - Sep 2021Tracxn
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Tracxn Mobile FinTech Startup Landscape June 2015Tracxn
With over $2.3B invested in the last 5 years, the Mobile Fintech sector is all the rage right now. Square, Monitise, Obopay, Revel System & iZettle have more than $1B in total funding. Activity in this sector is still high with 2015 having already witnessed seven $10M+ rounds and five acquisitions. This activity is likely to grow with of the increased usage of mobile payments and the further unbundling of bank services. VC firms have shown significant interest as well, with NEA, Sequoia Capital, Google Ventures, Andreessen Horowitz and SV Angel making multiple investments.
We have tracked 350+ startups in the Mobile Fintech space.
Interesting insights from the report:
- Of the 470+ startups, 250 were founded in 2013 and 2014.
- Last 1.5 years have seen $1.5B funding.
- mPOS and White label wallets companies have received $400M funding in the last one year.
The document provides an overview of the mobile payments sector, including notable companies and funding. It discusses various business models in mobile payments such as carrier billing, mobile wallets, mobile point of sale (mPOS) solutions including card readers and scanners, and technology providers. Square, Boku, iZettle, and PayPal Here are mentioned as some of the largest mPOS companies. Over $1.8 billion has been invested in the mobile payments sector with about 40 deals in the last 12 months.
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The document summarizes artificial intelligence startups and funding in Southeast Asia. It lists the top 11 AI startups in Indonesia, Singapore, and Hong Kong, including the company name, application, city, and amount of funding received. It discusses how some startups are using AI and non-traditional data sources for applications like credit scoring, travel recommendations, and e-commerce product recommendations. The total funding for AI companies in Singapore surpassed larger markets like Germany.
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Subscribe for free https://rb.gy/3yuosu to access reports on your Geography of interest , every month !
Tracxn - Monthly Report - Indonesia Tech - Sep 2021Tracxn
Check out @Tracxn's #curated latest #startup activity in #Tech rebrand.ly/jh9loss
Subscribe for free https://rb.gy/3yuosu to access reports on your #Geography of interest, every month!
Tracxn Mobile FinTech Startup Landscape June 2015Tracxn
With over $2.3B invested in the last 5 years, the Mobile Fintech sector is all the rage right now. Square, Monitise, Obopay, Revel System & iZettle have more than $1B in total funding. Activity in this sector is still high with 2015 having already witnessed seven $10M+ rounds and five acquisitions. This activity is likely to grow with of the increased usage of mobile payments and the further unbundling of bank services. VC firms have shown significant interest as well, with NEA, Sequoia Capital, Google Ventures, Andreessen Horowitz and SV Angel making multiple investments.
We have tracked 350+ startups in the Mobile Fintech space.
Interesting insights from the report:
- Of the 470+ startups, 250 were founded in 2013 and 2014.
- Last 1.5 years have seen $1.5B funding.
- mPOS and White label wallets companies have received $400M funding in the last one year.
The document provides an overview of the mobile payments sector, including notable companies and funding. It discusses various business models in mobile payments such as carrier billing, mobile wallets, mobile point of sale (mPOS) solutions including card readers and scanners, and technology providers. Square, Boku, iZettle, and PayPal Here are mentioned as some of the largest mPOS companies. Over $1.8 billion has been invested in the mobile payments sector with about 40 deals in the last 12 months.
- The document is a monthly report on Finland Tech from Tracxn for July 2021.
- It provides an overview of investment trends in Finland Tech for the month, including a $2.4M seed funding round for Loupedeck.
- Additional sections summarize recent acquisitions in the sector, top funded business models over the last year, new investors, and news highlights.
Tracxn Online Rental Startup Landscape - July 2015Tracxn
Scope: This report covers companies providing and enabling online rental of products to consumers as well as businesses.
We have analysed 300+ Start-up companies (94 Funded and 233 Unfunded) from Horizontal, Transport, Fashion, Adventure, Camera, Books, Gaming and Video, Tools, Furniture, Heavy Equip., Healthcare Equip. & Other sectors. Pley (Online rental for toys), The Black Tux (Online rental for tuxedos) and eHi Car Rental experienced notable investments in last six months.
Top investors such as 500 Startups, Y Combinator, FundersClub and others have shown proclivity towards Fashion and Transport sector. Reocar, Yongche, Chegg, RentTheRunway, Pley, TheBlackTux, iCarsclub, RelayRides, FlightCar and eHI have a combined funding of $500 million +
Interesting Insights:
- Over $1B invested in last 5 years, with ~ $200M invested in H1 2015.
- Transport and fashion are the most funded sectors while ~ $1B invested since 2012.
- Transport - 21 investments worth ~ $300M and Fashion - 10 investments worth ~ $90M.
- 2014 - H1 2015 has seen 59 rounds of funding.
TRACXN
Building the largest team of Analysts tracking startups globally for Venture Capital Funds
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Tracxn FinTech SEA Startup Landscape, July 2016Tracxn
Our FinTech SouthEast Asia Report covers FinTech trends and investments in Singapore, Indonesia, Malaysia, Thailand, Philippines, and Vietnam, with exhaustive Q&A’s with the leadership team at East Ventures and Lenddo.
The document is a report on artificial intelligence that was sponsored by an applied artificial intelligence conference, it provides an overview of key milestone events and funding trends in the artificial intelligence sector with a focus on infrastructure companies and applications. Over $1 billion has been invested in AI infrastructure startups since 2010 and over $7.5 billion invested in AI applications startups, with notable investments in 2016 including $30 million for Persado and $27 million for Globality.
This document discusses the growth of startups in Indonesia from 2010 to the present. It notes that in 2010, Indonesia had 22 million internet users but small internet penetration, while today it has over 80 million users and mobile internet is fueling growth. The number of active startups in Indonesia has grown to over 890, with many diaspora and returnees starting companies. Venture capital investment in Indonesian tech startups has increased from just 3 deals in 2010 to over 99 deals in 2014. The document predicts that mobile/social will drive new distribution models and that software will continue "eating the world", including in industries like ad-tech, education, finance, and government in Indonesia. It argues Indonesia is well positioned to
Thailand is transforming its economy to embrace both industry and the digital sector. The government is establishing a Ministry of Digital Economy and Society and developing a digital economy framework focused on digital commerce, entrepreneurship, innovation, and content. This includes improving infrastructure like broadband networks and data centers. The government is also supporting the growing startup ecosystem and innovative workforce to position Thailand as a digital hub in ASEAN.
Tracxn Research — IoT Infrastructure Landscape, December 2016Tracxn
Twenty acquisition deals reported in the sector. Cisco’s acquisition of Jasper Networks for $1.4B is one of the biggest buyouts in the sector till date.
Japan is reaching its major turning point. The increasing need for medical care and nursing is evident due to the rapidly aging population. According to the estimates, the number of 65+ year-olds increases about 7.09 million over 15 years (from 2010 to 2025) and the ratio of the aged to the total population surges from 23% to 30%.
BootstrapLabs - Tracxn Report - artificial intelligence for the Applied Arti...BootstrapLabs
This report covers companies that provide the infrastructure for creating Artificial Intelligence. These Infrastructure companies include those working on Machine Learning, Deep Learning based platforms, libraries. Some of theses companies also provide platforms for Natural Language Processing and Visual Recognition. In the Applications section, the report covers companies leveraging AI techniques to build applications tailored for end use in Enterprise, Industry & Consumer sectors.
Over $1B has been invested in AI-Infrastructure startups since 2010 with ¬$340M being invested in 2015. Over $7.5B has been invested in AI-Applications startups since 2010 with $2.3B being invested in 2015.
A report about Fintech Indonesia and all Fintech Statups in Indonesia powered by www.Fintechnews.sg/Indonesia. Also Check Out the Facebook Page: https://www.facebook.com/Fintech-Indonesia-177477972669098/
Tracxn Insurance Tech Landscape June 2016 ReportTracxn
Business models like Internet first insurers, enablers, distribution platforms, and P2P insurance, all have seen an uptick in number of companies founded.
Financial technology (FinTech) uses software to provide financial services and disrupt incumbent financial systems. In Indonesia, the FinTech ecosystem is growing as the population of 255.5 million includes a large middle class of 88 million, though only 36% of the population owns bank accounts. The market is ripe for FinTech innovation with 83.6 million internet users and 85% of the population using cellular networks, while only 2% of the population are entrepreneurs.
Global Corporate Venturing Corporate Venture Investment in Artificial Intelli...Jessica Straus
The document discusses corporate venture capital (CVC) investments in artificial intelligence (AI) startups. It notes that while the number of CVC-backed AI deals grew until 2014, the trend slowed in 2015. However, the capital committed to AI deals has continued to rise, with fewer but larger deals. The top categories receiving CVC investments are machine learning, speech technology, and virtual personal assistants. The top 10 deals by funding size are also listed. Finally, the top corporate VC investors in AI and some of their portfolio companies/investments are outlined.
Tracxn Wind Energy Landscape Report July 2016Tracxn
The top business models are built around power generation (Greenko Group, ReNew Power Ventures), manufacturing (Clipper Wind, Suzlon), and service providers (SITAC Renewable energy, PNE Wind).
Daniel Kan was the co-founder and executive of NxtCon from September 2011 to January 2013. He then worked as an executive at Appetizely from January 2013 to August 2013. In January 2014, Kan started his own company Exec Errands which provided services like cleaning for a flat $25/hr fee. The document also contains brief statements about not being able to teach people new things, that people are irrational so one should test things on them, and to do what you love.
- The document is a monthly report on Finland Tech from Tracxn for July 2021.
- It provides an overview of investment trends in Finland Tech for the month, including a $2.4M seed funding round for Loupedeck.
- Additional sections summarize recent acquisitions in the sector, top funded business models over the last year, new investors, and news highlights.
Tracxn Online Rental Startup Landscape - July 2015Tracxn
Scope: This report covers companies providing and enabling online rental of products to consumers as well as businesses.
We have analysed 300+ Start-up companies (94 Funded and 233 Unfunded) from Horizontal, Transport, Fashion, Adventure, Camera, Books, Gaming and Video, Tools, Furniture, Heavy Equip., Healthcare Equip. & Other sectors. Pley (Online rental for toys), The Black Tux (Online rental for tuxedos) and eHi Car Rental experienced notable investments in last six months.
Top investors such as 500 Startups, Y Combinator, FundersClub and others have shown proclivity towards Fashion and Transport sector. Reocar, Yongche, Chegg, RentTheRunway, Pley, TheBlackTux, iCarsclub, RelayRides, FlightCar and eHI have a combined funding of $500 million +
Interesting Insights:
- Over $1B invested in last 5 years, with ~ $200M invested in H1 2015.
- Transport and fashion are the most funded sectors while ~ $1B invested since 2012.
- Transport - 21 investments worth ~ $300M and Fashion - 10 investments worth ~ $90M.
- 2014 - H1 2015 has seen 59 rounds of funding.
TRACXN
Building the largest team of Analysts tracking startups globally for Venture Capital Funds
www.tracxn.com
hi@tracxn.com
Tracxn FinTech SEA Startup Landscape, July 2016Tracxn
Our FinTech SouthEast Asia Report covers FinTech trends and investments in Singapore, Indonesia, Malaysia, Thailand, Philippines, and Vietnam, with exhaustive Q&A’s with the leadership team at East Ventures and Lenddo.
The document is a report on artificial intelligence that was sponsored by an applied artificial intelligence conference, it provides an overview of key milestone events and funding trends in the artificial intelligence sector with a focus on infrastructure companies and applications. Over $1 billion has been invested in AI infrastructure startups since 2010 and over $7.5 billion invested in AI applications startups, with notable investments in 2016 including $30 million for Persado and $27 million for Globality.
This document discusses the growth of startups in Indonesia from 2010 to the present. It notes that in 2010, Indonesia had 22 million internet users but small internet penetration, while today it has over 80 million users and mobile internet is fueling growth. The number of active startups in Indonesia has grown to over 890, with many diaspora and returnees starting companies. Venture capital investment in Indonesian tech startups has increased from just 3 deals in 2010 to over 99 deals in 2014. The document predicts that mobile/social will drive new distribution models and that software will continue "eating the world", including in industries like ad-tech, education, finance, and government in Indonesia. It argues Indonesia is well positioned to
Thailand is transforming its economy to embrace both industry and the digital sector. The government is establishing a Ministry of Digital Economy and Society and developing a digital economy framework focused on digital commerce, entrepreneurship, innovation, and content. This includes improving infrastructure like broadband networks and data centers. The government is also supporting the growing startup ecosystem and innovative workforce to position Thailand as a digital hub in ASEAN.
Tracxn Research — IoT Infrastructure Landscape, December 2016Tracxn
Twenty acquisition deals reported in the sector. Cisco’s acquisition of Jasper Networks for $1.4B is one of the biggest buyouts in the sector till date.
Japan is reaching its major turning point. The increasing need for medical care and nursing is evident due to the rapidly aging population. According to the estimates, the number of 65+ year-olds increases about 7.09 million over 15 years (from 2010 to 2025) and the ratio of the aged to the total population surges from 23% to 30%.
BootstrapLabs - Tracxn Report - artificial intelligence for the Applied Arti...BootstrapLabs
This report covers companies that provide the infrastructure for creating Artificial Intelligence. These Infrastructure companies include those working on Machine Learning, Deep Learning based platforms, libraries. Some of theses companies also provide platforms for Natural Language Processing and Visual Recognition. In the Applications section, the report covers companies leveraging AI techniques to build applications tailored for end use in Enterprise, Industry & Consumer sectors.
Over $1B has been invested in AI-Infrastructure startups since 2010 with ¬$340M being invested in 2015. Over $7.5B has been invested in AI-Applications startups since 2010 with $2.3B being invested in 2015.
A report about Fintech Indonesia and all Fintech Statups in Indonesia powered by www.Fintechnews.sg/Indonesia. Also Check Out the Facebook Page: https://www.facebook.com/Fintech-Indonesia-177477972669098/
Tracxn Insurance Tech Landscape June 2016 ReportTracxn
Business models like Internet first insurers, enablers, distribution platforms, and P2P insurance, all have seen an uptick in number of companies founded.
Financial technology (FinTech) uses software to provide financial services and disrupt incumbent financial systems. In Indonesia, the FinTech ecosystem is growing as the population of 255.5 million includes a large middle class of 88 million, though only 36% of the population owns bank accounts. The market is ripe for FinTech innovation with 83.6 million internet users and 85% of the population using cellular networks, while only 2% of the population are entrepreneurs.
Global Corporate Venturing Corporate Venture Investment in Artificial Intelli...Jessica Straus
The document discusses corporate venture capital (CVC) investments in artificial intelligence (AI) startups. It notes that while the number of CVC-backed AI deals grew until 2014, the trend slowed in 2015. However, the capital committed to AI deals has continued to rise, with fewer but larger deals. The top categories receiving CVC investments are machine learning, speech technology, and virtual personal assistants. The top 10 deals by funding size are also listed. Finally, the top corporate VC investors in AI and some of their portfolio companies/investments are outlined.
Tracxn Wind Energy Landscape Report July 2016Tracxn
The top business models are built around power generation (Greenko Group, ReNew Power Ventures), manufacturing (Clipper Wind, Suzlon), and service providers (SITAC Renewable energy, PNE Wind).
Daniel Kan was the co-founder and executive of NxtCon from September 2011 to January 2013. He then worked as an executive at Appetizely from January 2013 to August 2013. In January 2014, Kan started his own company Exec Errands which provided services like cleaning for a flat $25/hr fee. The document also contains brief statements about not being able to teach people new things, that people are irrational so one should test things on them, and to do what you love.
This document summarizes trends for startups in a mobile-first world. It discusses how mobile apps and connected devices are driving innovation in areas like blockchain, wearables, and connected cars. Strategies are presented for startups, including focusing on top-line messaging rather than cost savings, launching early access programs rather than betas, and targeting users where they are already active. Successful companies like Dropbox, Parse, and Scribd are examined as examples. Emerging trends in areas like ephemeral messaging, self-driving technology, and embedded computers are also noted as opportunities for startups.
A/B testing was crucial to Socialcam's success, helping them grow to 16 million downloads and become the #1 free app. A/B testing involves asking a question, forming a hypothesis to improve a metric, testing the hypothesis through experiments, analyzing the results, and repeating the process. At Socialcam, they started by testing ways to improve their account creation flow, such as adding additional login options and testing different initial app views, which allowed them to increase their account creation rate to 75%. The document emphasizes that testing through the scientific method is better than relying on intuition alone for complex problems.
The document discusses pivoting and whether it is only for new businesses or if more established companies should also consider it. It notes that early businesses often fail because they solve problems that don't exist or don't provide enough value to customers. The author questions whether their own business failed and if it is time to pivot to a new idea or if they simply had bad planning initially.
2014 Global Mobile Game Market Report (Chinese Version)lariver
2014 Global Mobile Game Market Report (Chinese Version), include all countries in the Earth, all about mobile game data.
If you need English Version or Translation, Please contact me from Twitter: @lariver
Baidu Indonesia’s Internet Economic and Ecosystem Development Program: ‘Grow ...Baidu Indonesia
Baidu Indonesia has launched its Internet Economic and Ecosystem Development Program as part of its ongoing effort to bolster development of the digital creative industry in Indonesia.
Baidu Indonesia is working closely with the Ministry of Communication and Information Technology (Kominfo) and the Creative Economy Agency (Bekraf) to structure the program, which will consist of two parts: “Grow Local” and “Go Global”. The “Grow Local” portion of the program will focus on developing Indonesia’s digital industry, and will include support for startups and local app developers, while the “Go Global” portion will be aimed at improving access for Indonesia’s digital products to enter global markets – in particular the Chinese market – through Baidu’s platforms. Both parts of the program are planned to kick off in Q4 2015.
1) Indonesia has a large online population that is growing rapidly due to factors like economic growth, urbanization, youth dominance, and growing mobile phone usage.
2) While Indonesia's internet penetration is high in Southeast Asia, it is still below the Asia Pacific average, with further growth potential. Social media penetration is also driving overall internet usage.
3) Most Indonesians access the internet via smartphones, with mobile internet driving overall growth, though internet speeds remain a challenge compared to other countries. Television still reaches the most people but internet usage is increasing.
NETWORK ECONOMY AND THE IMPACT TO BUSINESS MODELRiri Satria
my presentation titled "NETWORK ECONOMY AND THE IMPACT TO BUSINESS MODEL", presented to Indonesian Knowledge Forum 2012 at Ritz Carlton - Jakarta, 29-28 September 2012 ...
Peluang dan tantangan kepar jabar dalam menghadapi meadjayawangi
Dokumen tersebut membahas tentang peluang dan tantangan kepariwisataan Jawa Barat dalam menghadapi Masyarakat Ekonomi ASEAN khususnya dalam persaingan SDM pariwisata. Dokumen ini menyoroti pentingnya meningkatkan kualitas SDM pariwisata Jawa Barat agar mampu bersaing di tingkat global seiring dengan perjanjian bidang jasa pariwisata ASEAN.
The document discusses the business environment for game development in Indonesia. It analyzes the political, economic, socio-cultural, and technological factors using PEST analysis. Some key points include: the growing middle class and smartphone usage in Indonesia present opportunities for game developers; traffic issues lead many to play mobile games while commuting; and the game development community is strengthening with events and organizations like the Indonesia Game Association (AGI). Threats include potential negative public perceptions of gaming and a lack of investment capital compared to other industries.
Pengembangan Pariwisata Nasional oleh Mari E. PangestuHanas Yordi
"[Ringkasan] Konferensi Pariwisata Nasional 2011 membahas peluang dan tantangan industri pariwisata Indonesia di tingkat global dan lokal, serta kontribusi ekonomi sektor pariwisata terhadap perekonomian nasional."
[Business Plan] PT Artoncode Indonesia May 2016 Marlin Sugama
My latest business plan for Artoncode (a game development studio), which at the time explored expanding strategy from international 3rd party contractor to having additional intellectual property development.
Reigniting APAC growth through improved traditional trade performance - Accen...Accenture ASEAN
How can CPGs significantly grow sales at lower cost in Asia-Pacific? By improving their coverage of traditional trade in emerging markets.
Report highlights:
-- the growth opportunities in emerging markets
-- leveraging traditional trade channels and technology to grow
-- case studies
Screenager++ : Indonesia digital consumer survey 2016 - AccentureAccenture ASEAN
This document summarizes key findings from a survey of 1,000 digital consumers in Indonesia. It finds that (1) screenagers now own multiple devices and have insatiable digital appetites, (2) they demand seamless experiences across devices and are selective about services that meet their expectations, and (3) companies must focus on quality, simplicity, and building emotional trust with customers to maintain brand engagement in this competitive landscape.
Indonesia Digital Landscape Study 2012 by IdeosourceAndi Boediman
Indonesia Digital Landscape Study 2012 is a document to understand about Indonesian mobile and Internet potential.
Ideosource is a venture capital for Indonesian startup focusing on content, media, ecommerce and its digital infrastructure.
Indonesia Digital Transformation Outlook Briefing 2016Mastel Indonesia
Indonesia's e-commerce market is growing rapidly but still small compared to China and the US. Key drivers of growth include a young population, rising incomes, and increasing internet and mobile adoption. However, obstacles like poor infrastructure, limited banking access, and a preference for cash payments are hindering faster growth. The market is expected to consolidate as hybrid online-offline models emerge and mobile commerce increases its share. Online payments are predicted to surpass cash-on-delivery by the end of 2016 as more consumers adopt digital payment methods.
There were some game developers gathering in some places in Indonesia. This condition is an indicator of how big is Indonesian game market and how it supported by the Indonesian government. For game developers, revenue is our biggest reason in this industry. Start thinking about Native Ad Placement in Game will be the answer of gaining revenue.
Indonesia has the 4th largest population in the world at 259.1 million people, with over 88 million active internet users. Social media is very popular in Indonesia, with platforms like Facebook, WhatsApp, and Instagram being among the most widely used. Mobile phone ownership is also extensive, with over 326 million connections. E-commerce is a growing industry in Indonesia, with major companies like Tokopedia and Lazada receiving large investments. The number of digital shoppers in Indonesia is projected to reach over 50 million by 2018, and online retail sales are expected to comprise nearly 2% of total retail sales. However, e-commerce still faces challenges like low credit card usage, underdeveloped logistics infrastructure, and an in
Digital numbers and landscape in indonesia 2016 updatedSeno Pramuadji
This is the update version of digital number in Indonesia based on APJII survey. Although there has been controversy regarding the survey, I'm just re-compile it into much easier use and read.
Windows of opportunity - India’s media & entertainment sector maximizing acro...Social Samosa
According to the FICCI-EY report, the Indian Media and Entertainment sector has reached INR2.1 trillion (US$26.2 billion), 10% above its pre-pandemic levels in 2019.
Building up the e-gaming ecosystem of India and the influence of smartphonesRedSeer
Survey respondents were asked how “important in life” is leisure time. Results for India based on more than 4,000 respondents. *GDP per capita is expressed in 2011 purchasing power parity (PPP) dollars, for the year 2014.
Digitalpreneur as indonesia’s new economic pillar jurry hatammimiJurry Hatammimi
Presented @ THE 36TH FEDERATION OF ASEAN ECONOMIC ASSOCIATIONS (FAEA) CONFERENCE, Malaysia 2011.
Abstract :
One of impact of the global financial crisis in Indonesia is the high number of unemployment. There is no other way to make unemployment to get a job, unless they become entrepreneur. Refer to the availability of unlimited real-time access to information as one of the characteristics of globalization and huge potential of human resource, open opportunities for Indonesia to become a producer of professional manpower in the field of Information and Communications Technology, especially the content business. Therefore it can also emerge new entrepreneurs in the content business, which known as digitalpreneur.
This paper provides a descriptive research with objectives to describe the situation of Indonesia digitalpreneur nowadays as a new promising entrepreneurship field. The description uses three approaches, the development of Indonesia digitalpreneur, digitalpreneur as a part of creative industry sector and digitalpreneur as Micro, Small, and Medium Enterprises.
Considering the various potentials, Indonesia is expected not only as user of the internet but also as internet-based business player. Business content with creative and dynamic young people as the driver is expected to become Indonesia's new economic pillar.
The document discusses the creative industry in Indonesia. It defines creative industries as businesses and people that produce intellectually protected goods and services with creative or cultural content. The creative economy in Indonesia comprises 14 sub-sectors such as advertising, architecture, art, crafts, design, fashion, film, games, music, performing arts, publishing, software, television, and research and development. Together these industries contributed an average of 6.3% to Indonesia's GDP from 2002-2006, employing over 5 million workers. Some of Indonesia's largest creative industries are comic/manga, music, film/movies, games, advertising, and animation content for television.
The mobile gaming market in India is growing rapidly and is an important opportunity for game developers. It is expected to triple in size to $300 million by 2017. Currently, only 2 out of every 100 mobile subscribers in India play mobile games, indicating significant room for growth. As affordable smartphones and cheap data plans become more common, more Indians are gaining access to mobile games. The market is especially promising for Android games due to the high adoption rate of the Android operating system in India.
The document discusses the influence of Japan and China on future mobile technologies and digital trends. It notes that while Japan dominated mobile hardware, its influence will be more in software and platforms. China is described as a rising economic power with a large population that is highly engaged online through social media and mobile devices. Localization and a supportive government have helped China develop a unique digital ecosystem. The document cautions against underestimating China and its global ambitions.
This document provides an overview of major metros and cultural zones in India, analyzing their development based on factors like education, infrastructure, industries, population trends, and investment needs. It divides India into 10 major cultural zones and lists the top 20 metros. For each zone and metro, it describes characteristics like dominant industries, languages, population density, agricultural practices, education levels, and trends in urbanization and career preferences. The document analyzes the development levels of different zones based on these factors and identifies metros with high, mid-range, and low investment needs going forward.
The media and entertainment sector in India grew 13.4% in 2018 to reach INR1.67 trillion. Digital media saw the highest growth of 59.4% followed by online gaming which grew 41.9%. Advertising grew faster than subscription with advertising growing 12.7% and subscription growing 11.2%. Digital subscription grew significantly by 262% as more Indians started paying for online content. The demand for original digital content also increased. Traditional sectors like television and films grew around the industry average. Overall, the sector continued to outperform India's nominal GDP growth.
The Department of Commerce has determined the economy in the creative industry into 14 (fourteen) sectors: (1) advertising
services, (2) architecture, (3) art and antiques market, (4) craft, (5) design, (6) fashion, (7) video, film and photography, (8)
interactive games (9) music, (10) performing arts, (11) publishing and printing, (12) computer and software services, (13)
television and radio, (14) research and development. Mapping of creative industrial areas is done so that the process of guidance
and distribution of assistance from local and central government and the management of the creative industries from each regi on
focused so that the regions have characteristics in producing the creative industry and can compete in the current era of
globalization. Creative industry in Indonesia began to mushroom in 2007, but many people still do not understand what sectors are
included into the creative industry and its development. With so many people's lack of understanding of the creative industry, it
makes its own homework for the government to socialize the creative industries so that the government seeks to map the creative
industries in Indonesia. Though the creative industry is able to contribute greatly to the Gross Domestic Product (GDP) of an area
and create jobs.
This study aims to further understand the characteristics of creative industries, as well as to identify the constraints and
opportunities faced by creative industry players in Indonesia. To identify and analyze the creative industries used 4 quadrant
statistical methods Location Quadrant (LQ) and Dynamic Location Quotient (DLQ). This study uses secondary data of large and
medium industry statistics as well as small and micro industries in 2010-2013 at Provincial level obtained from the Central Bureau
of Statistics (BPS).
The results of this mapping study will provide a general overview of the creative industries sector that has competitiveness in
every region or province in Indonesia.
Digital Opportunity - Indian Media & Entertainment 2017Harsh Wardhan Dave
The document discusses the disruption and opportunities in India's digital media and entertainment sector. Key points of disruption include the rapid growth of smartphones, changing demographics of digital users, increasing internet speeds and penetration, rising digital ad spend, and growth of mobile payments. This disruption creates opportunities for digital video, short-form content, partnerships in OTT and MCN platforms, e-celebrities, regional and vernacular content, mobile gaming, and innovative monetization strategies. India's large population, growing economy, and digital adoption present a substantial opportunity for the country's media and entertainment industry.
The document discusses the Indian e-commerce industry and services provided. It notes that the Indian e-commerce market grew 47% between 2009-2011. Major players include online travel, financial services, and e-tailing. Myntra.com is discussed as a major online apparel retailer in India, starting in 2007 and now receiving 2-3000 daily transactions. The document outlines various internet marketing service categories and the major players in each like travel portals, online discounts, food portals, and fashion/lifestyle.
The document provides an in-depth analysis of the Indian entertainment industry. It discusses how the industry is poised for strong growth, driven by factors like demographics, literacy, affluence, and technology development. The industry grew 11% in 2010 and is projected to have a compound annual growth rate of 20% according to a KPMG report. The paper analyzes segments of the industry like film, television, music, and publishing. It explores trends, opportunities, and challenges around areas like financing, taxes, and piracy. The future potential of the industry is sizable, with projections of revenues reaching over $15 billion by 2015.
1. Online skill-based real-money gaming market in India is estimated to grow to become ~$3.8 Bn1 by 2024 speed of growing smartphone penetration, low cost of data and vast digital payment infrastructure allowing individuals access to instant real-time inter-bank transactions.
2. Introduced to Indian market in early 2010 and pioneered by Dream11, Fantasy sports contributed ~ 30% of the RMG market in 2019. Fantasy sports market has witnessed exponential growth in recent years fuelled by increasing user base, high engagement and increasing investor interest and is expected to grow by ~60% till 2024.
3. Casual online real-gaming market contributed ~70% of the total RMG market in 2019. However, it is expected to grow relatively slower at ~35% when compared to fantasy sports.
4. Driven by high growth opportunity in RMG market, horizontal players have started foraying in the segment. In 2019, Paytm entered the casual gaming space with Paytm First Games.
Getting to know SIX Network
- Founding Members
- Some business stat of existing business
- SIX Network - Platform Infrastructure
- The technology
- Business opportunity analysis on the digital payment as a service
- SIX Pay & SIX Wallet
- Roadmap
"Generative AI in Media and Entertainment Market: The Future of Visual Innova...Market.us
The Generative AI in Media and Entertainment market is poised for significant growth, projected to reach USD 11,570.0 million by 2032 with a CAGR of 26.3%. This industry leverages advanced AI algorithms to create various forms of content, including images, audio, and storytelling, transforming content creation processes and enhancing interactive experiences.
Cloud-based deployment dominates the market, offering scalability and cost-effectiveness. Text-to-image Generation is a standout type, expected to grow from USD 299.3 million in 2022 to USD 2,644.9 million by 2032, driven by the demand for personalized visual content. The Gaming segment leads in applications, with a projected valuation of USD 4,817.2 million by 2032, thanks to AI-driven dynamic environments and lifelike characters.
North America dominates the market, holding over 40.6% share in 2023 due to its advanced tech infrastructure. Europe follows closely, with a focus on innovation and technology adoption. The Asia Pacific shows promising growth, reaching around USD 3,704.6 million by 2032.
Key players like Alphabet Inc., Microsoft Corporation, IBM Corporation, Nvidia Corporation, Adobe Inc., and others maintain their positions through collaborations and mergers. Despite challenges like data privacy concerns and a shortage of skilled professionals, growth opportunities lie in expanding into emerging markets, collaborations with media companies, technology integration, and applications in education and training.
In summary, the Generative AI in Media and Entertainment market promises substantial growth driven by cloud-based deployment, Text-to-image Generation, and the gaming segment. North America and Europe lead in market presence, while opportunities for expansion and innovation abound in this transformative industry.
IT WILL HELP STUDENTS LEARN MORE ABOUT GAMING IN PARTICULAR PLUS THEY WILL ALSO HAVE THE BEST IDEO OF HOW TO CREATE A PRESENTATION WHERE PEOPLE INVEST IN TECHNOLOGY AND IMPROVE THEIR OVERALL UNDERSTANDING RELATED TO GAMING IN A PARTICULAR COUNTRY SUCH AS SINGAPORE AND INDIA IN PARTICULAR
In recent years, Singapore's gaming sector has expanded significantly
The nation is also promoting itself as a venue for esports events.
Customers' increased interest in gaming has also spurred Singapore's gaming industry's growth.
Singapore’s ability to host significant e-sports events contributes to the development of the local industry
IT WILL ALSO ENHANCE THE OVERALL CAPABILITY OF AN INDIVIDGUAL TO LEARN MORE ABOUT GAMING AND METAVERSE
Singapore's gaming business has expanded considerably in recent years. Singapore is a top game development centre in the globe, with a robust ecosystem of game creators, publishers, and service providers. Singapore's government has aggressively promoted the gaming industry, providing financing and assistance to game developers and hosting events such as the Singapore International Cyber Week and the Singapore Gaming Festival. Furthermore, the country's strong intellectual property protection and business-friendly legislation make it an appealing place for game makers wishing to build a foothold in Asia.
Singapore has a sizable player base in the gaming business, thanks to high smartphone penetration and great hunger for mobile gaming. Singapore is also a popular venue for esports events, hosting numerous big tournaments and competitions each year.
In recent years, Singapore's gaming sector has expanded significantly. The nation has made a name for itself as a centre for game production and is now acknowledged as a major player in the international gaming sector.
Government programs like the Games Solution Centre, which was founded in 2013 to offer assistance and resources to game makers, have supported the industry. Due to its advantageous economic environment and highly qualified workforce, Singapore has also drawn foreign game creators to establish offices there.
The government of Singapore is putting a lot of effort into promoting the gaming industry, and this is expected to continue in the years to come. One such program is the Digital Economy Framework for Action. With the creation of the Singapore Esports Association and the holding of significant competitions like the Singapore Major, the nation is also promoting itself as a venue for esports events. With all of these elements in place, Singapore is in a strong position to dominate the global gaming market. Singaporeans are increasingly turning to gaming for entertainment, which has increased demand for games and related services. This has opened up new avenues for game developers and companies to build new and unique games for the local market.
Customers' increased interest in gaming has also spurred Singapore's gaming industry's growth. Singaporeans are iNCREAS
This document describes an Indian magazine called eXhibit that focuses on gadgets and lifestyle technology. It is a 6-year-old publishing company that introduced the first e-magazine in India. It covers topics related to gadgets, cars, lifestyle and technology. The target readership are tech-savvy men aged 24-45 with a high disposable income. The magazine aims to provide international coverage of technology and has partnerships with major tech conferences and brands. It contains sections on new product launches, apps, photography and interviews industry leaders.
The gaming industry in India is growing rapidly, valued at Rs. 10 billion currently and expected to reach Rs. 38 billion by 2015. Mobile gaming is the largest segment and is projected to grow at a 50.7% CAGR, reaching $574 million by 2016. Console gaming currently contributes 62% of gaming revenues but this share is expected to decrease as mobile gaming increases its share. The future outlook is positive as costs decrease, global companies enter the market, and demand for domestic content grows. Overall, the gaming industry presents many opportunities for game developers in India.
[Industry Report] Indonesia Mobile games Phuong Vu
The mobile game industry in Indonesia is growing rapidly due to a young population and rising smartphone adoption. However, feature phones still account for 80% of the mobile market. Key points:
- The mobile game market is relatively immature compared to other Southeast Asian countries like Vietnam.
- Android dominates the smartphone market and platform, but Google Play does not support local developers' monetization.
- Top grossing mobile games are mostly from foreign publishers like Line, while local developers struggle without proper payment and distribution channels.
- Casual and strategy games are popular genres in Indonesia. There is room for more game diversity and innovation.
- Partnering with telcos is important for distribution and payments
- The document presents information on how consumers use the internet and how technology impacts their lives. It includes statistics on global internet usage, popular online activities/platforms, devices used to access the internet, and online shopping trends. Some key findings are that internet usage and speeds are increasing worldwide, Google is the dominant search engine, and mobile devices are most commonly used for online shopping. The future of business is predicted to be fully digital.
Similar to Mentri Ekonomi dan Pariwisata Indonesia - Mari Elka Pangestu (2) (20)
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
• For a full set of 530+ questions. Go to
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This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
Gamify it until you make it Improving Agile Development and Operations with ...Ben Linders
So many challenges, so little time. While we’re busy developing software and keeping it operational, we also need to sharpen the saw, but how? Gamification can be a way to look at how you’re doing and find out where to improve. It’s a great way to have everyone involved and get the best out of people.
In this presentation, Ben Linders will show how playing games with the DevOps coaching cards can help to explore your current development and deployment (DevOps) practices and decide as a team what to improve or experiment with.
The games that we play are based on an engagement model. Instead of imposing change, the games enable people to pull in ideas for change and apply those in a way that best suits their collective needs.
By playing games, you can learn from each other. Teams can use games, exercises, and coaching cards to discuss values, principles, and practices, and share their experiences and learnings.
Different game formats can be used to share experiences on DevOps principles and practices and explore how they can be applied effectively. This presentation provides an overview of playing formats and will inspire you to come up with your own formats.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
Disaster Management project for holidays homework and other uses
Mentri Ekonomi dan Pariwisata Indonesia - Mari Elka Pangestu (2)
1. Dr. Mari Elka Pangestu
Minister of Tourism and Creative Economy
Republic of Indonesia
2. What is Creative Economy?
Fourth wave – after agrarian based economy,
industrialization and IT based economy
Creative Economy is the new economy based
on ideas and creativity which is based on
creative human resources and stock of
knowledge (including cultural heritage) as the
main input
Creative industries is defined as industries
which result from the utilization of creativity,
skill and talent of individuals to create high
economic value added and employment
Creativity is not just artistic based but
Pekerja buruh
Pekerja kreatif
Kreatifitas berbasis warisan budaya
Kreatifitas berbasis Sains
dan injiniring
3.
4. 7%
National Economy
(Rp. 641.8 Trillion
i.e USD 58 billion)
10.7%
Labor Absorption
(11.9 m people) 9.68%
No Companies
(5.4 m co, a lot of
SMEs)
Economic
Contribution
2013
4
Source: Central Bureau of Statistics, Indonesia (preliminary figures for 2013)
5. 5
Advertising
Arts Market
Design
Film, Video, dan Fotografi
Music
Publication and printing
Radio dan Televisi
Culinary
Architecture
Handicrafts
Fashion
Games
Performing Arts
Computer services,
software (Rp. 4.8T)
R&D
-
1.00
2.00
3.00
4.00
5.00
6.00
7.00
8.00
9.00
10.00
- 50,000.0 100,000.0 150,000.0 200,000.0 250,000.0
Growth (%)
GDP Contribution (Rp. Billions)
Average
growth: 5.76%
GDP and Growth of
Creative Industries
(2013)
9. Potential of Indonesia’s
Mobile UserAge
People
Demographic Indonesia:
From approximately 240 million people in Indonesia, more than 60% of the population under 39 years old
which are potential and productive human resources to create innovation and creativity.
10. G20: 2013 Annual GDP Growth
GDP Growth Standard Deviation
Annualised 2000 - 10
2nd fastest growth
MOST STABLE, with standard lowest deviationSource: Mckinsey, The Economist
14. The awakening of Indonesia’s E-Commerce Industry
The mindset of e-commerce customers in Indonesia is similar
to the early days of the e-commerce boom in United States as
the customers are still unsure about how secure the online payment
system is as the logistic infrastructure is not yet built out.
But it is more similar to the early days of the e-commerce
boom in China
as the users are placing great emphasis on social recommendations which
attracts a dynamic entrepreneurial base of sellers eager to get online and
the innovative payment systems are emerging rapidly to serve the coming
wave of demand.
We would expect that Indonesia is likely to develop its own unique hybrid
version of these two huge e-commerce markets over the next few years.
Redwing Asia
16. 297 million
Indonesia’s User Mobile
in 2013
source: Redwing Asia
74.6 millio
Indonesia’s Internet User
Source: Marketeers Magazine Research in 2013
4Social
Network
Ran
Indo
17. 1.5 million/month
Manga comic readers in Indonesia
source: IdeoSource (2009)
6,5 million
online gamers 2011 in Indonesia
source: Bisnis Indonesia & IMOCA (2011)
60 billion IDR/month
Spent for online voucher games
source: Gudang voucher (2012)
10 billion IDR/month
Point Blank Game’s Income in Indonesia
spent about USD 2 – 50/day
Mostly spent for lifestyle consumer product
(including digital content)
source: Tempo (2011)
USD 34.8 Billion
spent for ICT Indonesia 2013
source: IDC
40-45 %Total market of MEA is Indonesia
30 Million
Indonesian citizen
19. Potency of Game Industry
Southeast Asian startup opportunity map by country
20. Interesting Findings from the Table:
70 % of categories have Global Players,
another 70 % contain Local Firms,
and 40 % have Regional Companies.
Any opportunity for Aggregation or Region-Focused plays?
Only News, Gaming, Online Retail, Rentals, Travel and Transportation have all three types: Local,
Regional and Global players.
Are these the Hottest Opportunities in Southeast Asia?
Communication, Search, Blogging, Music, Social Discovery, Events, and Business Networking only
have Global or International Players.
Are these the toughest nuts to crack, requiring real disruption or a vertical focus?
Community, Local Discovery, Ticketing, and Auto have only local players.
Is there an opportunity to aggregate these into a regional level platform?
There are no categories with only regional players
25. Potential of The Game
Industry in Indonesia
Source: AGATE Game Studio*Detail research needed
Potential Market of
B2B is predicted
around US$ 300
Million
Potential Market of
B2C is predicted
around US$ 3 Billion
growing at 30%
(estimate 20%
internet users are
gamer on line)
67% international
and 33% local,
game developer
started in 2006
Total Potential
Market of The Game
Industry in 2020:
US$ 3.3
Billion
26. Potential of Software
and Animation
Industries in Indonesia
Software: $640 million (30% local) and growing 15%
p.a, second after India for outsourcing of software
development after India (Sourcingonline), many
medium sized companies (Industry strated in 1980s)
(Assosiasi Piranti Lunak Telematika Indonesia –
Software Assn of Indonesia)
Animation: $242 billion size of world market
(Indonesia only 0.9% of this market so around $2
billion), 89% international and 11% local, 28 animation
studios in Jakarta
(
28. FUNDAMENTAL
SHIFTING
Network infrastructures:
Supporting facilities, network devices,
cables, Operating System, interfaces.
Network application:
VPN-ing or clouding or virtualization
Network & Services management
Telepon
set
PC
laptop
User’s
LAN
TV
set
User’s terminal
User’s
Server
Network
Centric
Content &
Application
Servers
Telco
app
ITE
app
internet
content
broadcast
app
Content & Application developer/producer
Game
Server
Client-Server
Centric
Shifting from:
• Telephone to internet
• Revenue from Network to
revenue from Client (CPE)
and/or from Server-side
(content & applications).
• TECHNOLOGY
• BUSINESS MODEL
• REVENUE SOURCE
Shifting…!!
29. Local developers >> Local content with uniqueness >>
Unique & Competitive
Content, specific based on
customer needs
Education
Game
Animation
HealthTourism
Transportation
Social Media
Messaging
Service Apps
Banking
Etc…
Apps Challenges
31. 31
POLICIES OF CREATIVE
ECONOMY
DEVELOPMENT
CREATIVE ECONOMY BASED ON
ART AND CULTURE
Music
3. Increasing
The Financial
Access
5. Institution
Empowerment
4. Increasing The
Market Access
1. Resources and
Technology
Development
2. Creative
Industry
Development
CREATIVE ECONOMY BASED ON MEDIA,
DESIGN AND TECHNOLOGY
Film
Movies, Film,
Documentary, TV, Video
Performance Art
Literary Performance Art,
Theater, music and dance
Fine Arts
all genres music
Graphic arts, scultpure,
painting art, ceramics art,
craft and photography
Creative Economy
Based on Design
Design and
Architecture
Software
Architecture & Interior
Design, Visual Comm
Design, Mode Design,
Product Desain &
Packaging
Animation, Comic,
Fiction-non fiction
literature, Creative
Audio & Video, Creative
ads
Games
Software (programmable
system, apps)
implementing system
service, apps
development service
Tabletops games, Video
games
33. Ministry of Tourism and
Creative Economy’s
Flagship
33
CREATIVE PLACE
CREATIVE WAVE
INDONESIA KREATIF
@DIGITAL
(indonesiakreatif.net)
CREATIVEPRENEUR
DIGITAL MEDIA
SPACE
PEOPLE
CAMPAIGN
CREATIVEPRENEURSHIP
SHOW
CASE
DIGITAL
INTERACTION
FOUNDATION
MOVEMENT,
CAMPAGNE,
FACILITATION
35. How to Foster & Accelerate
Business
Development for
Entrepreneurs?
Business Incubator
(Presidential Regulation No. 27 in 2013 concerning
development of business incubator for entrepreneurs)
Growing and Mature EntrepreneursStart Up
36. The Ecosystem of Indonesia Digital
Creative
The Ecosystem of
Indonesia
Digital Creative
User
Store
Developers
University
Multi
National
Company
Telco
Government
Venture
Capital
Media
Technology
Partner
Creative
Centre A
Creative
Centre C
Creative
Centre E
Creative
Centre Y
Creative
Centre D
Creative
Centre X
Creative
Centre B
Creative
Centre Z
38. COZY OFFICE
≥1000 M2 Office
GOOD
INFRASTRUCTU
RE
TOP EVENTS
GREAT
MENTORS
INVESTOR
METUPS
Wisma Barito Pacific
Lt.9B Jl.Letjen S. Parman
Kav. 62-63 Jakarta 1140
www.atkejora.com
43. Exploring Cooperation with
Business Incubators in USA
1. Plug and Play (http://www.plugandplaytechcenter.com/
Plug and Play Accelerator:
3 months program, startups
will have access to the
following strategic resources &
networks through workshops,
pitching sessions, speaker
sessions, 1-on-1 introductions
and events
44. Exploring Cooperation with
Business Incubators in USA
2. NestGSV (MOU between NestGSV and MOTCE)
(http://www.nestgsv.com/)
What We Do:
NestGSV is a technology
innovation center. We
furnish a rich ecosystem of
services essential to the
success of emerging
entrepreneurs and
technology companies.
We facilitate relationship
development and critical
connections to vetted
business building resources
including service providers,
investors, potential hires,
global corporations and
international parties.
46. Potential Cooperation
Technical assistance to the start ups.
Technical Assistance to the Incubator
Team for composing curriculum and
programs
Internship for Incubator Team
PLUG AND
PLAY
49. AGATE STUDIO
Agate is a game studio in Indonesia with around 80 employees where the head office in
Bandung and have 2 branch offices in Jakarta and Jogja. Agate is officially established
partnership with well known game developer and game publisher from Japan, Square
Enix Co., Ltd in Sengoku Ixa game. Agate also won International competition - people
choice category in Flash Game Summit Award 2010.
“Agate Studio quickly grew to be one of the largest Indonesian’s game development
company, consists of top talents in the industry “ (http:agatestudio.com/company)
For more company profile : https://www.youtube.com/watch?v=OGKcMj2-6sg
Teaser:
http://www.youtube.com/watch?v=vOtS4pwnj-I
Teaser:
http://www.youtube.com/watch?v=uFaW3RZ4UY8
Teaser:
http://www.youtube.com/watch?v=2ddkETj3V8o
50. TOUCHTEN
Touchten is a top mobile games developer with 11 person-team. One of their game,
“Train Legend” has reach the top 5 position overall in the United States iOS App Store. It
has logged over 200,000 downloads within 24 hours. Another game of Touchten “Infinite
Sky” has been downloaded over 2 million times worldwide, and sees between 60k to 70k
daily active users with 3.3 million unique users. Sushi Chain – culinary games became
10th rank of the global rank in iOs App Store with unique users 2.6 million. Ramen Chain
became the first rank in Indonesia, Filiphina, Malaysia, Singapore, etc with 625.000 users.
More detail information about Touchten: http://www.touchten.com/
https://play.google.com/store/apps/details?id=co
m.touchten.infinitesky&hl=en
https://itunes.apple.com/us/app/sushi-chain-
lite/id333429657
https://play.google.com/store/apps/details?id=com
.Touchten.RamenChain
51. Digital Happiness
Digital Happines is an independent 3D games studio based in Bandung, Indonesia and
was established in the mids of 2011. They create their own IP (Intellectual Property) in
the form of gaming platform with the product “DreadOut”. The first launch of the DEMO
was able to gain 550K downloads from all over the world. Digital Happiness has been
injected by Indiegogo (International Crowdfunding platform) around US$ 29.067 for
developing DreadOut Horror Game. The game is now greenlighted by STEAM and will be
available next month at STEAM for $!4.99.
For more company profile : http://digitalhappiness.net/
DreadOut official teaser : https://www.youtube.com/watch?v=EKMqm9xIxfE
52. Nightspade
“Nightspade is a mobile game development studio located in Bandung, Indonesia.
Nightspade is empowered by passionate talent who love creating snazzy graphics, cool
transition, engaging gameplay and wow effects.” (http://www.nightspade.com/about)
For more company profile : http://www.youtube.com/watch?v=tetLsqCv8jc
http://www.nightspade.com/project/don-gravity/ http://www.youtube.com/watch?v=2EMzfTOxucQ
Teaser:
http://www.youtube.com
/watch?v=Fl039DghdBg
http://www.youtube.com/
watch?v=f_TumkuFRy0
53. Solite Studio
Solite Studio is a game studio located in Bangkalan Indonesia with education game as
their product. Solite Studio was founded in September 2013 by three students who have
big passion in ICT. They focus to create games for multiplatform mobile devices such as
Windows Phone, Android and iOS. Solite Studio became the winner in Imagine Cup 2013
and won the 2nd place in International Imagine Cup 2013 in Russia.
(http://www.solitestudio.net/about.php)
55. CATFIZ ANDROID MESSENGER
Catfiz is the ultimate Android messenger based in Surabaya, East Java, that has
successfully to be global and downloaded by 50 countries. The messenger offers unique
proposition of file sharing, group chat that can hold up to 1000 members, can send file
up to 50 mb, stickers, voice message and many more.
It has acquired 6.5 mio subscribers base with no marketing spending in 2 years time.
For more company profile : http://www.catfiz.com/
Etc…
CATFIZ
Ultimate Android
Messenger
56. KUASSA Inc.
Kuassa is a software development company specializing in digital guitar amplification and
audio processing. Their goal is to provide great tools to aid the musician’s creative
process. Kuassa is well known in a worldwide and becoming the 11 best VST guitar
amp/effect modelling plug-ins in the world today (musicradar.com). One of their
customer and partner is Godspeed Vivix (well known composer for game soundtrack from
Capcom, Japan).
For more company profile : http://www.kuassa.com/
Etc…
57. PicMix
PicMix is a free app for Blackberry which gives people the ability to put captions on their
photos in fancy frames, add some photo effects or filter, combine multiple photos into
just one custom frame, adjust the photos, put text caption, give it a touch of fancy effects
then share it to via Facebook and Twitter. In the 19th month since release, PicMix has 18.5
million users worldwide and the growth of user is about 1 million users/month.
For more company profile : http://picmix.it/web/picmix
59. TIKET.COM
Tiket.com is the biggest local online travel that started in August, 2011. It is an
ecommerce platform that sells Hotels, airlines, trains and event tickets. It is able to sell
and book 6000 tickets per day. It is also Indonesia’s first online train booking. Tiket
received several awards including Bubu Awards and GIST Global Tech-I.
For more company profile : http://www.tiket.com
61. Infinite Framework Studio
Infinite Framework Studio was established in 2005 in one of the most beautiful resort areas on Batam Island. IFW
Studio has become one of the major players in the South East Asian animation industry. As the production house of
several animated TV series such as ‘The Garfield Show’, ‘Leonard/Dr.Contraptus’, ‘Lucky Luke’, and ‘Franklin &
Friends’, IFW Studios provides quality service to the International animation industry.
IFW Studios achievements are:
- “Tatsumi” become the best film animation and composer in Africa Awards at the 8th Dubai International Film
Festival,
- “Franklin and Friend” nominated Best Preschool Program or Series at 2013 Canadian Screen Award,
- “Peter Rabit” nominated Best General Audience Animated TV/Broadcast Production For Preschool Children at 41st
Annie Award 2013, and many more…
For more company profile : http://www.kinema.frameworks-studios.com/
Sing to the Dawn (2007)
Rollbots (2007 - 2008)
Meraih Mimpi (2009)
The Garfield Show (2009 - 2012)
Contraptus (2010)
Chicken Town (2011)
Franklin and Friends (2010 - 2012)
Tatsumi (2011)
Peter Rabbit (2012 - 2013)
Franklin Specials (2013)
Octonauts II (2013)
Ella the Elephant (2013)
63. Pesona Edu is the pioneer of education software company in Indonesia for physics and math. The
software is well known worldwide and has been used in 30 countries around the world.
Pesona Edu have contract with 1,900 schools in Holland and collaborate with 2 worldwide
publishers.
The achievements are:
-The most prestigious Education Software Competition worldwide, BETT Awards 2011
-The 1st out of 9 Microsoft Education Developer Partner Worldwide on MultiPoint Mouse Technology
- Top 9 Out Of 85 Countries and Top 3 In Math And Science World Summit Award 2007, Italia
- Merit Award Education & Training Category Asia Pacific ICT Award 2006
- Best of The Best APICTA Indonesia 2006
- Etc…
http: pesonaedu.com