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市場調查報告書
商品編碼
2073654

印尼數位媒體:市場佔有率分析、產業趨勢與統計、成長預測(2026-2031)

Indonesia Digital Media - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2026 - 2031)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

根據 Mordor Intelligence 預測,印尼數位媒體市場規模將從 2025 年的 28.3 億美元成長到 2026 年的 29.9 億美元,然後在 2031 年達到 39.1 億美元,2026 年至 2031 年的複合年成長率為 5.55%。

印尼數位媒體市場-IMG1

本報告按內容形式(數位音樂、電子書、數位電玩遊戲等)、收入模式(訂閱、廣告、按次付費等)、裝置類型(智慧型手機、平板電腦等)、年齡層(18歲以下、18-34歲、35-54歲、55歲及以上)及地區進行細分。市場預測以美元計價。

印尼數位媒體市場的趨勢與洞察

行動寬頻普及率的快速成長和5G的部署

隨著印尼5G部署的推進,加值內容的使用正在加速成長。 2024年,Telkomsel的網路擴展至峇里島和努沙登加拉省,使得尖峰時段資料流量成長了26.35%。智慧型手機普及率已達76.3%,為高畫質串流媒體和雲端遊戲提供了龐大的潛在基本客群。邊緣運算和區域CDN節點正在有效緩解印尼17,000個島嶼的延遲挑戰,使平台即使在偏遠地區也能提供一致的觀看體驗。設備廠商預載本地串流應用,提高了平台的可發現性,並降低了用戶獲取成本。這些基礎設施和通路優勢正在推動用戶群的持續成長。

本地內容正在推動OTT影片訂閱的快速成長。

目前,印尼語原創內容正推動用戶成長。 Netflix計劃在2024年將其本地製作內容增加兩倍,使其佔據總觀看時間的52%。同時,領先的本土串流服務平台Vidio正利用印尼足球甲級聯賽(Liga 1)和原創劇集,縮小與競爭對手在都市區青年用戶群中的差距。與影院的交叉促銷和明星主導的社交宣傳活動正在擴大其影響力,而與韓國工作室的聯合製作協議則樹立了新的品質標準。這個良性循環刺激了對工作室、後製設施和編劇的投資,鞏固了印尼作為區域內容中心的地位。印尼數位軟體解決方案的擴展正幫助媒體公司提升受眾定位能力、實現內容工作流程自動化,並提高跨平台數位廣告的效率。

隱私和資料保護合規成本不斷上升

隨著《個人資料保護法》於2025年1月全面實施,平台將被要求對使用者資料進行在地化處理,並在四小時內刪除問題內容。違反法規將面臨最高可達年收入2%的罰款,促使平台加大對本地資料中心、人工智慧內容過濾器和法律團隊的投資。小規模的平台可能被迫退出市場或合併,內容多樣性也可能下降,但消費者對倖存服務的信任度可能會提高。

細分市場分析

預計到2025年,隨選視訊(VOD)將佔印尼數位媒體市場收入的41.85%。這主要得益於強大的本地內容製作體系和針對不同預算量身定做的分級定價策略。 Netflix在印尼的內容庫年增35%,而Vidio在2025年初推出了九部原創劇集,在黃金時段的社群媒體上引發熱議。這一細分市場的龐大規模使得各平台能夠協商更大的頻寬契約,從而降低單次串流媒體傳輸成本。同時,優質體育賽事轉播權的收益也緩解了解約率率高的時期,並穩定了持續的現金流。

播客和有聲書正以7.1%的複合年成長率快速成長,印尼人在通勤途中紛紛轉向收聽勵志和喜劇節目。廣告主看重用戶每天超過一小時的專注收聽時長,這使得動態廣告投放的CPM比展示橫幅廣告高出22%。據一家專注於印尼有聲讀物的本地工作室稱,復購率已達80%,這表明有聲讀物在Z世代和千禧一代聽眾中擁有極高的留存率。這項轉變也帶動了熱門有聲書衍生實況活動和現場活動等相關收入,凸顯了音訊在印尼數位媒體市場日益成長的戰略重要性。

預計到2025年,訂閱市佔率將達到49.05%,訂閱模式仍是可預測現金流的基礎,尤其是在隨選視訊和音樂服務領域。家庭套餐和廣告支援套餐能夠擴大用戶獲取範圍,同時最大限度地減少與現有服務的競爭。營運商直接收費(93%的行動套餐都支援此功能)縮短了用戶轉換路徑,並提高了每位用戶平均收入。豐富的用戶數據能夠進一步最佳化個人化引擎,並提升廣告主重視的用戶互動指標。

預計到2025年,行動遊戲玩家數量將達到1.921億,應用程式內收費將成為成長最快的收入來源,複合年成長率高達6.95%。遊戲發行商正試驗限時「戰利品箱」、季票和虛擬音樂會等方式,以創造新的消費機會。2D碼支付系統的引入,使得即使沒有信用卡的用戶也能進行即時支付,從而在印尼數位媒體市場維持了微交易的良性循環。因此,成功的平台將穩定的訂閱用戶群與高速的交易層結合,以最佳化用戶終身價值。

其他好處:

  • Excel格式的市場預測(ME)表
  • 3個月的分析師支持

目錄

第1章:引言

  • 研究假設和市場定義
  • 調查範圍

第2章:調查方法

第3章執行摘要

第4章 市場狀況

  • 市場概覽
  • 市場促進因素
    • 行動寬頻普及率的快速成長和5G的部署
    • 受本地內容驅動的OTT影片服務用戶數量正在迅速成長。
    • 中產階級可支配所得和數位消費增加
    • 拓展數位支付生態系統,簡化小額交易
    • 通訊業者數據內容包的出現
    • 政府主導的區域創新經濟發展與智慧財產權貨幣化。
  • 市場限制因素
    • 與隱私和資料保護相關的合規成本不斷上升
    • 數位盜版和未經授權內容傳播這一長期存在的問題。
    • 都市區設備基礎設施的碎片化
    • 離島最後一公里流量的CDN成本不斷上升。
  • 產業價值鏈分析
  • 監理情勢
  • 技術展望
  • 波特五力分析
  • 宏觀經濟趨勢對市場的影響

第5章 市場規模與成長預測

  • 按內容格式
    • 數位音樂
    • 電子出版
    • 數位視訊遊戲
    • 視訊點播 (VOD)
    • 數位新聞
    • 播客和有聲讀物
  • 按收入模式
    • 訂閱
    • 廣告收入
    • 按次付費/交易型
    • 應用程式內收費和微交易
    • 混合/捆綁式
  • 依設備類型
    • 智慧型手機
    • 藥片
    • 桌上型電腦/筆記型電腦
    • 智慧電視
    • 遊戲機
    • 其他(機上盒、穿戴式裝置)
  • 按年齡層
    • 18歲以下
    • 18-34歲
    • 35-54歲
    • 55歲或以上
  • 按地區
    • Java
    • 蘇門答臘
    • 加里曼丹
    • 蘇拉威西
    • 峇裡島和努沙登加拉
    • 摩鹿加群島及巴布亞

第6章 競爭情勢

  • 市場集中度
  • 策略趨勢
  • 市佔率分析
  • 公司簡介
    • PT Vidio Dot Com
    • Netflix Pte. Ltd.
    • Spotify AB
    • PT Tencent Technology Indonesia
    • Amazon Digital UK Limited
    • Disney Streaming Services, LLC
    • PT Media Nusantara Citra Tbk(Vision+)
    • PT Mola Media Investama
    • PT Media Digital Maxima(Genflix)
    • PT GoTo Gojek Tokopedia Tbk(GoPlay)
    • PT Melon Indonesia
    • PT Telkom Indonesia(Persero)Tbk
    • PT Garena Indonesia
    • PT Moonton Indonesia Technology
    • PT Agate International
    • PT Lyto Datarindo Fortuna
    • PT Kreon
    • ByteDance Ltd.
    • PT Migo Indonesia
    • PT Nuon Digital Indonesia
    • PT Dunia Games Nusantara
    • iflix Sdn. Bhd.

第7章 市場機會與未來展望

簡介目錄
Product Code: 50002263

According to Mordor Intelligence, the indonesian digital media market size is expected to grow from USD 2.83 billion in 2025 to USD 2.99 billion in 2026 and is forecast to reach USD 3.91 billion by 2031 at 5.55% CAGR over 2026-2031.

Indonesia Digital Media - Market - IMG1

This report is Segmented by Content Format (Digital Music, E-Publishing, Digital Video Games, and More), Revenue Model (Subscription, Advertising-Supported, Pay-Per-View, and More), Device Type (Smartphones, Tablets, and More), Age Group (<18, 18-34, 35-54, and >=55 Years), and Region. The Market Forecasts are Provided in Terms of Value (USD).

Indonesia Digital Media Market Trends and Insights

Surging Mobile Broadband Penetration and 5G Rollout

Indonesia's 5G build-out accelerates premium content uptake as Telkomsel's network reached Bali and Nusa Tenggara in 2024, lifting peak data traffic by 26.35%. Smartphone penetration climbed to 76.3%, providing a broad addressable base for high-resolution streaming and cloud gaming. Edge computing and regional CDN nodes are mitigating latency challenges across the archipelago's 17,000 islands, enabling platforms to deliver consistent viewing experiences even in secondary cities. Device vendors are pre-installing local streaming apps, improving discoverability and reducing user acquisition costs for platforms. These infrastructure and channel advantages underpin continued audience expansion.

Rapid Rise in OTT Video Subscriptions Driven by Local Content

Bahasa Indonesia originals now anchor subscriber growth. Netflix secured a 52% share of total viewing time after tripling its local production slate in 2024, while local champion Vidio leveraged Liga 1 soccer and original dramas to narrow the gap in urban youth audiences. Cross-promotion with cinemas and talent-led social campaigns amplify reach, and co-production deals with Korean studios set new quality benchmarks. The resulting virtuous cycle is stimulating investment in studios, postproduction facilities, and screenwriting talent, solidifying Indonesia as a regional content hub.The expansion of Indonesia Digital Software Solutions is enabling media companies to enhance audience targeting, automate content workflows, and improve digital advertising efficiency across platforms.

Escalating Privacy and Data-Protection Compliance Costs

Full enforceability of the Personal Data Protection Law in January 2025 obliges platforms to localize user data and implement 4-hour takedown windows for critical content. Non-compliance risks fines up to 2% of annual revenue, driving investment in local data centers, AI content filters, and legal teams. Smaller platforms may exit or consolidate, potentially reducing content diversity but strengthening consumer trust in surviving services.

Other drivers and restraints analyzed in the detailed report include:

  1. Growing Middle-Class Disposable Income and Digital Spending
  2. Expansion of Digital Payment Ecosystems Simplifying Micro-Transactions
  3. Persistent Digital Piracy and Unlicensed Content Circulation

For complete list of drivers and restraints, kindly check the Table Of Contents.

Segment Analysis

Video-on-Demand generated 41.85% of Indonesia's digital media market revenue in 2025, driven by aggressive local production pipelines and tiered pricing that matches diverse budgets. Netflix widened its Indonesian catalog by 35% year on year, while Vidio premiered nine original series in early 2025 that captured prime-time social chatter. The segment's scale enables platforms to negotiate bulk bandwidth rates, lowering delivery costs per stream. At the same time, premium sports rights safeguard churn-sensitive months, stabilizing recurring cash flows.

Podcasts and audiobooks are scaling quickly as commuting Indonesians turn to motivational and comedy shows, propelling a 7.1% CAGR. Advertisers appreciate the captive attention window of 1 hour-plus daily, enabling dynamic ad insertion at CPMs 22% higher than display banners. Local studios specializing in Bahasa Indonesia audiobooks report 80% repeat purchase rates, indicating the format's stickiness among Gen Z and millennial listeners. The shift also unlocks ancillary revenue from live events and merchandise linked to hit audio franchises, underscoring audio's evolving strategic importance within the Indonesian digital media market.

With a 49.05% share in 2025, subscriptions remain the bedrock of predictable cash flow, especially for VOD and music services. Family plans and ad-supported tiers broaden the funnel while minimizing cannibalization. Direct carrier billing, present on 93% of mobile plans, shortens conversion paths and pushes average revenue per user upward. Robust subscriber data further refines personalization engines, lifting engagement metrics that advertisers value.

In-app purchases constitute the fastest-rising revenue stream at 6.95% CAGR as mobile gaming reaches a projected 192.1 million players in 2025. Game publishers experiment with limited-time loot crates, season passes, and virtual concerts, creating additional spending moments. QRIS adoption ensures that even users without credit cards can transact instantly, sustaining the Indonesian digital media market's micro-transaction flywheel. Successful platforms, therefore, blend stable subscription bases with high-velocity transactional layers to optimize lifetime value.

Complete Report Scope:

  • By Content Format
    • Digital Music
    • E-Publishing
    • Digital Video Games
    • Video-on-Demand (VOD)
    • Digital News
    • Podcasts and Audio Books
  • By Revenue Model
    • Subscription
    • Advertising-Supported
    • Pay-Per-View/Transactional
    • In-App Purchases and Micro-transactions
    • Hybrid/Bundled
  • By Device Type
    • Smartphones
    • Tablets
    • PCs/Laptops
    • Smart TVs
    • Gaming Consoles
    • Others (STBs, Wearables)
  • By Age Group
    • < 18 Years
    • 18 - 34 Years
    • 35 - 54 Years
    • >= 55 Years
  • By Region
    • Java
    • Sumatra
    • Kalimantan
    • Sulawesi
    • Bali and Nusa Tenggara
    • Maluku and Papua

List of Companies Covered in this Report:

  1. PT Vidio Dot Com
  2. Netflix Pte. Ltd.
  3. Spotify AB
  4. PT Tencent Technology Indonesia
  5. Amazon Digital UK Limited
  6. Disney Streaming Services, LLC
  7. PT Media Nusantara Citra Tbk (Vision+)
  8. PT Mola Media Investama
  9. PT Media Digital Maxima (Genflix)
  10. PT GoTo Gojek Tokopedia Tbk (GoPlay)
  11. PT Melon Indonesia
  12. PT Telkom Indonesia (Persero) Tbk
  13. PT Garena Indonesia
  14. PT Moonton Indonesia Technology
  15. PT Agate International
  16. PT Lyto Datarindo Fortuna
  17. PT Kreon
  18. ByteDance Ltd.
  19. PT Migo Indonesia
  20. PT Nuon Digital Indonesia
  21. PT Dunia Games Nusantara
  22. iflix Sdn. Bhd.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Surging mobile broadband penetration and 5G rollout
    • 4.2.2 Rapid rise in OTT video subscriptions driven by local content
    • 4.2.3 Growing middle-class disposable income and digital spending
    • 4.2.4 Expansion of digital payment ecosystems simplifying micro-transactions
    • 4.2.5 Emergence of telco-bundled data and content packages
    • 4.2.6 Government-backed push for local creative economy and IP monetization
  • 4.3 Market Restraints
    • 4.3.1 Escalating privacy and data-protection compliance costs
    • 4.3.2 Persistent digital piracy and unlicensed content circulation
    • 4.3.3 Fragmented device infrastructure outside urban centres
    • 4.3.4 Rising CDN costs for last-mile traffic to outer islands
  • 4.4 Industry Value Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter's Five Forces Analysis
    • 4.7.1 Bargaining Power of Buyers
    • 4.7.2 Bargaining Power of Suppliers
    • 4.7.3 Threat of New Entrants
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Intensity of Competitive Rivalry
  • 4.8 Impact of Macroeconomic Trends on the Market

5 MARKET SIZE AND GROWTH FORECASTS (VALUES)

  • 5.1 By Content Format
    • 5.1.1 Digital Music
    • 5.1.2 E-Publishing
    • 5.1.3 Digital Video Games
    • 5.1.4 Video-on-Demand (VOD)
    • 5.1.5 Digital News
    • 5.1.6 Podcasts and Audio Books
  • 5.2 By Revenue Model
    • 5.2.1 Subscription
    • 5.2.2 Advertising-Supported
    • 5.2.3 Pay-Per-View/Transactional
    • 5.2.4 In-App Purchases and Micro-transactions
    • 5.2.5 Hybrid/Bundled
  • 5.3 By Device Type
    • 5.3.1 Smartphones
    • 5.3.2 Tablets
    • 5.3.3 PCs/Laptops
    • 5.3.4 Smart TVs
    • 5.3.5 Gaming Consoles
    • 5.3.6 Others (STBs, Wearables)
  • 5.4 By Age Group
    • 5.4.1 < 18 Years
    • 5.4.2 18 - 34 Years
    • 5.4.3 35 - 54 Years
    • 5.4.4 >= 55 Years
  • 5.5 By Region
    • 5.5.1 Java
    • 5.5.2 Sumatra
    • 5.5.3 Kalimantan
    • 5.5.4 Sulawesi
    • 5.5.5 Bali and Nusa Tenggara
    • 5.5.6 Maluku and Papua

6 COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 PT Vidio Dot Com
    • 6.4.2 Netflix Pte. Ltd.
    • 6.4.3 Spotify AB
    • 6.4.4 PT Tencent Technology Indonesia
    • 6.4.5 Amazon Digital UK Limited
    • 6.4.6 Disney Streaming Services, LLC
    • 6.4.7 PT Media Nusantara Citra Tbk (Vision+)
    • 6.4.8 PT Mola Media Investama
    • 6.4.9 PT Media Digital Maxima (Genflix)
    • 6.4.10 PT GoTo Gojek Tokopedia Tbk (GoPlay)
    • 6.4.11 PT Melon Indonesia
    • 6.4.12 PT Telkom Indonesia (Persero) Tbk
    • 6.4.13 PT Garena Indonesia
    • 6.4.14 PT Moonton Indonesia Technology
    • 6.4.15 PT Agate International
    • 6.4.16 PT Lyto Datarindo Fortuna
    • 6.4.17 PT Kreon
    • 6.4.18 ByteDance Ltd.
    • 6.4.19 PT Migo Indonesia
    • 6.4.20 PT Nuon Digital Indonesia
    • 6.4.21 PT Dunia Games Nusantara
    • 6.4.22 iflix Sdn. Bhd.

7 MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment