The document provides an overview of inGAME, an online games publisher in Indonesia. It discusses the company's background, structure, vision, mission, values, people, milestones, current and past products, marketing campaigns, and online market information. Some key details include that inGAME was established in 2011 and focuses on online games publishing and IT businesses. It has published games like ShowTime Indonesia and King of Kings. The document also summarizes the growing market for online games in Indonesia, with internet usage and infrastructure expanding significantly in recent years.
2. Content
1.Company Background and Structure
2.Company Vision, Mission and Value
3.Our People
4.Company Milestones
5.Current Products
6.Past Products
7.Marketing Campaign
8.Online Market Information
Private and Confidential - 2012
3. Company Background (1)
inGAME is a brand by PT. Integrasi Nusa Gamindo, newly established in June 2011
and based in Jakarta, Indonesia. The company was started after the acquisition of
PT Jaring Interactive Indonesia (GOGAME) assets and management restructuring
by 2 major companies which are Infracell Nusatama and Plasma Mobile.
Infracell Nusatama, subsidiary company of Udinda Group, is an international
family of companies in Indonesia specializing in wireless telecommunications and
information technology since 1994. Infracell has several long-standing strategic
partnerships with a number of leading corporation worldwide, most notably
Ericsson, Motorola, Qualcomm and most recently with Nissho Electronics Japan
(subsidiary of Sojitz Group).
Plasma Mobile is a prominent mobile content provider in Indonesia since 2002.
Plasma, in the past, was the partner of Telkom Indonesia in distributing Valve
products such as Counter Strike, Steam, etc.
Private and Confidential - 2012
4. Company Background (2)
inGAME strives to provide the Indonesian gaming industry with fresh, innovative
and creative approach; brings great games and gives outstanding support to
achieve maximum results of customer satisfaction.
inGAME, powered by a team of highly experienced professionals that can support,
operate and market their products, focuses on online games publishing as well as
other IT-related businesses
inGAME has previously worked with well-known IP products such as Sanrio
products (SanrioTown and Hello Kitty Online)
inGAME has the infrastructure that can support the game connection and has
directly connected to Indonesiaโs largest exchange network which is the
OpenIXP/NiCE (National Inter Connection Exchange).
Private and Confidential - 2012
5. Company Background (3)
inGAME utilizes Live Gamer Asia (LGA) billing system to introduce inCASH,
inGAMEโs online currency.
inGAME has the best payment coverage in Indonesia with 11 payment
channels (Unipin, Spin, Gudang Voucher, I-pay, Smartfren, Game On, Gvoucher, Indomog, Smartfren, OnePay, PayPal and many more to come).
inCASH can be easily purchased at cyber cafes, online voucher retailers,
mobile phone prepaid top-up agents and convenience stores such as 7-11,
Alfamart, Indomaret and Lawson
Private and Confidential - 2012
6. Company Structure
UDINDA CAPITAL
www.udinda.com
Founded 1972
Four main business in infrastructure , retails , properties and services
PT Infracell
Nusatama
PT Raba
Komunikatama
www.infracell.net
www.plasma.co.id
Founded 1994
PT Integrasi Nusa Gamindo
www.ingame.co.id
Founded 2011
Private and Confidential - 2012
Founded 2002
7. Company Vision, Mission and Value
Vision:
To become a prominent online games publisher in Indonesia with best customer
service satisfaction level and develop the Indonesian online games market to be a
significant market comparable to other major online games market in the world
with sustainable growth and professional management
Mission:
๏ To make customer trust and satisfaction top priorities
๏ To bring good quality, fresh, innovative, suitable, and up-to-date products
๏ To gain a significant market share in the online game industry
๏ To be a respected and reputable company for its stakeholder
๏ To be a trusted local partner to game developers while providing the most
accurate and reliable local market information and knowledge
Value:
๏ Adaptability, Reputability and Professionalism
๏ Partnerships and Co-operation
Private and Confidential - 2012
8. Our People (1)
Iffan Darmawan graduated with Bachelor Degree in Industrial Engineering from Trisakti University,
Indonesia in 1999. Iffan started his entrepreneurship as soon as he completed his college years.
After graduating, Iffan established one of the first VOIP providers in Indonesia, PT Primenet.
Primenet at the time was also an ISP and Calling Card provider. Through his success at Primenet,
Iffan founded PT Raba Komunikatama in 2002, a prominent mobile content provider in Indonesia to
date. In 2009, Iffan expanded into the Telecommunication Infrastructure industry through PT
Plasma Palma Sinergi and Digital Printing industry with PT Indonesia Dinamika Printing. A year later,
PT Reinforce Indonesia was born which specializes in Multimedia and E-learning.
With his extensive knowledge and success throughout the years, Iffan also focuses his attention to
the education world when he formed Yayasan Kasih Kibar Kreasi Indonesia, an early childhood
education school that is committed to develop a strong foundation for children and to prepare
them for a higher level of education.
In June 2011, Iffan partners with Andryan Gouw to operate PT. Integrasi Nusa Gamindo (inGAME) as
he finds that the online games industry in Indonesia, which is only in the early stage of growth,
holds potentially lucrative opportunities.
As a technopreneur, Iffan enjoys gadgetry and gaming, especially sports game, during his free time.
Private and Confidential - 2012
9. Our People (2)
Andryan Gouw is a IT graduate from RMIT University, Australia in 2006. Andryan worked at an IT
manufacturing business, TechnoCo Pte Ltd, on a part-time basis as the Network Manager and
Operations Engineer until the end of his study.
Upon returning to Indonesia in July 2006, Andryan joined HasindoNet, an ISP, as the System and
Network Administrator. One year later he became the IT Manager for HasindoNet. Andryan was
also responsible to develop Indonesian Gamer/GilaGame (a subsidiary of HasindoNet) from scratch
with his colleagues and eventually established Indonesiaโs most successful Battlefield 2 and Call of
Duty 4 servers and community.
Andryanโs entrepreneurship started in 2008 after leaving his position as the System Support
Manager at a wireless (GSM) telecommunication vendor, PT Telemedia Mitra Erajaya. He partnered
with a successful businessman, Ricky Gunawan, to establish an IT company that focuses on the
online game industry in Indonesia, PT Jaring Interactive Indonesia (GOGAME). Andryan was the VP
of Business Development and IT in this company.
In June 2011, GOGAME was acquired by new investors and renamed as PT Integrasi Nusa Gamindo
(inGAME). At inGAME, Andryan acts as the Chief Operating Officer.
Andryan is an avid player of online games, from Nexon Corp's Nexia (2001), Ragnarok Online (2003),
Ghost Online (2007), and Dream of Mirror Online (2007).
Private and Confidential - 2012
10. Company Milestones (1)
Date
Milestone
Nov 2008
GOGAME founded.
2 April 2009
Launch of SanrioTown Indonesia, the first licensed and localized online web, free
email, and video portal. It is a community portal based on famous Sanrio IP from
Japan.
1 July 2009
Commercial launch of Hello Kitty Online (HKO).
It is a community based MMORPG and HKO Indonesia was the first HKO version to
launch in the world, becoming the benchmark for other territories.
31 December 2010
Closure of Sanrio Town Indonesia and Hello Kitty Online (lack of support from
developer).
21 February 2011
Commercial launch of Xen Online Indonesia. It is a 2.5D MMORPG from DNC
Entertainment, Korea.
First MMOG in Indonesia that utilizes server-side Facebook push status for in-game
events (level up, job change, etc).
31 May 2011
Closure of Xen online Indonesia (developer failed to fulfill game development plan).
1 June 2011
GOGAME acquisition by new investors.
Private and Confidential - 2012
11. Company Milestones (2)
Date
Milestone
1 June 2011
inGAME established.
24 October 2011
Closed Beta Test of ShowTime Indonesia. It is the first online karaoke game in
Indonesia.
7 November 2011
Open Beta Test of ShowTime Indonesia
1 December 2011
Commercial launch ShowTime Indonesia
9 - 16 April 2012
Closed Beta Test of King of Kings
2 May 2012
Open Beta Test of King of Kings
9 May 2012
Commercial launch of King of Kings
Early of January 2013
Planned for commercial launch of 3rd inGAME product.
Private and Confidential - 2012
17. Events and Promotional Activities (1)
Extensive events and roadshow for current products on-hands through Internet
Games Room, Shopping Malls, Schools and Campuses
Jakarta Fair 2012 (One month Exhibition)
Private and Confidential - 2012
18. Events and Promotional Activities (2)
Coaching Clinic Events
Private and Confidential - 2012
19. Events and Promotional Activities (3)
โข
inGAME has done partnership with Smartfren, a national
telecommunication provider. This partnership yields a co-branded product
of Smartfren (ShowTime edition of Mobile Broadband USB modems)
Front
Private and Confidential - 2012
Back
20. Events and Promotional Activities (4)
Press Conference for ShowTime Indonesia and King of Kings & Exhibition for ShowTime Indonesia
Inviting 31 media partners both from game and non-game media such as Gamezine, GameStation,
Hotgame, Omega, Okezone, Kapanlagi.com, Detik, and Kompas
Press Conf : 26th October 2011
ShowTime Exhibition : 24 โ 30 October 2011
Private and Confidential - 2012
21. Events and Promotional Activities (5)
Cosplay Exhibition
Campus
Private and Confidential - 2012
School
Shopping Mall
22. Events and Promotional Activities (6)
Merchandise
- Poster
- Brochure
- Paper Bag
- Notepad
- Pen
- DVD Installer
- Microphone
- Invitation voucher
- T-shirt
- Plastic Fan
- Recycle bag
Distribution of DVD Installer
through partners
Private and Confidential - 2012
23. Events and Promotional Activities (7)
inGAME vouchers and Invitation Vouchers
inGAME is the first online game publisher in Indonesia to issue and distribute
invitation vouchers in place of brochures as a marketing tool, that can be
redeemed by players at the appropriate games.
Private and Confidential - 2012
26. Indonesian Market Overview (1)
โข
โข
โข
โข
Population: 248 million โ July 2011 est. (1)
Very lucrative and growing market
โ 12% of its population is internet users and the number will increase up to
three times by 2015 (Research by Boston Consulting Group) (2)
โ 63% out of current 30 million internet users in Indonesia are accessing
internet through wireless and mobile broadband. (2)
โ The most fastest growing online market in SEA country in the form of
Internet access. (2) (5) (6)
โ 4th largest Facebook users in the world (2012): ~ 45 million users (3)
โ 5th in the world for Twitter reach (2012): ~ 19.5million users (11)
โ 6.6 million users are accessing internet through smartphones (2)
โ Cellphone users: 180 million users (4)
Overseas regional publishers and even Korean developers have ventured into
the Indonesian market since late 2009
With significant growth in infrastructure, the Indonesian market is ready for
the expansion of online content, especially gaming.
Private and Confidential - 2012
27. Indonesian Market Overview (2)
โข
A small number of Credit Card holders and transactions (7)
Year
72 Trillion
11 million
107 Trillion
2009
12 million
136 Trillion
2010
13 million
163 Trillion
2011
โข
9 million
2008
โข
Transactions (IDR)
2007
โข
No of Credit Card
Holders
14 million
182 Trillion
No of credit cards issued by end of 2011 is 14.7 million credit cards for 7.5
million credit card holders. It means that by average, one credit card
holder owns 2 credit cards, but mostly owns 7 credit cards (8)
Strong reaction towards online transaction with 17 % of E-bay transactions
are coming from Indonesia (9)
6.6 million ATM/Debit transaction a day for 61 million ATM/debit cards
amounted to IDR 7 Trillion a day (10)
Private and Confidential - 2012
28. Internet Users Growth (1)
โAlmost half of all Indonesian Internet users access the net via their mobile phones
and this number is set to increase, as a more significant amount intend to use this
device to get online in the next 12 months, according to a report released today by
global insights and measurement company, Nielsenโ - 11 July 2011 (11)
โข Internet users in Indonesia have been growing tremendously
in the past 12 years, from 512,000 users in 1998 to 45 million
expected users in 2011 (1) (2) (3) (4) (5)
โข The government has pledged to lower the cost of
internet between 20 and 40 percent in 2008 to boost
the number of users(6)
โข Estimated internet users in 2015 for Brazil, Rusia, India, China,
and Indonesia is 1.2 billion users(7)
Private and Confidential - 2012
29. Internet Users Growth (2)
Internet Users in Indonesia (1998 - 2012)
120,000
110,000
100,000
90,000
80,000
70,000
60,000
Internet User ('000)
50,000
40,000
30,000
20,000
10,000
0
1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012
Source: http://www.internetworldstats.com/asia/id.htm
Private and Confidential - 2012
30. Internet Users Growth (3)
โข
Internet and mobile-phone subscriptionsโ growing rate, based on two
largest telecommunication providers in Indonesia, are showing a very
promising future for telecommunication Industry and online businesses
especially gaming and entertainment industry. (8) (9) (10)
Broadband Internet Subscriptions
Year
Telkom Indonesia
TelkomSpeedy
1,410,000
2,100,000
48.94%
2010
2011
% Growth
Year
2010
2011
% Growth
Telkomsel
88,320,000
102,300,000
15.83%
T-Flash
2,970,000
5,190,000
74.75%
Mobile Phone Subscribers
Telkom Indonesia
Flexi
Blackberry Service
15,900,000
456,000
18,740,000
2,190,000
17.86%
380.26%
Private and Confidential - 2012
Indosat (3.5G)
427,100
751,900
76.05%
Indosat
2,810,000
3,780,000
34.52%
32. Internet Infrastructure Growth (1)
Significant growth of Internet infrastructure by looking at the infrastructure expansion of PT
Telkom Indonesia, the state-owned telecommunication provider through nationwide
TelkomSpeedy ADSL, and PT First Media Tbk., leader in cable television and Internet
infrastructure (FastNet), as prominent Internet Service Providers that provide high speed
internet access (1)(2)
In 2009
โ Digital infrastructure (network) development all through Greater Jakarta, reaching
500,000 home-pass these days
โ Devotion in delivering prominent Cable TV and Broadband services
โ July 2009: secured the Governmentโs tender project to develop Broadband Wireless
Access (BWA) undertaking, or the so-called WiMAX
โ Sept 2009: Internet subscribers of FastNet reached 145K
In 2010
โ June 2010: First Media soft launched its new WiMAX service โSitraโ.
โ End of 2010: more than 2,000 users have tested the 3 Mbps WiMAX speed Connection.
Private and Confidential - 2012
33. Internet Infrastructure Growth (2)
โข
โข
โข
PT. Citra Sari Makmur (โCSMโ), a telecommunication services provider, offered to make
broadband Internet accessible to more people by building a large-scale Mobile WiMAX 16e
network beginning with Indonesiaโs capital city Jakarta along with Bogor, Depok, Tanggerang
and Bekasi. From 2010 adding coverage in Bandung, Surabaya and other major Indonesian
cities, with scalability to grow the network to cover the larger part of Indonesia. CSM
anticipates one million subscribers by 2012 (3)
June 2011; PT Indosat Tbk updated its internet infrastructure and offered HSPA+ service that
increase the ability to provide faster internet connection up to 42Mbps in Jakarta and
Surabaya (4)
August 2011; PT Telekomunikasi Indonesia Tbk (TLKM) through its internet broadband
service, Speedy, offered up to 100 Gbps bandwidth for its 2.1 million users (400 thousands
additional users compared to end of 2010 data). It will increase the broadband remote access
capacity in Jakarta, West Java, Batam, Semarang, Medan and Pontianak and increase its
targeted capacity up to 220 Gbps. (5)
Private and Confidential - 2012
34. Online Gamers Information
โข 2007: 4 million online gamers in Indonesia(1)
โข 2009: 7.5 million online gamers(2)
โข Demographic:
๏ Age group: 17-24 years old(3)
๏ 60% male gamers and 40% female gamers(4)
๏ Spends about 2 hours/day to play(1)
โข User growth of 33% every year(5)
โข Market growth about 25% each year, due to improvement in
buying power and widespread game distribution(6)
Private and Confidential - 2012
35. Online Market Summary
IGR vs Home Usage
The cybercafe market in Indonesia has seen several boom and bust periods
starting from the year 1999 until today. In the year 2001, the cybercafe market
evolved to become more than just providing Internet access rental but also
LAN gaming.
Online game (only Nexon Corp's Nexia) at the time was a luxury, because
broadband Internet access was very expensive. When Ragnarok Online
entered the market in 2003, online game centers (IGRs) were more common
and most cybercafes have transformed to become online game centers as
well.
For the past few years, along with Internet infrastructure growth in major
cities in Indonesia, residential Internet users have increased significantly. Many
old IGRs have closed down and those which remain to exist today in these
cities are usually luxurious or small/home-operated ones. However, we can
still find IGRs in almost every corner of cities across Indonesia.
Private and Confidential - 2012