Indonesia develops age rating for children’s online games
The Indonesian Ministry of Communication and Informatics (Komdigi) is developing a content rating and age classification system for online games.
This initiative aims to create a safer digital environment for children, according to Minister Meutya Hafid at the Indonesian Woman In Game (IWIG) forum in Bandung on Sunday, July 6, 2025.
The government has enacted Regulation No. 17 of 2025 on the Governance of Electronic Systems for Child Protection.
This regulation requires electronic system providers, including game developers and publishers, to implement strict age classifications.
Minister Hafid clarified that the regulation is not a ban on games. It is a measure to restrict access to inappropriate content for underage users.
Games with violent or highly addictive content will be accessible only to users aged 16 and above with parental supervision. Users aged 18 and over can access these games independently.
To support this initiative, the Indonesia Game Rating System (IGRS) will be enhanced as a guideline for parents, players, and industry stakeholders to identify age-appropriate content.
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Indonesia’s new game rating initiative follows established international frameworks like IARC, ESRB, and PEGI, which have successfully implemented age classification systems across different markets 1.
The timing aligns with Indonesia’s gaming industry explosion, currently valued at approximately USD 1.1 billion in 2023 with 174.1 million gamers as of 2022 2.
This regulatory push comes as foreign entities dominate 99.51% of Indonesia’s gaming revenue, indicating the government is balancing child protection with strategic industry development 3.
Presidential Regulation No. 19/2024 complements these rating efforts by requiring both local and foreign game publishers to establish legal entities in Indonesia, creating accountability while fostering domestic industry growth 4.
The government’s dual approach addresses both child safety concerns and economic development goals, positioning Indonesia to reach its ambitious target of USD 2.5 billion in market value by 2025 3.
Research shows 84% of parents worry about their children’s online safety, yet they spend an average of only 46 minutes discussing online security throughout their child’s entire upbringing 5.
The most common parental concerns directly addressed by Indonesia’s rating system include children encountering harmful content (27%) and internet addiction (26%), problems that game classification aims to mitigate 5.
Komdigi’s rating system addresses this gap by providing clear guidelines, restricting games with violent content or high addiction potential to users aged 16+ with parental supervision and 18+ independently.
The Indonesia Game Rating System follows successful models like PEGI, which classifies games into age categories (3, 7, 12, 16, 18) based on content appropriateness rather than difficulty level 6.
By implementing standardized ratings, the government provides parents with accessible tools to make informed decisions without requiring extensive technical knowledge about each game’s content.
Indonesia’s gaming regulation carefully positions itself as “delaying access” rather than censorship, acknowledging the economic importance of its gaming sector while addressing cultural concerns 3.
The IGRS, governed by Ministerial Regulation No. 11 of 2016, adapts international rating frameworks to Indonesia’s specific cultural context and values 7.
Local game developers have already achieved international recognition with culturally relevant titles like “Coral Island” and “Coffee Talk,” demonstrating that local values can coexist with global appeal 2.
The government has designated August 8 as National Game Day to celebrate local developers’ success, showing its commitment to supporting domestic industry growth alongside protective regulations 2.
By requiring both local presence and content classification, Indonesia follows established practices from markets like South Korea, where the Game Rating Administration Committee (GRAC) has successfully balanced cultural protection with industry development 8.
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