Gameconomics from Policy Dynamics Analysis Perspective (Study Case: Esports Policy in Indonesia)
DOI:
https://doi.org/10.38035/dijemss.v6i3.3976Keywords:
Gameconomic, ESports, Policy Dynamics, Economic PotentialAbstract
This study analyses the policy dynamics of esports in Indonesia and its economic potential within the context of the digital economy. Using a qualitative descriptive approach, the research explores the transformation of esports policies from unrecognised to becoming a professional sports branch, including the impact of revising Law No. 3 of 2005 into Law No. 11 of 2022. The findings indicate that esports has significant economic potential, with Indonesia's gaming industry's revenue reaching USD 1.1 billion in 2023. However, challenges such as the lack of comprehensive regulations, the dominance of foreign companies, and infrastructure limitations still need to be addressed. This study recommends inclusive policies to support local developers, strengthen the ecosystem, and utilize esports as a key driver of Indonesia's digital economy.
References
Akbar, F., & Kusumasari, B. (2021). Making public policy fun: How political aspects and policy issues are found in video games. Policy Futures in Education, 20(5), 649–660. https://doi.org/10.1177/14782103211033071
Andarningtyas, N. (2020, January 27). Alasan mobile gaming populer versi Giring Ganesha. Antara News. https://www.antaranews.com/berita/1267731/alasan-mobile-gaming-populer-versi-giring-ganesha
Bell, S. (2017). Historical Institutionalism and New Dimensions of Agency: Bankers, Institutions and the 2008 Financial Crisis. Political Studies, 65(3), 724–739. https://doi.org/10.1177/0032321716675884
Berg, B. L., & Lune, H. (2012). Qualitative Research Methods for the Social Science. PEARSON.
Capano, G., & Howlett, M. (2009). European and North American policy change: Drivers and Dynamics. Routledge.
Cerna, L. (2013). The Nature of Policy Change and Implementation: A Review of Different Theoretical Approach. OECD, 2.
Daugbjerg, C. (2009). Sequencing in public policy: the evolution of the CAP over a decade. Journal of European Public Policy, 16(3), 395-411. https://doi.org/10.1080/13501760802662698
Deng, J., Cuardrado, F., Tyson, G., & Uhlig, S., (2015). Behind the Game: Exploring the Twitch Streaming Platform, 2015 International Workshop on Network and Systems Support for Games (NetGames), p. 1.
Dudley, G., & Richardson, J. (2005). Why Does Policy Change?: Lessons from British transport policy 1945–99. Taylor & Francis Group.
Fikrie, M. (2018a, March 14). 5 Fakta Cabang Olahraga eSport di Asian Games 2018. Kumparan. https://kumparan.com/kumparantech/5-fakta-cabang-olahraga-esport-di-asian-games-2018-1535324814223276870/full
Fortune Business Insights. (2024). ESports Market Value, Share, Size, Analysis, Research, Trends. In Fortune Business Insights (No. FBI106820). https://www.fortunebusinessinsights.com/esports-market-106820
Hall, P. (1993). ‘Policy paradigms, social learning and the state: the case of economic policy-making in Britain’, Comparative Politics, 25(3): 275–94.
Howard, A. (2022, December 19). A Digital Revolution: How Technology is Transforming the Live Sports and Entertainment Experience - Populous. Populous. https://populous.com/a-digital-revolution-how-technology-is-transforming-live-sports-and-entertainment
IESPA. (n.d.). Sejarah Perkembangan. iespa.or.id. https://www.iespa.or.id/sejarah-perkembangan/
Ito, T., Nakano, T., & Shiga, Y. (2022, October 20). Southeast Asia’s red-hot esports scene draws global brands as sponsors. Nikkei Asia. https://asia.nikkei.com/Business/Media-Entertainment/Southeast-Asia-s-red-hot-esports-scene-draws-global-brands-as-sponsors
Jeko. (2018, August 23). 6 Gim yang Bakal Dipertandingkan di Turnamen eSports Asian Games 2018. liputan6.com. https://www.liputan6.com/tekno/read/3623828/6-gim-yang-bakal-dipertandingkan-di-turnamen-esports-asian-games-2018?page=7
Kawi, P. Y., Budiartha, I. N. P., & Ujianti, N. M. P. (2022). Pengaturan Industri Permainan Interaktif Elektronik di Era Industri 4.0 Video Game Industry Regulation In 4.0. Industry Era. Jurnal Preferensi Hukum, 3(2), 253 - 259. https://doi.org/10.55637/jph.3.2.4925.253-259
Kay, A. (2006). The dynamics of public policy: Theory and Evidence. Edward Elgar Publishing
Kelly, S., Derrington, S., & Star, S. (2021). Governance challenges in esports: a best practice framework for addressing integrity and wellbeing issues. International Journal of Sport Policy and Politics, 14(1), 151–168. https://doi.org/10.1080/19406940.2021.1976812
Kemenparekraf/Baparekraf RI. (2023, June 9). Perkembangan Industri Gim di Indonesia, Raih Penghargaan Internasional. https://www.kemenparekraf.go.id/hasil-pencarian/perkembangan-industri-gim-di-indonesia-raih-penghargaan-internasional
Kemenparekraf/Baparekraf RI. (2024, August 25). Menparekraf Bertemu 11 Bit Studios di Polandia Jajaki Kerja Sama Industri Gim. https://www.kemenparekraf.go.id/berita/siaran-pers-menparekraf-bertemu-11-bit-studios-di-polandia-jajaki-kerja-sama-industri-gim
Kemp, S. (2023, January 26). The changing world of digital in 2023. We Are Social. https://wearesocial.com/id/blog/2023/01/the-changing-world-of-digital-in-2023-2/
Marr, B. (2022, March 2). The 5 biggest Media and entertainment technology trends in 2022. Forbes. https://www.forbes.com/sites/bernardmarr/2022/03/02/the-5-biggest-media-and-entertainment-technology-trends-in-2022/?sh=290daca33277
Murray, S. B., Birt, J. R., & Blakemore, S. (2020). eSports diplomacy: towards a sustainable ‘gold rush.’ Sport in Society, 25(8), 1419–1437. https://doi.org/10.1080/17430437.2020.1826437
Newzoo. (2024). Top countries and markets by video game revenues. https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues
PBESI (n.d.). Pengurus Besar Esport Indonesia. PBESI. https://pbesi.org/en
Pei, A. (2019, January 23). Here’s why esports can become a billion-dollar industry in 2019. CNBC. https://www.cnbc.com/2019/01/20/heres-why-esports-can-become-a-billion-dollar-industry-in-2019.html
Peters, B.G. (1996) ‘Is it the institutions? Explaining the failure of health care reform in the United States’, Public Policy and Administration, 11(1): 8–15.
Purnama, F., & Adji, R. (2023, October 14). Gaming industry earns US$1.5 bn in revenue in 2022: ministry. Antara News. https://en.antaranews.com/news/296226/gaming-industry-earns-us15-bn-in-revenue-in-2022-ministry
Putera, P. B., Widianingsih, I., Ningrum, S., Suryanto, S., & Rianto, Y. (2023). Policy Dynamics in Contemporary Public Administration Studies: A Conceptual analysis. Vies?Oji Politika Ir Administravimas, 22(1), 74–90. https://doi.org/10.5755/j01.ppaa.22.1.31435
Royles, E., & Lewis, H. (2019). Language policy in multi-level systems: A historical institutionalist analysis. The British Journal of Politics and International Relations, 21(4), 709–727. https://doi.org/10.1177/1369148119845341
Rusli, H. (2006). Metode Penelitian Normatif (Normative Research Methods), Jakarta; Gramedia Pustaka Utama, p. 50
Sabatier, P. (1988). An advocacy coalition framework of policy change and the role of policy-oriented learning therein. Policy Sciences, 21(2–3), 129–168. https://doi.org/10.1007/bf00136406
Shih, M., Sun, M. T.-W., & Wang, G. (2012). The historical institutionalism analysis of Taiwan’s administrative reform. International Review of Administrative Sciences, 78(2), 305–327. https://doi.org/10.1177/0020852312438523
Sibarani, J. (2020, Aug 26) Indonesia resmi akui esports sebagai cabang olahraga prestasi. GGWP.ID. https://ggwp.id/media/esports/esports-lain/esports-cabang-olahraga-prestasi
Silalahi, U. (2012). Metode Penelitian Sosial. PT. Refika Aditama.
Spencer, R., Pryce, J. M., & Walsh, J. (2014). The Qualitative Tradition. In Patricia Leavy (ed), The Oxford Handbook of Qualitative Research (81-98). Oxford University Press
Sung, M., & Umar, W. (2020). A new industry and tax base on taxing esports in Indonesia. Jurnal Media Hukum, 27(2), 147-165. https://doi.org/10.18196/jmh.20200148
Tandiah, K. (2024, August 8). Indonesia's game industry levels up. Antara News. https://en.antaranews.com/news/321747/indonesias-game-industry-levels-up
Teschner, N., Garb, Y., & Paavola, J. (2013). The role of technology in policy dynamics: The case of desalination in Israel. Environmental Policy and Governance, 23(2), 91–103. https://doi.org/10.1002/eet.1607
Walliman, N. (2005). Your Research Project. SAGE Publication.
WEF. (2018). The explosive growth of eSports. World Economic Forum. https://www.weforum.org/stories/2018/07/the-explosive-growth-of-esports/
Windholz, E. (2020). Governing Esports: Public Policy, Regulation and the Law. Sports Law eJournal, (1), https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3622662
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Putu Radar Bahurekso, Sinta Ningrum, Mas Dadang Enjat Munajat

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish their manuscripts in this journal agree to the following conditions:
- The copyright on each article belongs to the author(s).
- The author acknowledges that the Dinasti International Journal of Education Management and Social Science (DIJEMSS) has the right to be the first to publish with a Creative Commons Attribution 4.0 International license (Attribution 4.0 International (CC BY 4.0).
- Authors can submit articles separately, arrange for the non-exclusive distribution of manuscripts that have been published in this journal into other versions (e.g., sent to the author's institutional repository, publication into books, etc.), by acknowledging that the manuscript has been published for the first time in the Dinasti International Journal of Education Management and Social Science (DIJEMSS).