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Indonesia Over-the-top Market by Component Device Type Content Type Revenue Model User Type End User: Global Opportunity Analysis and Industry Forecast, 2018-2026

  • ID: 4989521
  • Report
  • November 2019
  • Region: Global, Indonesia
  • 167 pages
  • Allied Analytics LLP
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until May 30th 2020
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FEATURED COMPANIES

  • CatchPlay
  • HOOQ
  • Iflix
  • Mola TV
  • Netflix Indonesia
  • Tbk (Telkom Indonesia)
  • MORE
An over-the-top (OTT) application is a service, which is used to deliver film and TV content via internet, without the need for users to subscribe to a traditional cable or satellite pay-tv service such as a Time Warner Cable and Comcast. Services that are provided by over-the-top platforms are low in cost as compared to services delivered by traditional methods. The demand for OTT services is expected to increase exponentially in the coming years, due to upsurge in penetration of smartphones and their compatibility with OTT applications. Moreover, affordable rates of high-speed mobile internet boosts the adoption of OTT services, which significantly contributes toward the growth of the Indonesia market.

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

The Indonesia over-the-top 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.

The report analyzes the profiles of key players operating in the market, which 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.

KEY BENEFITS FOR STAKEHOLDERS
  • The study provides an in-depth analysis of the Indonesia over-the-top market and current & future trends to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analyses on the market is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the Indonesia over-the-top industry.
  • The quantitative analysis of the market from 2018 to 2026 is provided to determine the market potential.
KEY MARKET SEGMENTS

By COMPONENT
  • Solution
  • Services
By DEVICE TYPE
  • Smartphones
  • Smart TV's
  • 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
  • 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
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • CatchPlay
  • HOOQ
  • Iflix
  • Mola TV
  • Netflix Indonesia
  • Tbk (Telkom Indonesia)
  • MORE
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

*Full List of Tables and Figures Available on Enquiry.
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • CatchPlay
  • HOOQ
  • Iflix
  • Mola TV
  • Netflix Indonesia
  • Tbk (Telkom Indonesia)
  • MORE
According to the report titled, 'Indonesia Over-the-top (OTT) Market by Component, Device Type, Content Type, Revenue Model, User Type, and End User: Opportunity Analysis and Industry Forecast, 2019-2026', The Indonesia over-the-top market size was valued at $213 Million in 2018, and is projected to reach $1,502 Million by 2026, growing at a CAGR of 27.7% from 2019 to 2026.

Increase in the popularity of direct carrier billing in over-the-top market, Increase in subscription of over-the-top video (SVoD) in Indonesia, rise in penetration of smartphones and their compatibility with OTT applications, economical charges for the usage of OTT services and faster internet speed are some of the major factors that fuel the growth of the small cell 5G network market. However, challenges in consumer engagement and dominance in piracy of digital streaming ecosystem are expected to hinder the Indonesia over-the-top market growth. On the contrary, shift in focus toward the generation of local content and integration of advanced technologies in OTT services are expected to provide lucrative opportunities for the growth of the Indonesia over-the-top services market in the coming years.

Based on component, the solution segment dominated the overall Indonesia over-the-top market in 2018, and is expected to continue this trend during the forecast period. As video streaming solutions are increasing the reach of their local video content in the country, which is positively influencing the market. Moreover, rise in adoption of smartphones and increase in use of social media in Indonesia are opportunistic for the Indonesia over-the-top market. However, the services segment is expected to witness highest growth, as services play a vital role in the over-the-top market, as they focus on meeting client requirements, including reduced cost and enhanced performance of OTT platforms.

The smartphone device type dominated the Indonesia over-the-top market share in 2018, and is expected to continue this trend during the forecast period. As delivery of content over mobile networks is rising in Indonesia, due to increase in mobile broadband coverage along with upsurge in adoption of smartphones. Moreover, the viewing habits of the Indonesian customers are changing due to which the usage of traditional television is declining, as VoD is witnessing increased popular. Thus, increase in trend of online video viewing has significantly boosted the penetration of smartphones, which is increasing the demand of OTT services on smartphones. Due to which, the segment is also expected to witness the highest growth in the upcoming years.

The video segment dominated the Indonesia over-the-top industry in 2018, and is expected to continue this trend during the forecast period. As, streaming video on online platforms is the most preferred activity in Indonesia, which shows the popularity of online video platforms in the country. Moreover, Indonesian consumers have strong preferences for local-language content due to which the growth of the OTT video market is expected to increase due to the presence of the domestic players such as HOOQ, iFlix, and others. However, the segment is expected to witness highest growth rate in the upcoming years due to the increasing demand for SVOD services in the country.

Key Findings of the Indonesia Over-the-top (OTT) Market:
By component, the solution segment dominated the Indonesia OTT Market. However, the service segment is expected to exhibit significant growth during the forecast period.
Based on device type, the smartphone segment accounted for the highest revenue in Indonesia OTT market in 2018.
Depending on content type, video segment generated the highest revenue in 2018.
On the basis of revenue model, the advertisement segment accounted for the highest revenue in 2018.
Based on user type, the commercial segment accounted for the highest revenue in 2018.
End user wise, education & training segment is expected to witness significant growth in the upcoming years.
Some of the key players profiled in the Indonesia over-the-top services market report 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. This study includes Indonesia over-the-top market analysis, trends, and future estimations to determine the imminent investment pockets.
Note: Product cover images may vary from those shown
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  • 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.
Note: Product cover images may vary from those shown
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The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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