An over-the-top (OTT) application is a service, which is used to deliver film and TV content via internet, without the need for users to subscribe to a traditional cable or satellite pay-tv service such as a Time Warner Cable and Comcast. Services that are provided by over-the-top platforms are low in cost as compared to services delivered by traditional methods. The demand for OTT services is expected to increase exponentially in the coming years, due to upsurge in penetration of smartphones and their compatibility with OTT applications. Moreover, affordable rates of high-speed mobile internet boosts the adoption of OTT services, which significantly contributes toward the growth of the Indonesia market.
The growth of the Indonesia over-the-top market is driven by factors such as increase in popularity of direct carrier billing in over-the-top market and rise in subscription of over-the-top video (SVoD) in Indonesia. In addition, economical charges of OTT services and high internet speed fuel the growth of the market. However, challenges in consumer engagement and rise in piracy of digital streaming ecosystem hinder the market growth. On the contrary, shifting focus toward the generation of local content and integration of advanced technologies such as machine learning, artificial intelligence, and others in OTT services are anticipated to offer lucrative opportunities for the market.
The Indonesia over-the-top market is segmented into component, device type, content type, revenue model, user type, end user. Depending on component, the market is bifurcated into solutions and services. On the basis of device type, it is classified into smart devices, laptops, desktops & tablets, gaming consoles, set-top box, and others. The content type segment includes video, audio/VoIP, games, communication, and others.
By revenue model, the market is categorized into subscription, advertisement, transactional, and hybrid. The industry vertical segment is segregated into media & entertainment, education & training, health & fitness, sports & live events, IT & telecom, E-commerce, BFSI, government, and others.
The report analyzes the profiles of key players operating in the market, which include CatchPlay, HOOQ, Iflix, Mola TV, PT. Media Nusantara Citra Tbk. (MNC Media), Netflix Indonesia, PT Telekomunikasi Selular (Telkomsel), PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia), Vidio.com, and Viu.
KEY BENEFITS FOR STAKEHOLDERS
• The study provides an in-depth analysis of the Indonesia over-the-top market and current & future trends to elucidate the imminent investment pockets.
• Information about key drivers, restraints, and opportunities and their impact analyses on the market is provided.
• Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the Indonesia over-the-top industry.
• The quantitative analysis of the market from 2018 to 2026 is provided to determine the market potential.
KEY MARKET SEGMENTS
BY COMPONENT
• Solution
• Services
BY DEVICE TYPE
• Smartphones
• Smart TV's
• Laptops Desktops and Tablets
• Gaming Consoles
• Set-Top Box
• others
BY CONTENT TYPE
• Video
• Audio/VoIP
• Games
• Communication
• Others
BY REVENUE MODEL
• Subscription
• Advertisement
• Hybrid
• Others
BY USER TYPE
• Personal
• Commercial
BY END USER
• Media & Entertainment
• Education & Training
• Health & Fitness
• IT & Telecom
• E-commerce
• BFSI
• Government
• Others
KEY MARKET PLAYERS
• CatchPlay
• HOOQ
• Iflix
• Mola TV, PT.
• Media Nusantara Citra Tbk. (MNC Media)
• Netflix Indonesia
• PT Telekomunikasi Selular (Telkomsel)
• PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)
• Vidio.com
• Viu
Chapter 1: Introduction
1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Research Methodology
1.3.1. Secondary Research
1.3.2. Primary Research
1.3.3. Analyst Tools & Models
Chapter 2: Executive Summary
2.1. Key Findings
2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets
2.2. Cxo Perspective
Chapter 3: Market Overview
3.1. Market Definition And Scope
3.2. Market Evolution/Industry Roadmap
3.3. Porter'S Five Forces Analysis
3.4. Market Dynamics
3.4.1. Drivers
3.4.1.1. Increase In Popularity Of Direct Carrier Billing In Over-The-Top Market
3.4.1.2. Increase In Subscription Of Over-The-Top Video (Svod) In Indonesia
3.4.1.3. Rise In Penetration Of Smartphones And Their Compatibility With Ott Applications
3.4.1.4. Economical Charges Of Ott Services
3.4.1.5. High Internet Speed
3.4.2. Restraints
3.4.2.1. Challenges In Consumer Engagement
3.4.2.2. Dominance In Piracy Of Digital Streaming Ecosystem
3.4.3. Opportunities
3.4.3.1. Shift In Focus Toward The Generation Of Local Content
3.4.3.2. Integration Of Advanced Technologies In Ott Services
3.5. Impact Of Government Regulations On Indonesia Over-The-Top (Ott) Market
Chapter 4: Indonesia Over-The-Top Market, By Component
4.1. Overview
4.2. Solution
4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast
4.3. Service
4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast
Chapter 5: Indonesia Over-The-Top Market, By Device Type
5.1. Overview
5.2. Smartphones
5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast
5.3. Smart Tvs
5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast
5.4. Laptops, Desktops, And Tablets
5.4.1. Key Market Trends, Growth Factors, And Opportunities
5.4.2. Market Size And Forecast
5.5. Gaming Consoles
5.5.1. Key Market Trends, Growth Factors, And Opportunities
5.5.2. Market Size And Forecast
5.6. Set-Top Box
5.6.1. Key Market Trends, Growth Factors, And Opportunities
5.6.2. Market Size And Forecast
5.7. Others
5.7.1. Key Market Trends, Growth Factors, And Opportunities
5.7.2. Market Size And Forecast
Chapter 6: Indonesia Over-The-Top Market, By Content Type
6.1. Overview
6.2. Video
6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast
6.3. Audio/ Voip
6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast
6.4. Games
6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast
6.5. Communication
6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast
6.6. Others
6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast
Chapter 7: Indonesia Over-The-Top Market, By Revenue Model
7.1. Overview
7.2. Subscription
7.2.1. Key Market Trends, Growth Factors, And Opportunities
7.2.2. Market Size And Forecast
7.3. Advertisement
7.3.1. Key Market Trends, Growth Factors, And Opportunities
7.3.2. Market Size And Forecast
7.4. Hybrid
7.4.1. Key Market Trends, Growth Factors, And Opportunities
7.4.2. Market Size And Forecast
7.5. Others
7.5.1. Key Market Trends, Growth Factors, And Opportunities
7.5.2. Market Size And Forecast
Chapter 8: Indonesia Over-The-Top Market, By User Type
8.1. Overview
8.2. Personal
8.2.1. Key Market Trends, Growth Factors, And Opportunities
8.2.2. Market Size And Forecast
8.3. Commercial
8.3.1. Key Market Trends, Growth Factors, And Opportunities
8.3.2. Market Size And Forecast
Chapter 9: Indonesia Over-The-Top Market, By End User
9.1. Overview
9.2. Media & Entertainment
9.2.1. Key Market Trends, Growth Factors, And Opportunities
9.2.2. Market Size And Forecast
9.3. Education & Training
9.3.1. Key Market Trends, Growth Factors, And Opportunities
9.3.2. Market Size And Forecast
9.4. Health & Fitness
9.4.1. Key Market Trends, Growth Factors, And Opportunities
9.4.2. Market Size And Forecast
9.5. It & Telecom
9.5.1. Key Market Trends, Growth Factors, And Opportunities
9.5.2. Market Size And Forecast
9.6. E-Commerce
9.6.1. Key Market Trends, Growth Factors, And Opportunities
9.6.2. Market Size And Forecast
9.7. Bfsi
9.7.1. Key Market Trends, Growth Factors, And Opportunities
9.7.2. Market Size And Forecast
9.8. Government
9.8.1. Key Market Trends, Growth Factors, And Opportunities
9.8.2. Market Size And Forecast
9.9. Others
9.9.1. Key Market Trends, Growth Factors, And Opportunities
9.9.2. Market Size And Forecast
Chapter 10: Competitive Landscape
10.1. Key Player Positioning
10.2. Competitive Dashboard
10.3. Top Winning Strategies
10.4. Key Developments
10.5. New Product Launches
10.5.1. Partnership
10.5.2. Business Expansion
10.5.3. Collaboration
10.5.4. Product Development
Chapter 11: Company Profile
11.1. Catchplay
11.1.1. Company Overview
11.1.2. Key Executives
11.1.3. Company Snapshot
11.1.4. Product Portfolio
11.1.5. Key Strategic Moves And Developments
11.2. Hooq
11.2.1. Company Overview
11.2.2. Key Executives
11.2.3. Company Snapshot
11.2.4. Product Portfolio
11.2.5. Key Strategic Moves And Developments
11.3. Iflix
11.3.1. Company Overview
11.3.2. Key Executives
11.3.3. Company Snapshot
11.3.4. Product Portfolio
11.3.5. Key Strategic Moves And Developments
11.4. Mola Tv
11.4.1. Company Overview
11.4.2. Key Executives
11.4.3. Company Snapshot
11.4.4. Product Portfolio
11.4.5. Key Strategic Moves And Developments
11.5. Pt. Media Nusantara Citra Tbk. (Mnc Media)
11.5.1. Company Overview
11.5.2. Key Executives
11.5.3. Company Snapshot
11.5.4. Operating Business Segments
11.5.5. Product Portfolio
11.5.6. Business Performance
11.6. Netflix, Inc.
11.6.1. Company Overview
11.6.2. Key Executives
11.6.3. Company Snapshot
11.6.4. Operating Business Segments
11.6.5. Product Portfolio
11.6.6. R&D Expenditure
11.6.7. Business Performance
11.6.8. Key Strategic Moves And Developments
11.7. Pt Telekomunikasi Selular (Telkomsel)
11.7.1. Company Overview
11.7.2. Key Executives
11.7.3. Company Snapshot
11.7.4. Product Portfolio
11.7.5. Business Performance
11.7.6. Key Strategic Moves And Developments
11.8. Pt. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)
11.8.1. Company Overview
11.8.2. Key Executives
11.8.3. Company Snapshot
11.8.4. Operating Business Segments
11.8.5. Product Portfolio
11.8.6. Business Performance
11.8.7. Key Strategic Moves And Developments
11.9. Vidio.Com
11.9.1. Company Overview
11.9.2. Key Executives
11.9.3. Company Snapshot
11.9.4. Product Portfolio
11.9.5. Key Strategic Moves And Developments
11.10. Viu
11.10.1. Company Overview
11.10.2. Key Executives
11.10.3. Company Snapshot
11.10.4. Operating Business Segments
11.10.5. Product Portfolio
11.10.6. Business Performance
11.10.7. Key Strategic Moves And Developments