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2021
Indonesia Over-the-top (ott) Market

Indonesia Over-The-Top (OTT) Market by Component (Solutions and Services), Device Type (Smart Devices, Laptops, Desktops & Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, And Others), Revenue Model (Subscription, Advertisement, Transactional, and Hybrid), User Type (Personal and Commercial), and End User (Media & Entertainment, Education & Training, Health & Fitness, Sports & Live Events, IT & Telecom, E-commerce, BFSI, Government, and Others): Opportunity Analysis and Industry Forecast, 2020–2027

A05821
Pages: 196
Feb 2021 | 13072 Views
   
Author(s) : Vikas Gaikwad & Rachita Rake
Tables: 73
Charts: 40
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Indonesia Over-The-Top (OTT) Market Statistics: 2027

The Indonesia over-the-top (OTT) market size was valued at $360.00 million in 2019, and is projected to reach at $4,450.61 million by 2027, growing at a CAGR of 33.1% from 2020 to 2027. OTT content such as movies and TV services are delivered directly over the internet to connected devices such as PCs, tablets, smartphones, and gaming consoles and do not require cable or satellite television subscription. OTT content can be directly downloaded and viewed on user demand. Presently, over-the-top services are at a relatively nascent stage, and are trending across the globe. The over-the-top market is projected to witness further innovative and advanced transformation, which is anticipated to enable customers to access content. This makes over-the-top platforms adept to selling physical products along with audio and video service offerings. 

The COVID-19 outbreak had a positive impact on growth of the Indonesia OTT market due to constant rise in demand for over-the-top services. This demand is mainly attributed to continuous growth in online communications services. In addition, use of online entertainment platforms is increasing remarkably through online gaming and over-the-top platforms. For instance, according to the Media Partners Asia (MPA), total online video weekly streaming minutes on mobile grew 60% in aggregate across Indonesia between January 20 and April 11, 2020.

The solutions segment dominated the Indonesia Over-the-top (OTT) market share in 2019, and is expected to maintain this trend during the forecast period. This is attributed to rise in demand for innovative over-the-top solutions for media sharing by consumers. Over-the-top streaming service providers allow users to directly transmit media anywhere at any time. However, the services segment is expected to witness highest growth, owing to increase in adoption of services among end users, as they ensure effective functioning of software and platforms throughout the process. Moreover, increase in adoption of OTT software and platforms is expected to boost demand for these services.

Indonesia-Over-the-top-(OTT)-Market,-2020-2027

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Depending on device type, the smartphones segment dominated the Indonesia OTT market share in 2019, and is expected to continue this trend during the forecast period. Growth of the segment is attributed to increase in use of smartphones to stream OTT services. There is a potential market for larger screen smartphones in Indonesia. In addition, advent of affordable android-based smartphones have democratized online gaming and brought gameplay to millions of smartphone users across the country. 

Depending on content type, the video segment dominated the Indonesia OTT market share in 2019, and is expected to continue this trend during the forecast period as online video streaming is a more feasible option available for consumers with rapid commoditization of data and ongoing price wars. This has led to influx of various global, local, and independent platforms across Indonesia in the past year that focuses on capitalization in the market.

The report focuses on the growth prospects, restraints, and Indonesia OTT market analysis. The study provides Porter’s five forces analysis of the Indonesia OTT 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 OTT Market trends.

Segment review

The Indonesia over-the-top market is segmented on the basis of component, device type, content type, revenue model, user type, and 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, it is categorized into subscription, advertisement, transactional, and hybrid. On the basis of user type, the market is segmented into personal and commercial. By industry vertical, it is segmented into media & entertainment, education & training, health & fitness, sports & live events, IT & telecom, E-commerce, BFSI, government, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Indonesia Over-The-Top (OTT) Market
By Component

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Services is projected as one of the most lucrative segments.

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COVID impact analysis

The current estimation of 2027 is projected to be higher than pre-COVID-19 estimates. The COVID-19 outbreak had a positive impact on growth of the Indonesia OTT market due to constant rise in demand for over-the-top services. This demand is mainly attributed to continuous growth in online communications services. In addition, use of online entertainment platforms is increasing remarkably through online gaming and over-the-top platforms. For instance, according to a survey conducted by InMobi, a mobile marketing platform, presently 46% viewers watch online content. In addition, another consumer study conducted by Hammerkopf stated that primetime OTT consumption of 10 pm to 12 am has moved to 7 pm onward, owing to the pandemic. Moreover, to cater to increase in OTT demands, platforms such as Amazon Prime Video have made few of their shows free to watch. Moreover, rise in in time spent on smartphones during the pandemic further drives growth of the Indonesia OTT market. For instance, according to the Media Partners Asia (MPA), total online video weekly streaming minutes on mobile grew 60% in aggregate across Indonesia, Malaysia, the Philippines, and Singapore between January 20 and April 11, 2020.

Indonesia Over-The-Top (OTT) Market
By Device Type

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Smartphones is projected as one of the most lucrative segments.

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Top impacting factors    

Growth of the Indonesia Over-the-top (OTT) Market is driven by factors such as rise in popularity of direct carrier billing in the over-the-top market and rise in subscription of over-the-top videos (SVoD) in Indonesia. In addition, economical charges of OTT services and high internet speed further boosts Indonesia OTT market growth. However, challenges in consumer engagement and rise in piracy of digital streaming ecosystem hinder the market growth. On the contrary, shift in focus toward generation of local content and integration of advanced technologies such as machine learning and artificial intelligence in OTT services are anticipated to offer lucrative opportunities for the market.

Indonesia Over-The-Top (OTT) Market
By Content Type

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Video is projected as one of the most lucrative segments.

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Increase in subscription of over-the-top videos (SVoDs) in Indonesia

Subscription over-the-top videos (SVoDs) continues to increase at a considerable rate in Indonesia, despite limited development of broadband services and competition with illegal online video services and pirated TV boxes. Increase in subscription of OTT services improves localization initiatives in the country, which focuses on investments for creating local original content, maintaining competitive price points, and building various local partnerships to sustain paying subscribers. It is estimated that use of paid OTT video subscriptions was approximately 36.4% in broadband households in 2018, and is expected to grow at a CAGR of 16.4% in the next five years. Furthermore, OTT players are strengthening and adding several local content deals, which are expected to fuel growth of the market. For instance, Iflix, which is a free and subscription video-on-demand service continues to strengthen its presence in Indonesia by maintaining various local partnerships, as Indonesia is considered as one of its important markets. Moreover, the company collaborated with major local telecommunication service provider, PT Telekomunikasi Selular. In addition, it added Indonesian media company MNC to its list of investors. 

Indonesia Over-The-Top (OTT) Market
By Revenue Model

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Subscription is one of the most significant segments.

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In addition, in August 2018, SVoD platform provider, Iflix signed a strategic agreement with Wattpad, which is a global entertainment platform for an extensive content production. Under this deal, Iflix co-produces original films related to some of the six million Indonesian story uploads on Wattpad. Thus, such several initiatives taken by SVoD providers is expected to provide numerous opportunities for the market in upcoming year. 

Indonesia Over-The-Top (OTT) Market
By User Type

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Personal is projected as one of the most significant segments.

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Rise in adoption of smartphones and their compatibility with OTT applications

Continuous increase in adoption of mobile computing devices and their compatibility with over-the-top (OTT) applications are the key factors that drive growth of the Indonesia OTT market. In addition, surge in adoption of smartphones & tablets has increased target consumer base for vendors, which offer VOD and SVOD services. Furthermore, access to SVOD services has increased in Indonesia, owing to availability of high-speed internet and smartphone applications, which, in turn, augments growth of the OTT market. Earlier, vendors offered SVOD services through websites; however, owing to rise in use of mobile computing devices, designing of video streaming applications has increased. The use of such applications simplifies process of payments, as they enable users to manage their payment options within the app itself. In addition, it collects personal details of consumers, which can be used to retain them through targeted advertising. Hence, the number of people using SVOD services through their mobile computing devices is increasing in the country, which is expected to fuel the demand for OTT services in the coming years.

Indonesia Over-The-Top (OTT) Market
By Region

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E-commerce is projected as one of the most significant segments.

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Key Benefits For Stakeholders

  • This study includes the Indonesia OTT market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and Indonesia OTT Market opportunity.
  • The Indonesia OTT Market size is quantitatively analyzed from 2019 to 2027 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the Indonesia OTT industry.


Key Market Segments

  • By Component
    • Solutions
    • Services
  • By Devices Type
    • SMARTPHONES
    • SMART TVS
    • LAPTOPS, DESKTOPS, AND TABLETS
    • GAMING CONSOLES
    • SET-TOP BOX
    • 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
    • Sports & Live Events
    • IT & Telecom
    • E-commerce
    • BFSI
    • Government
    • Others


Key Market Players

  • AMAZON PRIME VIDEO
  • CATCHPLAY
  • 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.KEY MARKET SEGMENTS
1.4.RESEARCH METHODOLOGY

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.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.VALUE CHAIN ANALYSIS
3.3.MARKET EVOLUTION/ INDUSTRY ROADMAP
3.4.PORTER'S FIVE FORCES ANALYSIS
3.5.MARKET DYNAMICS

3.5.1.Drivers

3.5.1.1.Increase in popularity of direct carrier billing in over-the-top market
3.5.1.2.Increase in subscription of over-the-top videos (SVoDs) in Indonesia
3.5.1.3.Rise in adoption of smartphones and their compatibility with OTT applications
3.5.1.4.Economical charges of OTT services
3.5.1.5.High internet speed

3.5.2.Restraints

3.5.2.1.Challenges in consumer engagement
3.5.2.2.Dominance in piracy of digital streaming ecosystem

3.5.3.Opportunities

3.5.3.1.Shift in focus toward generation of local content
3.5.3.2.Integration of advanced technologies in OTT services

3.6.CASE STUDY

3.6.1.Case Study 01

3.7.IMPACT OF GOVERNMENT REGULATIONS ON INDONESIA OVER-THE-TOP (OTT) MARKET
3.8.COVID-19 IMPACT ANALYSIS ON INDONESIA OVER-THE-TOP (OTT) MARKET

3.8.1.Impact on market size
3.8.2.Consumer trends, preferences, and budget impact
3.8.3.Economic impact
3.8.4.Regulatory framework
3.8.5.Key player strategies to tackle negative impact
3.8.6.Opportunity window

3.9.QUALITATIVE ANALYSIS: INDONESIA OTT CONTENT CONSUMPTION ANALYSIS
3.10.NUMBER OF OTT PLAYERS ANALYSIS IN INDONESIA, 2019

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

10.4.1.New product launches
10.4.2.Product development
10.4.3.Collaboration
10.4.4.Acquisition
10.4.5.Partnership
10.4.6.Agreement
10.4.7.Business expansion

CHAPTER 11:COMPANY PROFILES

11.1.AMAZON PRIME VIDEO

11.1.1.Company overview
11.1.2.Key executive
11.1.3.Company snapshot
11.1.4.Operating business segments
11.1.5.Product portfolio
11.1.6.Business performance
11.1.7.Key Strategic Move(s)s and developments

11.2.CATCHPLAY

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.Product portfolio
11.5.5.Business performance
11.5.6.Key strategic moves and developments

11.6.NETFLIX INDONESIA

11.6.1.Company overview
11.6.2.Key executives
11.6.3.Company snapshot
11.6.4.Product portfolio
11.6.5.R&D expenditure
11.6.6.Business performance
11.6.7.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, 2019–2027 ($MILLION)
TABLE 02.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SOLUTION, 2019–2027 ($MILLION)
TABLE 03.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SERVICE, 2019–2027 ($MILLION)
TABLE 04.INDONESIA OVER-THE-TOP MARKET REVENUE, BY DEVICE TYPE, 2019–2027 ($MILLION)
TABLE 05.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMARTPHONES, 2019–2027 ($MILLION)
TABLE 06.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMART TVS, 2019–2027 ($MILLION)
TABLE 07.INDONESIA OVER-THE-TOP MARKET REVENUE FOR LAPTOPS, DESKTOPS, AND TABLETS, 2019–2027 ($MILLION)
TABLE 08.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMING CONSOLES, 2019–2027 ($MILLION)
TABLE 09.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SET-TOP BOX, 2019–2027 ($MILLION)
TABLE 10.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHER, 2019–2027 ($MILLION)
TABLE 11.INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2019–2027 ($MILLION)
TABLE 12.INDONESIA OVER-THE-TOP MARKET REVENUE FOR VIDEO, 2019–2027 ($MILLION)
TABLE 13.INDONESIA OVER-THE-TOP MARKET REVENUE FOR AUDIO/ VOIP, 2019–2027 ($MILLION)
TABLE 14.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMES, 2019–2027 ($MILLION)
TABLE 15.INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMUNICATION, 2019–2027 ($MILLION)
TABLE 16.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 17.INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 18.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SUBSCRIPTION, 2019–2027 ($MILLION)
TABLE 19.INDONESIA OVER-THE-TOP MARKET REVENUE FOR ADVERTISEMENT, 2019–2027 ($MILLION)
TABLE 20.INDONESIA OVER-THE-TOP MARKET REVENUE FOR HYBRID, 2019–2027 ($MILLION)
TABLE 21.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 22.INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2019–2027 ($MILLION)
TABLE 23.INDONESIA OVER-THE-TOP MARKET REVENUE FOR PERSONAL USER, 2019–2027 ($MILLION)
TABLE 24.INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMERCIAL USER, 2019–2027 ($MILLION)
TABLE 25.INDONESIA OVER-THE-TOP MARKET REVENUE, BY END USER, 2019–2027 ($MILLION)
TABLE 26.INDONESIA OVER-THE-TOP MARKET REVENUE FOR MEDIA & ENTERTAINMENT, 2019–2027 ($MILLION)
TABLE 27.INDONESIA OVER-THE-TOP MARKET REVENUE FOR EDUCATION & TRAINING, 2019–2027 ($MILLION)
TABLE 28.INDONESIA OVER-THE-TOP MARKET REVENUE FOR HEALTH & FITNESS, 2019–2027 ($MILLION)
TABLE 29.INDONESIA OVER-THE-TOP MARKET REVENUE FOR IT & TELECOM, 2019–2027 ($MILLION)
TABLE 30.INDONESIA OVER-THE-TOP MARKET REVENUE FOR E-COMMERCE, 2019–2027 ($MILLION)
TABLE 31.INDONESIA OVER-THE-TOP MARKET REVENUE FOR BFSI, 2019–2027 ($MILLION)
TABLE 32.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GOVERNMENT, 2019–2027 ($MILLION)
TABLE 33.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 34.KEY NEW PRODUCT LAUNCHES (2017-2020)
TABLE 35.PRODUCT DEVELOPMENT (2017-2020)
TABLE 36.COLLABORATION (2017-2020)
TABLE 37.ACQUISTION (2017-2020)
TABLE 38.PARTNERSHIP (2017-2020)
TABLE 39.AGREEMENT (2017-2020)
TABLE 40.BUSINESS EXPANSION (2017-2020)
TABLE 41.AMAZON.COM INC.: KEY EXECUTIVE
TABLE 42.AMAZON.COM, INC.: COMPANY SNAPSHOT
TABLE 43.AMAZON.COM INC.: OPERATING SEGMENTS
TABLE 44.AMAZON.COM, INC.: PRODUCT PORTFOLIO
TABLE 45.CATCHPLAY: KEY EXECUTIVES
TABLE 46.CATCHPLAY: COMPANY SNAPSHOT
TABLE 47.CATCHPLAY: PRODUCT PORTFOLIO
TABLE 48.IFLIX: KEY EXECUTIVES
TABLE 49.IFLIX: COMPANY SNAPSHOT
TABLE 50.IFLIX: PRODUCT PORTFOLIO
TABLE 51.MOLA TV: KEY EXECUTIVES
TABLE 52.MOLA TV: COMPANY SNAPSHOT
TABLE 53.MOLA TV: PRODUCT PORTFOLIO
TABLE 54.MNC MEDIA: KEY EXECUTIVES
TABLE 55.MNC MEDIA: COMPANY SNAPSHOT
TABLE 56.MNC MEDIA: PRODUCT PORTFOLIO
TABLE 57.KEY EXECUTIVES
TABLE 58.NETFLIX, INC.: COMPANY SNAPSHOT
TABLE 59.NETFLIX, INC.: PRODUCT PORTFOLIO
TABLE 60.PT TELEKOMUNIKASI SELULAR: KEY EXECUTIVES
TABLE 61.PT TELEKOMUNIKASI SELULAR: COMPANY SNAPSHOT
TABLE 62.PT TELEKOMUNIKASI SELULAR: PRODUCT PORTFOLIO
TABLE 63.PT. TELEKOMUNIKASI INDONESIA, TBK: KEY EXECUTIVES
TABLE 64.PT. TELEKOMUNIKASI INDONESIA, TBK: COMPANY SNAPSHOT
TABLE 65.PT. TELEKOMUNIKASI INDONESIA, TBK: OPERATING SEGMENTS
TABLE 66.PT. TELEKOMUNIKASI INDONESIA, TBK: PRODUCT PORTFOLIO
TABLE 67.VIDIO.COM: KEY EXECUTIVES
TABLE 68.VIDIO.COM: COMPANY SNAPSHOT
TABLE 69.VIDIO.COM: PRODUCT PORTFOLIO
TABLE 70.VIU: KEY EXECUTIVES
TABLE 71.VIU: COMPANY SNAPSHOT
TABLE 72.PCCW LIMITED: OPERATING SEGMENTS
TABLE 73.VIU: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.INDONESIA OVER-THE-TOP MARKET, 2019–2027
FIGURE 03.INDONESIA OVER-THE-TOP MARKET, 2019–2027
FIGURE 04.TOP IMPACTING FACTOR
FIGURE 05.TOP INVESTMENT POCKETS
FIGURE 06.VALUE CHAIN ANALYSIS
FIGURE 07.MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 08.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 09.MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 10.MODERATE THREAT OF SUBSTITUTES
FIGURE 11.MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 12.HIGH COMPETITIVE RIVALRY
FIGURE 13.DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 14.TIME SPENT PER USER (MINUTES VIEWED PER WEEK) ON TOP OTT CHANNELS
FIGURE 15.INDONESIA OVER-THE-TOP MARKET REVENUE, BY COMPONENT, 2019–2027 ($MILLION)
FIGURE 16.INDONESIA OVER-THE-TOP MARKET REVENUE, BY DEVICE TYPE, 2019–2027 ($MILLION)
FIGURE 17.INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2019–2027 ($MILLION)
FIGURE 18.INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
FIGURE 19.INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2019–2027 ($MILLION)
FIGURE 20.INDONESIA OVER-THE-TOP MARKET REVENUE, BY INDUSTRY VERTICAL, 2019–2027 ($MILLION)
FIGURE 21.INDONESIA OVER-THE-TOP MARKET: KEY PLAYER POSITIONING, 2018
FIGURE 22.COMPETITIVE DASHBOARD
FIGURE 23.COMPETITIVE DASHBOARD
FIGURE 24.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 25.TOP WINNING STRATEGIES, BY YEAR, 2017-2020
FIGURE 26.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2020
FIGURE 27.TOP WINNING STRATEGIES, BY COMPANY, 2017-2020
FIGURE 28.AMAZON.COM, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 29.AMAZON.COM, INC.: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 30.AMAZON.COM, INC.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 31.MNC MEDIA: REVENUE, 2017–2019 ($MILLION)
FIGURE 32.R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 33.NETFLIX, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 34.NETFLIX, INC.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 35.PT TELEKOMUNIKASI SELULAR: REVENUE, 2017–2019 ($MILLION)
FIGURE 36.PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE, 2017–2019 ($MILLION)
FIGURE 37.PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 38.PCCW LIMITED: REVENUE, 2017–2019 ($MILLION)
FIGURE 39.PCCW LIMITED: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 40.PCCW LIMITED: REVENUE SHARE, BY REGION, 2019 (%)

 
 

Rise in adoption of smartphones and internet has drastically changed the way content delivered in Indonesia. Moreover, video and audio content is currently being streamed on smartphones and tablets, owing to ease of accessibility. In Indonesia, adoption of 4G network has increased with less challenges. Telecommunication operators of the country have deployed 4G networks in major cities, which further fuels demand for OTT services and augments growth of the market. Availability of strong 4G network, along with emerging 5G technology is anticipated to enable superior video experience with availability of large content libraries to users, which is projected to fuel adoption of over-the-top services in Indonesia. For instance, according to the 2020 GSMA Mobile Economy Asia Pacific, 5G in Indonesia is projected to make up to around 5% of total internet connection by 2025.

Furthermore, payment system of the country is not well-developed and banking population of the country is still low. Thus, popular payment models used are cash-on-delivery (COD) or ATM bank transfer for goods and through voucher & carrier billing for digital goods. Thus, OTT platform serves as a popular approach, which is used by several OTT service providers. Currently, key players in the Indonesian OTT market focus on user-generated content (UGC) model with advertising support such as YouTube, vidio.com, or movie sites such as nonton.com. Though the market is currently dominated by advertisement-based revenue models, subscription-based revenue models are expected to witness increase in adoption in the upcoming years.

Moreover, rise in investments in Indonesia by market players to strengthen their global presence further fuels growth of the market. For instance, in September 2018, Amazon.com, Inc., an American tech giant planned around $1.3 billion investment in Indonesia.

The over-the-top service market in Indonesia is fragmented and competitive, owing to 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 CXOs, 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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