JAKARTA The National Research and Innovation Agency (BRIN) is optimistic about the potential growth of game developers in Indonesia. This optimism arose after the BRIN research team distributed the results of their research findings.
Abu Amar Fauzi, Research Center for Industrial Economic Research, Services and Trade (PR EIJP) BRIN, stated that this potential is accompanied by obstacles. Therefore, a study on the development of games in the country needs to be done to overcome its challenges.
"We see the potential for local game developers to grow in Indonesia. With the various obstacles, it is necessary to get serious attention," Abu said at the Science to Policy Dialogue meeting, quoted on Friday, August 29.
Through this research, researchers want to find factors that can encourage the performance of local game developers to be able to compete. This is not only true in the global market, but also in the domestic market dominated by foreign developers.
This study is also looking for an effective mechanism to strengthen the positive impact of these factors. From the results of a temporary study, the research team managed to find three patterns that affect the local game industry.
The three patterns are coercive, mymetic, and normative patterns. In a coercive pattern, BRIN emphasized the importance of increasing collaborative support for local game studios. This support must involve various key stakeholders.
Furthermore, the pattern of mymetics shows that a competitive environment can be a catalyst for game developers. Competition can encourage increased quality and productivity for companies.
Meanwhile, normative patterns highlight the importance of maintaining a positive orientation in business. This refers to industry standards and social norms that apply in Indonesia.
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"This is very crucial to strengthen the identity and value of the company in a sustainable manner. At the same time, protecting game players from several negative impacts while playing games such as addiction. In this context, it is a well-being customer term, "explained Abu.
In 2040, the game industry is expected to contribute 44 percent of total consumer spending on entertainment globally. This figure is an increase of 35 percent from 2022. In this projection, Indonesia is considered to have the most promising potential.
"We see that the current industrial landscape ... makes a real contribution to the digital economy ecosystem. In the future it also has a promising market growth potential, especially in Indonesia which is one of the largest markets in ASEAN," explained Abu.
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