
澳大利亚RMIT大学联手印尼游戏业,推动153百万玩家市场升级
在维多利亚州政府撮合下,RMIT与印尼开发商Agate及游戏协会共商如何突破人才、资金与国际市场准入瓶颈。
7月31日,澳大利亚皇家墨尔本理工大学(RMIT)在雅加达与印尼游戏产业核心利益方举行论坛,包括本土领先开发商Agate和印尼游戏协会(AGI)。此次会议由澳大利亚维多利亚州政府促成,旨在强化印尼本土工作室的产能,并催生更多自有知识产权。RMIT印尼负责人Tantia Dian Permata Indah指出,印尼已拥有庞大市场、强劲创意人才和持续成长的开发生态,下一步是确保开发者与工作室创始人不仅具备技术专长,还拥有商业能力和国际视野,以建立可持续企业并将印尼知识产权带给全球受众。
印尼游戏市场的规模为这一雄心提供了基础。据多家印尼媒体援引的数据,该国约有1.53亿游戏玩家,市场价值估计达19亿美元。2019至2025年间,印尼共产出203款独立游戏,约占东南亚独立游戏总产量的三分之一。然而,巨大的市场与创意人才并未完全转化为能在全球竞争的本土工作室数量。论坛讨论显示,产业仍面临高级人才短缺、融资渠道有限、商业领导力不足以及国际市场准入障碍等多重挑战。
与会各方认为,弥合这些缺口需要政府、产业、教育机构和投资者之间更紧密的协作。RMIT方面强调,游戏开发如今所需的技能组合已大为拓宽:除程序员和设计师外,成长中的工作室还需要制作人、营销人员以及能够理解受众、管理复杂制作流程、吸引投资并建立国际伙伴关系的领导者。此外,印尼市场以手机游戏为主导,而许多本土工作室却专注于面向海外市场的PC和主机高端游戏,这一错位也凸显了强化市场理解、拓展产品策略并开发贴合本国消费者内容的机遇。
RMIT已在印尼通过多项合作支持数字与创意能力建设。2024至2025年,该校与印尼创意经济局(EKRAF)及苹果公司合作举办数字游戏设计培训,并与Infinite Learning合作开展游戏开发、动画和创业项目。此次论坛是上述努力的延伸,意在将印尼游戏产业从以消费为主的市场,推向具备原创输出能力的全球参与者。目前,论坛已就能力建设方向形成共识,但具体后续行动方案尚未公布。
| 东南亚媒体 | +0.80 | aligned |
|---|---|---|
| 拉丁美洲媒体 | −0.60 | critical |
| 撒哈拉以南非洲媒体 | −0.30 | critical |
Indonesia holds 153 million gamers and a $1.9 billion market—a launchpad to become a global game creator, backed by RMIT and the Victorian government.
Plausibility is built by accumulating market data (player count, value, indie production) presented as irrefutable evidence of an already unfolding opportunity, while the reference to an Australian university adds external authority.
Risks of gaming addiction and regulatory challenges, highlighted in other blocs, are left out.
A teenager can place their first bet with a phone and a virtual wallet; online gambling platforms threaten minors' emotional well-being despite prohibitions.
Credibility is achieved by depicting concrete, everyday scenarios ('soccer match, cellphone, virtual wallet') that make the problem relatable, combined with alarming data on prevalence.
The positive economic potential of the gaming industry, emphasized in the Southeast Asia bloc, is omitted.
French players need clearer signposts in an expanding but scattered market, where offers and promotions abound but orientation is difficult.
Plausibility is built through contrast between market growth (PBJ data) and players' perceived difficulty, using a paradox to argue for clearer regulation.
Opportunities for game industry development in Indonesia are not mentioned; instead, the focus is on French regulatory confusion.