Tanggal 21 Mei 2019 saya mendapatkan undangan untuk mengisi acara sosialisasi lomba increfest 2019. Sebagai salah satu pemenang increfest 2012 di kategori game, saya mewakili Educa Studio memberikan sharing tentang market games, problem dan solusinya. Agar game developer Indonesia bisa menjadi tuan rumah di negeri sendiri.
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
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