Population
287.2m[1]
2026 official population reference; population series is a statistical estimate and should be read with its reporting period.[](cite:1)
Market · National
Indonesia is a national games and esports market with a large reported player base, a recurring Mobile Legends: Bang Bang league, and a substantial mobile-first community ecosystem.

Population
287.2m[1]
2026 official population reference; population series is a statistical estimate and should be read with its reporting period.[](cite:1)
Game users
150m+[2]
Indonesian government statement citing more than 150 million gamers in 2023.[](cite:2)
Games industry
US$1.6bn[2]
Estimated 2023 games industry value cited by Indonesia’s government; this is a reported estimate, not a national-accounts measure.[](cite:2)
Recurring esports property
MOONTON reports that MPL Indonesia seasons each generated more than 100 million watch hours across five consecutive seasons.[](cite:3)
A sourced operational overview, not legal advice. Requirements should be rechecked before launch.
Topic
Game classification
Current position
Regulation No. 2 of 2024 establishes a national classification framework for games.[4]
Commercial implication
Publishers and distributors should assess product classification and age-labeling requirements with local counsel and current regulator guidance; this record is not a legal opinion.
Two Indonesian clubs in this profile illustrate different audience and operating models.
Publisher-led competition and club operators shape recurring esports activity.
Mobile Legends: Bang Bang anchors a visible recurring competition structure.
Work with Press The Game
Looking for media reach, industry insight or the right esports partner? Bring us your brief—we’ll help move it forward.
Related coverage

Riot's VCT Pacific 2027 format gives Korea and Japan three direct Cup places each, Southeast Asia two, and Thailand, Indonesia and Vietnam one each, with the Pacific LCQ awarding the final place.

From 2027, Garena will route seven of Southeast Asia's eight Free Fire Global Finals places through national FFWS competitions in Indonesia, Thailand, Vietnam and Malaysia, with one place decided by a regional qualifier.

Andrew “Sir Cloud” Cheong applies the 1-3-1 framework to esports’ economic challenge, weighing optimization, consolidation and community-led business models before recommending stronger direct relationships with fans.

Team Liquid was reported to have begun a third global workforce restructuring within a year, even as its co-CEO has described the organization as profitable for three consecutive years.

SAETA's historic MWI quarterfinal exposed both the growing competitive promise of women's esports and the structural gaps still holding its players back.

M7 drew 5.68 million peak concurrent viewers as Mobile Legends: Bang Bang paired Indonesia’s mature club ecosystem with a five-region plan for global growth.