"For instance, we engaged the local game industry actors in the Tokyo Game Show as well as encourage them to have the ability to market and promote their products," he said at the online Wealth Wisdom 2021 seminar here on Saturday.
Indonesia has the fourth largest Internet users in the world with more than 170 million people are connected to the Internet and about 60 million gamers, he said.
"Nowadays, gamification can also be applied for education purposes, for instance introducing tourism destinations through games. Thus, we are encouraging the capacity and capability of the game developers to have their human resources integrated into the education sector -- we will continue to improve it in future,” he continued.
Previously, the minister said that the video game industry in Indonesia was still dominated by foreign products.
Hence, the role of the younger generation is needed to be able to lead the market in creative economy sector, especially in the video game industry.
Furthermore, he assessed that the 5G services provided in several regions should be able to encourage the emergence of local creative industry – especially the video games development.
Amid the COVID-19 pandemic, Indonesia's digital economy has shown a remarkable development and featured a 40 percent market share in ASEAN.
The country’s creative economy industry was able to contribute Rp1,100 trillion to its gross domestic product and become the third largest in the world due to the development of digital media sector.
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