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According to gaming researcher Newzoo, in 2017 there were an estimated 43.7 million active gamers in Indonesia, spending a total of US$879.7 million for an average annual spending of US$20.13 per person. [8] This made Indonesia the largest gaming market in Southeast Asia and 16th largest globally, just behind Taiwan and ahead of India. [9]
This page was last edited on 1 February 2021, at 22:42 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.
This page was last edited on 18 December 2022, at 18:21 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.
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The Indonesian Game Rating System (IGRS) is a video game content rating system founded by the Indonesian Ministry of Communication and Informatics in 2016. [1] [2] There are 5 classifications of ratings based on the game content, which includes the use of alcohol, cigarettes, drugs, violence, blood, language, sexual content, etc. [3]
GGWP collaborates with Indonesian Tourism and Creative Economy Agency and the Indonesian Game Association to hold annual games events Prime Asia, also called BEKRAF Game Prime, namely a business-to-business game conference, seminar and exhibition in Indonesia which was first held in 2016 at Balai Kartini in Jakarta. [6]
This category is for the various forms of leisure entertainment that involve table games, video games, gambling, and many other such activities.
The title was showcased on Indonesia Game Show in 2008 and gave new hope to the team which drove them to start a video game company, which was founded on April 1, 2009. Seeing market condition at the time, Agate focused in flash games for a while before venturing to make advergames and service games in 2010.