Mobile Games Trend in Indonesia 2017

  • View
    847

  • Download
    1

  • Category

    Mobile

Preview:

Citation preview

Mobile Games Trend

in Indonesia

2017Behavior of Mobile Games Usage

Date: August 2017

2

HIGHLIGHTS

General

InformationGadgets

Owned

Behavior

Mobile

Games

Purchase Future

Intention

Information

Source

2

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

General Information

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

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

Gadgets Owned

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

Behavior

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

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

Mobile Games

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.

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%

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

Purchase

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

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

Future Intention

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%

Interestingstoryline

Greatgraphics

Many levels Lessmemory

used

Responsive Others

21

Information Source

22

n Sample : 518

71.0%

67.4%

53.7%

37.3%

26.3%

1.0%

Sellerrecommendation

Friends/family

Social mediaadvertisement

Mobile gamesadvertisement

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.

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 segmentationsacross 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) ofthis survey can be publicly used, but must be cited and sourced from PT. Nusaresearch Company (also include its website addresshttp://nusaresearch.com).

Recommended