Southeast Asia's Gaming Industry Revenue Projected to Rise to US$7.1 Billion by 2028
Jakarta, VIVA – Integrated gaming and entertainment marketing specialist company Ampverse has released a report on the potential and development of the gaming industry in Southeast Asia. Titled ‘Ampverse Playbook: Unlocking the Value of Gaming in Southeast Asia’, the report is the latest industry analysis reviewing the scale, growth, and strategic significance of the Southeast Asian gaming market for brands, publishers, and media companies.
Released amid the growing influence of gaming in the region’s digital economy, the report explains why Southeast Asia is becoming an increasingly important market today, with around 290 million gamers by 2025, a market value of approximately US$6.6 billion, and a broader gaming ecosystem projected to exceed US$14 billion by 2030.
In this landscape, Indonesia emerges as one of Southeast Asia’s largest community-based gaming markets. “Gaming in Southeast Asia is still often viewed too narrowly, merely as entertainment or just one digital media channel,” said Charlie Baillie, CEO and Co-Founder of Ampverse, quoted from his statement on Friday, 10 April 2026.
The report affirms that gaming in Southeast Asia is no longer a niche industry but has become a major force in consumer economy and media, with direct implications for how companies build relevance, reach audiences, and drive growth in the region.
Ampverse estimates that the number of gamers in Southeast Asia will surpass 330 million by 2030, reinforcing the region’s position as one of the world’s largest and most dynamic gaming markets.
“Indonesia clearly demonstrates that such a viewpoint is no longer relevant. Indonesia is the largest gaming market in Southeast Asia in terms of player numbers, but what makes it increasingly important is the strong role of creators, communities, and cultural relevance in shaping discovery and adoption. For brands and publishers, the opportunities in Indonesia are not just about scale, but also about understanding how influence is built and maintained in this market.”
For business players, the main focus is not only on the size of the market but also on the shift in value sources. Although gaming industry revenue is projected to rise from US$6.6 billion in 2025 to US$7.1 billion in 2028, the report assesses that greater opportunities lie in the broader gaming ecosystem, from creators, communities, livestreaming formats, to advertising-based engagement. This broader ecosystem is estimated to reach US$14 billion by 2030, indicating that the commercial impact of gaming now far exceeds in-game spending alone.