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Indonesia Over-the-top Market by Component (Solution and Service), Device Type (Smartphones, Smart TV's, Laptops Desktops and Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, and Others), Revenue Model (Subscription, Advertisement, Hybrid, and Others), User Type (Personal and Commercial), End User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-commerce, BFSI, Government, and Others): Global Opportunity Analysis and Industry Forecast, 2018-2026

IC_196186
Pages: 167
Nov 2019 | 152 Views
 
Author(s) : Rachita Rake , Supradip Baul
Tables: 72
Charts: 35
 

Indonesia Over-the-top (OTT) Market Outlook - 2026

The over-the-top market is projected to witness further innovative and advanced transformation, which will enable customers to access the content they want at a single space. This will make the over-the-top platforms adept of selling physical products along with audio and video service offerings. Presently, over-the-top services are at a relatively nascent stage, and are trending across the globe. The Indonesia over-the-top market was valued at $213 million in 2018, and is projected to reach $1,502 million by 2026, registering a CAGR of 27.7% from 2019 to 2026. 

Over-the-top services refers to movies and TV shows that are delivered directly to digital users, and do not require cable or satellite television subscription. OTT content can be directly downloaded and viewed on user’s demand. OTT content such as movies and TV services are delivered directly over the internet to connected devices such as PC, tablet, smartphone, and gaming console.

Indonesia Over-the-top (OTT) Market

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The advertisement revenue model dominated the Indonesia over-the-top market in 2018, and is expected to continue this trend during the forecast period. New entrants in the market are mainly turning to the ad-supported streaming models primarily due to the difficulty of breaking into an existing crowded over-the-top space with a subscription-based revenue model which drives Indonesia over-the-top market growth. Moreover, players in the market are providing new offers related to advertiser-centric viewpoint, which is attracting consumers of this market. Further, subscription segment is expected to witness highest CAGR during the forecast period as its adoption in the coming years is expected to increase owing to continuously falling smartphone prices along with the improving 4G infrastructure.

The commercial segment dominated the Indonesia over-the-top industry in 2018, and is expected to continue this trend during the forecast period. As number of enterprises in Indonesia have started using their own over-the-top services, due to numerous benefits provided by these services. However, the personal segment is expected to witness highest CAGR during the forecast period as number of individual users are adopting OTT services to launch their own videos, which is a key factor that drives the growth of the Indonesia OTT market. Moreover, rise in social interaction is expected to increase the adoption of social messaging platforms such as WhatsApp and LINE, which are the OTT services.

Indonesia Over-the-top Market
By Revenue Model

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Subscription based revenue model is projected as one of the most lucrative segments.

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Media & entertainment industry dominated the Indonesia OTT market share in 2018, and is projected to remain dominant during the forecast period. As key players of the market are launching new on-demand video services or OTT services, and are adding new services in the existing offerings, which are expected to create lucrative opportunities for market expansion. For instance, in September 2019, Gojek, an Indonesian ride-hailing giant, launched a video streaming service, GoPlay, which features exclusive access to TV shows, movies, and short clips. However, education & training is expected to witness highest CAGR during the Indonesia over-the-top market forecast period as the country is witnessing a significant growth in the education sector in the last few years. Leading educational institutions in Indonesia have become more receptive toward the implementation of hi-tech learning components.

Indonesia Over-the-top Market
By End User

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Media & Entertainment industry hold a dominant position in 2018 and would continue to maintain the lead over the forecast period.

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The report focuses on the growth prospects, restraints, and Indonesia over-the-top market analysis. The study provides Porter’s five forces analysis of the Indonesia over-the-top industry to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the Indonesia over-the-top market trends.

Segment review

The Indonesia OTT market is segmented into component, device type, content type, revenue model, user type, end user. Depending on component, the market is bifurcated into solutions and services. On the basis of device type, it is classified into smart devices, laptops, desktops & tablets, gaming consoles, set-top box, and others. The content type segment includes video, audio/VoIP, games, communication, and others. By revenue model, the market is categorized into subscription, advertisement, transactional, and hybrid. The industry vertical segment is segregated into media & entertainment, education & training, health & fitness, sports & live events, IT & telecom, E-commerce, BFSI, government, and others.

Indonesia Over-the-top Market
By Content Type

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Smartphone would exhibit the highest CAGR of 20.8% during 2018-2025.

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The key players operating in the Indonesia OTT industry include CatchPlay, HOOQ, Iflix, Mola TV, PT. Media Nusantara Citra Tbk. (MNC Media), Netflix Indonesia, PT Telekomunikasi Selular (Telkomsel), PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia), Vidio.com, and Viu.
 
Top impacting factors    

Factors such as increase in popularity of direct carrier billing in over-the-top market, rise in subscription of over-the-top video (SVoD) in Indonesia, and upsurge in penetration of smartphones & their compatibility with OTT applications are driving the growth of the Indonesia OTT market. In addition, economical charges of over-the-top services and high internet speed further fuels the market growth. However, challenges in consumer engagement and rise in piracy of digital streaming ecosystem are expected to hinder the the growth of the Indonesia over-the-top services market. On the contrary, shift in focus toward the generation of local content, and integration of numerous technologies such as machine learning, and artificial intelligence in OTT services are expected to provide lucrative opportunities for the market growth in the coming years.

Growing Increase in popularity of direct carrier billing in over-the-top market

Direct carrier billing allows users to pay OTT subscription fees as part of their monthly data bills or telephone bills, as OTT subscribers whose disposable income is low or average and cannot make payment through credit card. OTT providers are leveraging telecom billing systems to reach new customers, which would otherwise make it unable to sign up due to payment difficulties. These type of partnerships between OTT service providers and telecom operators are witnessing increasing popularity in the Indonesia over-the-top services market, as the penetration of fixed-broadband is decreasing and mobile is growing. Moreover, direct carrier billing allows customers to pay for streaming subscriptions through their mobile services, which propels the growth of the market. For instance, in October 2019, a mobile technology company, Fortumo and Vidio, which is Indonesia’s biggest streaming platform, launched a direct carrier billing partnership. Under this partnership, more than 140 million subscribers of XL Axiata, Indosat Ooredoo, and Smartfren can subscribe to Vidio Premier, and charge payments for the service to their mobile operator invoice.

Shift in focus toward the generation of local content

Local content is more popular in Indonesia that generates around one-fourth of annual ticket sales. For instance, CatchPlay occupies significant share of the Indonesia over-the-top services market, and around 25% of its Indonesian OTT platform content consists of local productions. In Indonesia, local programming accounts for approximately more than half of the service's viewing minutes. OTT service providers strengthened and added several local content deals during the 2018 and 2019. For instance, in December 2018, HOOQ collaborated with Indonesian online content group, Vice to launch three local original series. The new shows include a TL;DR, which is a new talk show, a full-length series Check Out the Store Next Door, as well as a short-form series. In addition, some of Vice's digital content has been made available on the OTT service's free layer at launch.

Key Benefits for Indonesia Over-the-top (OTT) Market :

  • This study includes the Indonesia over-the-top market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities of the Indonesia OTT market.
  • The Indonesia over-the-top market size is quantitatively analyzed from 2018 to 2026 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the over-the-top market in Indonesia.

Indonesia Over-the-top (OTT) Market Segments:

By Component

  • Solution
  • Services

By Device Type

  • Smartphones
  • Smart TV's
  • Laptops Desktops and Tablets
  • Gaming Consoles
  • Set-Top Bo
  • others

By Content Type

  • Video
  • Audio/VoIP
  • Games
  • Communication
  • Others

By Revenue Model

  • Subscription
  • Advertisement
  • Hybrid
  • Others

By User Type

  • Personal
  • Commercial

By End User

  • Media & Entertainment
  • Education & Training
  • Health & Fitness
  • IT & Telecom
  • E-commerce
  • BFSI
  • Government
  • Others

Key Market Players

  • CatchPlay
  • HOOQ
  • Iflix
  • Mola TV PT. 
  • Media Nusantara Citra Tbk. (MNC Media)
  • Netflix Indonesia
  • PT Telekomunikasi Selular (Telkomsel)
  • PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)
  • Vidio.com
  • Viu
 

CHAPTER 1:    INTRODUCTION

1.1.    Report description
1.2.    Key benefits for stakeholders
1.3.    Research methodology

1.3.1.    Secondary research
1.3.2.    Primary research
1.3.3.    Analyst tools & models

CHAPTER 2:    EXECUTIVE SUMMARY

2.1.    Key findings

2.1.1.    Top impacting factors
2.1.2.    Top investment pockets

2.2.    CXO perspective

CHAPTER 3:    MARKET OVERVIEW

3.1.    Market definition and scope
3.2.    Market evolution/industry roadmap
3.3.    Porter's five forces analysis
3.4.    Market dynamics

3.4.1.    Drivers

3.4.1.1.    Increase in popularity of direct carrier billing in over-the-top market
3.4.1.2.    Increase in subscription of over-the-top video (SVoD) in Indonesia
3.4.1.3.    Rise in penetration of smartphones and their compatibility with OTT applications
3.4.1.4.    Economical charges of OTT services
3.4.1.5.    High internet speed

3.4.2.    Restraints

3.4.2.1.    Challenges in consumer engagement
3.4.2.2.    Dominance in piracy of digital streaming ecosystem

3.4.3.    Opportunities

3.4.3.1.    Shift in focus toward the generation of local content
3.4.3.2.    Integration of advanced technologies in OTT services

3.5.    Impact of government regulations on Indonesia Over-the-top (OTT) market

CHAPTER 4:    INDONESIA OVER-THE-TOP MARKET, BY COMPONENT

4.1.    Overview
4.2.    Solution

4.2.1.    Key market trends, growth factors, and opportunities
4.2.2.    Market size and forecast

4.3.    Service

4.3.1.    Key market trends, growth factors, and opportunities
4.3.2.    Market size and forecast

CHAPTER 5:    INDONESIA OVER-THE-TOP MARKET, BY DEVICE TYPE

5.1.    Overview
5.2.    Smartphones

5.2.1.    Key market trends, growth factors, and opportunities
5.2.2.    Market size and forecast

5.3.    Smart TVs

5.3.1.    Key market trends, growth factors, and opportunities
5.3.2.    Market size and forecast

5.4.    Laptops, desktops, and tablets

5.4.1.    Key market trends, growth factors, and opportunities
5.4.2.    Market size and forecast

5.5.    Gaming consoles

5.5.1.    Key market trends, growth factors, and opportunities
5.5.2.    Market size and forecast

5.6.    Set-top box

5.6.1.    Key market trends, growth factors, and opportunities
5.6.2.    Market size and forecast

5.7.    Others

5.7.1.    Key market trends, growth factors, and opportunities
5.7.2.    Market size and forecast

CHAPTER 6:    INDONESIA OVER-THE-TOP MARKET, BY CONTENT TYPE

6.1.    Overview
6.2.    Video

6.2.1.    Key market trends, growth factors, and opportunities
6.2.2.    Market size and forecast

6.3.    Audio/ VoIP

6.3.1.    Key market trends, growth factors, and opportunities
6.3.2.    Market size and forecast

6.4.    Games

6.4.1.    Key market trends, growth factors, and opportunities
6.4.2.    Market size and forecast

6.5.    Communication

6.5.1.    Key market trends, growth factors, and opportunities
6.5.2.    Market size and forecast

6.6.    Others

6.6.1.    Key market trends, growth factors, and opportunities
6.6.2.    Market size and forecast

CHAPTER 7:    INDONESIA OVER-THE-TOP MARKET, BY REVENUE MODEL

7.1.    Overview
7.2.    Subscription

7.2.1.    Key market trends, growth factors, and opportunities
7.2.2.    Market size and forecast

7.3.    Advertisement

7.3.1.    Key market trends, growth factors, and opportunities
7.3.2.    Market size and forecast

7.4.    Hybrid

7.4.1.    Key market trends, growth factors, and opportunities
7.4.2.    Market size and forecast

7.5.    Others

7.5.1.    Key market trends, growth factors, and opportunities
7.5.2.    Market size and forecast

CHAPTER 8:    INDONESIA OVER-THE-TOP MARKET, BY USER TYPE

8.1.    Overview
8.2.    Personal

8.2.1.    Key market trends, growth factors, and opportunities
8.2.2.    Market size and forecast

8.3.    Commercial

8.3.1.    Key market trends, growth factors, and opportunities
8.3.2.    Market size and forecast

CHAPTER 9:    INDONESIA OVER-THE-TOP MARKET, BY END USER

9.1.    Overview
9.2.    Media & entertainment

9.2.1.    Key market trends, growth factors, and opportunities
9.2.2.    Market size and forecast

9.3.    Education & training

9.3.1.    Key market trends, growth factors, and opportunities
9.3.2.    Market size and forecast

9.4.    Health & fitness

9.4.1.    Key market trends, growth factors, and opportunities
9.4.2.    Market size and forecast

9.5.    IT & telecom

9.5.1.    Key market trends, growth factors, and opportunities
9.5.2.    Market size and forecast

9.6.    E-commerce

9.6.1.    Key market trends, growth factors, and opportunities
9.6.2.    Market size and forecast

9.7.    BFSI

9.7.1.    Key market trends, growth factors, and opportunities
9.7.2.    Market size and forecast

9.8.    Government

9.8.1.    Key market trends, growth factors, and opportunities
9.8.2.    Market size and forecast

9.9.    Others

9.9.1.    Key market trends, growth factors, and opportunities
9.9.2.    Market size and forecast

CHAPTER 10:    COMPETITIVE LANDSCAPE

10.1.    Key Player Positioning
10.2.    Competitive Dashboard
10.3.    Top winning strategies
10.4.    Key developments
10.5.    New product launches

10.5.1.    Partnership
10.5.2.    Business expansion
10.5.3.    Collaboration
10.5.4.    Product development

CHAPTER 11:    COMPANY PROFILE

11.1.    CATCHPLAY

11.1.1.    Company overview
11.1.2.    Key executives
11.1.3.    Company snapshot
11.1.4.    Product portfolio
11.1.5.    Key strategic moves and developments

11.2.    HOOQ

11.2.1.    Company overview
11.2.2.    Key executives
11.2.3.    Company snapshot
11.2.4.    Product portfolio
11.2.5.    Key strategic moves and developments

11.3.    IFLIX

11.3.1.    Company overview
11.3.2.    Key executives
11.3.3.    Company snapshot
11.3.4.    Product portfolio
11.3.5.    Key strategic moves and developments

11.4.    MOLA TV

11.4.1.    Company overview
11.4.2.    Key executives
11.4.3.    Company snapshot
11.4.4.    Product portfolio
11.4.5.    Key strategic moves and developments

11.5.    PT. MEDIA NUSANTARA CITRA TBK. (MNC MEDIA)

11.5.1.    Company overview
11.5.2.    Key executives
11.5.3.    Company snapshot
11.5.4.    Operating business segments
11.5.5.    Product portfolio
11.5.6.    Business performance

11.6.    NETFLIX, INC.

11.6.1.    Company overview
11.6.2.    Key executives
11.6.3.    Company snapshot
11.6.4.    Operating business segments
11.6.5.    Product portfolio
11.6.6.    R&D expenditure
11.6.7.    Business performance
11.6.8.    Key strategic moves and developments

11.7.    PT TELEKOMUNIKASI SELULAR (TELKOMSEL)

11.7.1.    Company overview
11.7.2.    Key executives
11.7.3.    Company snapshot
11.7.4.    Product portfolio
11.7.5.    Business performance
11.7.6.    Key strategic moves and developments

11.8.    PT. TELEKOMUNIKASI INDONESIA, TBK (TELKOM INDONESIA)

11.8.1.    Company overview
11.8.2.    Key executives
11.8.3.    Company snapshot
11.8.4.    Operating business segments
11.8.5.    Product portfolio
11.8.6.    Business performance
11.8.7.    Key strategic moves and developments

11.9.    VIDIO.COM

11.9.1.    Company overview
11.9.2.    Key executives
11.9.3.    Company snapshot
11.9.4.    Product portfolio
11.9.5.    Key strategic moves and developments

11.10.    VIU

11.10.1.    Company overview
11.10.2.    Key executives
11.10.3.    Company snapshot
11.10.4.    Operating business segments
11.10.5.    Product portfolio
11.10.6.    Business performance
11.10.7.    Key strategic moves and developments

LIST OF TABLES

TABLE 01.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY COMPONENT, 2018–2026 ($MILLION)
TABLE 02.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SOLUTION, 2018–2026 ($MILLION)
TABLE 03.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SERVICE, 2018–2026 ($MILLION)
TABLE 04.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 05.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMARTPHONES, 2018–2026 ($MILLION)
TABLE 06.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMART TVS, 2018–2026 ($MILLION)
TABLE 07.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR LAPTOPS, DESKTOPS, AND TABLETS, 2018–2026 ($MILLION)
TABLE 08.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMING CONSOLES, 2018–2026 ($MILLION)
TABLE 09.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SET-TOP BOX, 2018–2026 ($MILLION)
TABLE 10.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHER, 2018–2026 ($MILLION)
TABLE 11.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2018–2026 ($MILLION)
TABLE 12.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR VIDEO, 2018–2026 ($MILLION)
TABLE 13.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR AUDIO/ VOIP, 2018–2026 ($MILLION)
TABLE 14.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMES, 2018–2026 ($MILLION)
TABLE 15.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMUNICATION, 2018–2026 ($MILLION)
TABLE 16.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2018–2026 ($MILLION)
TABLE 17.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2018–2026 ($MILLION)
TABLE 18.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR SUBSCRIPTION, 2018–2026 ($MILLION)
TABLE 19.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR ADVERTISEMENT, 2018–2026 ($MILLION)
TABLE 20.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR HYBRID, 2018–2026 ($MILLION)
TABLE 21.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2018–2026 ($MILLION)
TABLE 22.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2018–2026 ($MILLION)
TABLE 23.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR PERSONAL USER, 2018–2026 ($MILLION)
TABLE 24.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMERCIAL USER, 2018–2026 ($MILLION)
TABLE 25.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 26.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR MEDIA & ENTERTAINMENT, 2018–2026 ($MILLION)
TABLE 27.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR EDUCATION & TRAINING, 2018–2026 ($MILLION)
TABLE 28.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR HEALTH & FITNESS, 2018–2026 ($MILLION)
TABLE 29.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR IT & TELECOM, 2018–2026 ($MILLION)
TABLE 30.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR E-COMMERCE, 2018–2026 ($MILLION)
TABLE 31.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR BFSI, 2018–2026 ($MILLION)
TABLE 32.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR GOVERNMENT, 2018–2026 ($MILLION)
TABLE 33.    INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2018–2026 ($MILLION)
TABLE 34.    KEY NEW PRODUCT LAUNCHES, 2016–019
TABLE 35.    PARTNERSHIP, 2016–2019
TABLE 36.    KEY EXPANSIONS, 2016–2019
TABLE 37.    COLLABORATION, 2017–2019
TABLE 38.    PRODUCT DEVELOPMENT (2016-2019)
TABLE 39.    CATCHPLAY: KEY EXECUTIVES
TABLE 40.    CATCHPLAY: COMPANY SNAPSHOT
TABLE 41.    CATCHPLAY: PRODUCT PORTFOLIO
TABLE 42.    HOOQ: KEY EXECUTIVES
TABLE 43.    HOOQ: COMPANY SNAPSHOT
TABLE 44.    HOOQ: PRODUCT PORTFOLIO
TABLE 45.    IFLIX: KEY EXECUTIVES
TABLE 46.    IFLIX: COMPANY SNAPSHOT
TABLE 47.    IFLIX: PRODUCT PORTFOLIO
TABLE 48.    MOLA TV: KEY EXECUTIVES
TABLE 49.    MOLA TV: COMPANY SNAPSHOT
TABLE 50.    MOLA TV: PRODUCT PORTFOLIO
TABLE 51.    MNC MEDIA: KEY EXECUTIVES
TABLE 52.    MNC MEDIA: COMPANY SNAPSHOT
TABLE 53.    MNC MEDIA: OPERATING SEGMENTS
TABLE 54.    MNC MEDIA: PRODUCT PORTFOLIO
TABLE 55.    KEY EXECUTIVES
TABLE 56.    NETFLIX, INC.: COMPANY SNAPSHOT
TABLE 57.    NETFLIX, INC.: OPERATING SEGMENTS
TABLE 58.    NETFLIX, INC.: PRODUCT PORTFOLIO
TABLE 59.    PT TELEKOMUNIKASI SELULAR: KEY EXECUTIVES
TABLE 60.    PT TELEKOMUNIKASI SELULAR: COMPANY SNAPSHOT
TABLE 61.    PT TELEKOMUNIKASI SELULAR: PRODUCT PORTFOLIO
TABLE 62.    PT. TELEKOMUNIKASI INDONESIA, TBK: KEY EXECUTIVES
TABLE 63.    PT. TELEKOMUNIKASI INDONESIA, TBK: COMPANY SNAPSHOT
TABLE 64.    PT. TELEKOMUNIKASI INDONESIA, TBK: OPERATING SEGMENTS
TABLE 65.    PT. TELEKOMUNIKASI INDONESIA, TBK: PRODUCT PORTFOLIO
TABLE 66.    VIDIO.COM: KEY EXECUTIVES
TABLE 67.    VIDIO.COM: COMPANY SNAPSHOT
TABLE 68.    VIDIO.COM: PRODUCT PORTFOLIO
TABLE 69.    PCCW ENTERPRISES LIMITED: KEY EXECUTIVES
TABLE 70.    VIU: COMPANY SNAPSHOT
TABLE 71.    PCCW ENTERPRISES LIMITED: OPERATING SEGMENTS
TABLE 72.    VIU: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.    INDONESIA OVER-THE-TOP MARKET, 2019–2026
FIGURE 02.    INDONESIA OVER-THE-TOP MARKET, 2019–2026
FIGURE 03.    TOP IMPACTING FACTOR
FIGURE 04.    TOP INVESTMENT POCKETS
FIGURE 05.    INDONESIA OVER-THE-TOP MARKET SEGMENTATION
FIGURE 06.    MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 07.    MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 08.    HIGH BARGAINING POWER OF BUYERS
FIGURE 09.    LOW-TO-MODERATE THREAT OF SUBSTITUTES
FIGURE 10.    MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 11.    HIGH COMPETITIVE RIVALRY
FIGURE 12.    DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 13.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2018–2026 ($MILLION)
FIGURE 14.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2018–2026 ($MILLION)
FIGURE 15.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2018–2026 ($MILLION)
FIGURE 16.    INDONESIA OVER-THE-TOP MARKET REVENUE, BY INDUSTRY VERTICAL, 2018–2026 ($MILLION)
FIGURE 17.    INDONESIA OVER-THE-TOP MARKET: KEY PLAYER POSITIONING, 2018
FIGURE 18.    COMPETITIVE DASHBOARD
FIGURE 19.    COMPETITIVE DASHBOARD
FIGURE 20.    COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 21.    TOP WINNING STRATEGIES, BY YEAR, 2016–2019
FIGURE 22.    TOP WINNING STRATEGIES, BY DEVELOPMENT, 2016–2019
FIGURE 23.    TOP WINNING STRATEGIES, BY COMPANY, 2016–2019
FIGURE 24.    MNC MEDIA: REVENUE, 2016–2018 ($MILLION)
FIGURE 25.    MNC MEDIA: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 26.    R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 27.    NETFLIX, INC.: REVENUE, 2016–2018 ($MILLION)
FIGURE 28.    NETFLIX, INC.: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 29.    PT TELEKOMUNIKASI SELULAR: REVENUE, 2016–2018 ($MILLION)
FIGURE 30.    PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE, 2016–2018 ($MILLION)
FIGURE 31.    PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 32.    PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 33.    PCCW ENTERPRISES LIMITED: REVENUE, 2016–2018 ($MILLION)
FIGURE 34.    PCCW ENTERPRISES LIMITED: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 35.    PCCW ENTERPRISES LIMITED: REVENUE SHARE BY REGION, 2018 (%)

 
 

Rise in penetration of smartphones and internet has drastically changed the way content is being adopted in Indonesia. Moreover, video and audio content are currently being streamed on smartphones and tablets due to the ease of accessibility. In Indonesia, penetration of 4G network is increasing with less challenges. Telecommunication operators of the country have deployed 4G network in major cities, which further fuels the demand for OTT services, thereby augmenting the growth of the market. Availability of strong 4G network is expected to enable superior video experience with the availability of large content libraries to the user, which fuels the adoption of over-the-top services in Indonesia.

The over-the-top service market in Indonesia is fragmented and competitive, owing to the presence of well-diversified international and regional vendors. However, continuous increase in presence of international vendors in the country makes the market highly competitive. However, current laws of Indonesia do not allow foreign OTT service providers to operate in Indonesia independently. They can only be resent in the market through collaboration or partnership with Indonesian companies. Conversely, as per the CXOs, the licensing policy is expected to change in Indonesia in the upcoming years, and the market is expected to witness increased presence of foreign OTT service providers.

 

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