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A Simple Fun Educational Tool
Company Introduction
Educa Studio, perusahaan teknologi yang fokus pada pembuatan
media dan konten pendidikan, dengan visi menciptakan
pendidikan yang lebih murah dan lebih mudah diakses.
Games
Pemanfaatan game-based learning
sebagai media paling efektif di
dalam pendidikan
Animasi
Mengangkat tema cerita rakyat
untuk dijadikan animasi berkualitas
tinggi melalui channel youtube
What We Do
Mixed Reality
Pemaksimalan teknologi AR/VR
sebagai media paling interaktif saat
ini dan semakin mudah diakses
Company Introduction
* 2012
1st October 2012
* First released was in Google Play Store
* 10 education games for toddlers
* 2013
* Released more than 100 educational
games
* 2014
* Released more than 50 folklore games
* 15 millions downloads
* 2011 Educa Studio was established
* 2015
* Released kids songs app
* Played 75 million times
* 2016
* Porting to Amazon and Tizen platform
* Winner of Tizen Global Challenge
* 2017
* Released text books and flash cards
* 30 million downloads
* 2018
* ASEAN ICT Awards
* The champion of BKKBN game competition
* Top 5 KATAPEL BEKRAF awards
* 2019
* Released folklore animation series
* International Excellence Awards 2019
MARKET
OPPORTUNITY
Indonesia Games Market
2015
#24
in the world
$321 M
2016
#17
in the world
$704 M
2017
#16
in the world
$880 M
2018
#17
in the world
$1,130 M
sumber : www.newzoo.com
Global Games Market
2017
$122 M
46%
Mobile games
2018
$135 M
47%
Mobile games
2019
$148 M
49%
Mobile games
2020
$160 M
51%
Mobile Games
sumber : www.newzoo.com
Global Games Market (2018)
sumber : www.newzoo.com
$ 134.9 Bn
2018 Total, 10.9% YoY
$ 34.4 Bn
25% - China
$ 31.5 Bn
US Market
Active Smartphone (2018)
3.0 Bn
active smartphone
users globally
sumber : www.newzoo.com
App Revenue (2018)
sumber : www.newzoo.com
$ 81.7 Bn
Total app revenues
$ 23.9 Bn
Non-games App Rev.
$ 63.2
Games App Revenue
E-sports Audience Growth
sumber : www.newzoo.com
395 M
Total audience (2018)
645 M
Total audience (2022)
57%
Total Asia Pasific
Audience in 2019
E-sports Revenue Streams (2019)
sumber : www.newzoo.com
$ 1.1 Bn
Total revenue (Global)
+26.7%
Year on year growth
$ 456.7 M
+34.3%, sponsorship
E-sports Revenue Growth
sumber : www.newzoo.com
$ 409 M
Total revenue from
North America (37% of
Global E-sports
Revenues)
Brand
investment revenues
(Media Rights,
Advertising,
Sponsorship)
2019 → $ 897 M
2022 → $ 1553 M
CHALLENGES
ACTION
Challenges
CASUAL ROLE PLAYING SIMULATION
Good Games
Talent
Problem
Capital Visibility
Solution
Talent Capital Visibility
Dunia Akademik (SMK, PT) Investor Lomba
Non Formal (Dicoding, GameLab.ID)
Komunitas, Seminar, Workshop
Pameran
Featuring
Bantuan Pemerintah
Akses Modal dari Bank
Indie Game Developer
Menjadi Tuan Rumah di
Negeri Sendiri
Andi Taru - CEO
(+62) 856 414 313 77
anditaru@educastudio.com

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Game Developer Indonesia : Menjadi Tuan Rumah di Negeri Sendiri

  • 1. A Simple Fun Educational Tool
  • 2. Company Introduction Educa Studio, perusahaan teknologi yang fokus pada pembuatan media dan konten pendidikan, dengan visi menciptakan pendidikan yang lebih murah dan lebih mudah diakses. Games Pemanfaatan game-based learning sebagai media paling efektif di dalam pendidikan Animasi Mengangkat tema cerita rakyat untuk dijadikan animasi berkualitas tinggi melalui channel youtube What We Do Mixed Reality Pemaksimalan teknologi AR/VR sebagai media paling interaktif saat ini dan semakin mudah diakses
  • 4. * 2012 1st October 2012 * First released was in Google Play Store * 10 education games for toddlers * 2013 * Released more than 100 educational games * 2014 * Released more than 50 folklore games * 15 millions downloads * 2011 Educa Studio was established * 2015 * Released kids songs app * Played 75 million times * 2016 * Porting to Amazon and Tizen platform * Winner of Tizen Global Challenge * 2017 * Released text books and flash cards * 30 million downloads * 2018 * ASEAN ICT Awards * The champion of BKKBN game competition * Top 5 KATAPEL BEKRAF awards * 2019 * Released folklore animation series * International Excellence Awards 2019
  • 6. Indonesia Games Market 2015 #24 in the world $321 M 2016 #17 in the world $704 M 2017 #16 in the world $880 M 2018 #17 in the world $1,130 M sumber : www.newzoo.com
  • 7. Global Games Market 2017 $122 M 46% Mobile games 2018 $135 M 47% Mobile games 2019 $148 M 49% Mobile games 2020 $160 M 51% Mobile Games sumber : www.newzoo.com
  • 8. Global Games Market (2018) sumber : www.newzoo.com $ 134.9 Bn 2018 Total, 10.9% YoY $ 34.4 Bn 25% - China $ 31.5 Bn US Market
  • 9. Active Smartphone (2018) 3.0 Bn active smartphone users globally sumber : www.newzoo.com
  • 10. App Revenue (2018) sumber : www.newzoo.com $ 81.7 Bn Total app revenues $ 23.9 Bn Non-games App Rev. $ 63.2 Games App Revenue
  • 11. E-sports Audience Growth sumber : www.newzoo.com 395 M Total audience (2018) 645 M Total audience (2022) 57% Total Asia Pasific Audience in 2019
  • 12. E-sports Revenue Streams (2019) sumber : www.newzoo.com $ 1.1 Bn Total revenue (Global) +26.7% Year on year growth $ 456.7 M +34.3%, sponsorship
  • 13. E-sports Revenue Growth sumber : www.newzoo.com $ 409 M Total revenue from North America (37% of Global E-sports Revenues) Brand investment revenues (Media Rights, Advertising, Sponsorship) 2019 → $ 897 M 2022 → $ 1553 M
  • 18. Solution Talent Capital Visibility Dunia Akademik (SMK, PT) Investor Lomba Non Formal (Dicoding, GameLab.ID) Komunitas, Seminar, Workshop Pameran Featuring Bantuan Pemerintah Akses Modal dari Bank
  • 20. Menjadi Tuan Rumah di Negeri Sendiri Andi Taru - CEO (+62) 856 414 313 77 anditaru@educastudio.com