Creative Economy Sees Indonesia's Creative Economy Potential In Esports
JAKARTA - Minister of Creative Economy (Menekraf) Teuku Riefky Harsya has positive hopes for the esports industry in Indonesia. He believes this sector can become a new and promising national creative economy turnover.
Riefky hopes that Esports can strengthen the creative economy's contribution to Gross Domestic Product (GDP), which now reaches four percent.
"Indonesia has the potential to compete in the esports industry which is full of strategies, full of technology and full of creativity," said Ekraf Minister Teuku Riefky in a press statement in Jakarta, citing ANTARA on Sunday, July 27.
To strengthen the esports industry, the Ministry of Creative Economy supports the VIII 2025 National Public Sports Festival (FORNAS) in Mataram, NTB, Saturday (26/7) which is contesting the Adventure and Challenge Sports Esports (OPT).
Held by the Indonesia Esports Association (IESPA), this competition lasts for two days, on 26 and 27 July 2025.
There are three popular games competed in this competition, namely Honor of Kings, Signed 8, and eFootball. All three were chosen because they represented genres with various team strategies, individual fights, and simulations of sports that have a wide and multi-age fan base.
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Minister Ekraf said that the esports branch in FORNAS 2025 is not just a competition, but can also hone the spirit of sports, culture, and technology to meet in one harmony of happiness.
Minister Ekraf assessed that esports is also an important part of the creative economy and Indonesia has proven itself to be a new force in this sport.
" Careers in esports are also not limited to being a professional player. There are great opportunities in the field of player management, tournament management, showcasting, production management, to data analysts and storytelling. This is the time for us to change the paradigm, with the support of the government," he said.
In the future, the government as a regulator is committed to supporting the growth of the national esports industry not only through the establishment of regulations but also related to the promotion of activities so that they can grow optimally.
Support with other stakeholders is also expected to foster the contribution of the esports industry to the national creative economy.
"We believe that with collaboration between the government, local governments, academic communities, academics are also part of this ecosystem. The Indonesian game industry can become a big force on the world esports stage," said Teuku.
Chairman of the National IESPA as well as Chair of the FORNAS VIII NTB 2025 Committee, Ibnu Riza Pradipto, revealed the presence of the Minister of Creative Economy to open this event as evidence that the Ministry of Creative Economy is focusing on the sub-sector of the creative economy, esports, and gaming industry.
He explained that the task of IESPA is not only to socialize esports, but to educate the public that esports and the gaming industry have become sub-sectors of the creative economy and play an active role in the Indonesian economy.
The game industry is currently a sub-sector of the creative economy which accounts for approximately 4 percent of GDP, it must be focused and also considered because we are not only consumptive gamers but also must be productive. For that, we must socialize and educate for esports and the game industry to regions and even regencies/cities to villages," said Ibnu.
Cross-sectoral support for this competition is expected to trigger the spirit of collaboration in advancing the creative economy ecosystem based on digital technology.