Ministry of Creative Economy Reaffirms Support for Gameseed 2026 to Strengthen Indonesia’s Game Industry Ecosystem

Kemenekraf/Bekraf RISabtu, 20 Juni 2026
Ministry of Creative Economy Reaffirms Support for Gameseed 2026 to Strengthen Indonesia’s Game Industry Ecosystem

Jakarta, 20 June 2026 – The Ministry of Creative Economy/Creative Economy Agency (Ekraf) has reaffirmed its support for Gameseed 2026 as a strategic platform for local game creators to develop their talents and compete on a global scale. Minister of Creative Economy Teuku Riefky Harsya stated that the gaming subsector is now one of the seven priority sectors projected to generate significant added value for the national economy.

Minister of Creative Economy Teuku Riefky Harsya reaffirmed the Ministry’s support for Gameseed 2026 as a strategic platform for local game creators to innovate and compete globally.

“The gaming industry is no longer merely a hobby. It has become one of the creative economy subsectors with tremendous potential to generate high added value and create new employment opportunities. The Ministry of Creative Economy is fully committed to ensuring that local developers do not have to struggle alone in their journey to scale up and compete on the global stage,” said the Minister.

Gameseed is Indonesia’s largest game development competition and incubation program. This year, it introduced a new category, Mobile Stream. The program was officially launched through a live broadcast on the Gameseed Discord Server and YouTube on Saturday (13/6), attracting more than 850 viewers.

“Congratulations to all participants who have taken on the challenge and joined this competition, which will be followed by a three-month incubation program. Gameseed is not merely a competition; it is a bridge toward a sustainable gaming industry. Prepare yourselves for the various stages of Gameseed 2026 and demonstrate your best ideas, creativity, and dedication,” the Minister added.

Director of Games, Luat Sihombing, emphasized the importance of commercial awareness among local game developers. This includes understanding market dynamics, effective scope management, and the ability to pivot strategies when necessary in order to remain competitive and sustainable.

Echoing this sentiment, President of the Indonesian Game Association (AGI), Syafiq Husein, highlighted that the key challenge lies in ensuring the resilience and commercial competitiveness of local talent after completing the incubation process.

“The real battlefield is how local talents can survive and compete commercially after graduating from the Gameseed Program,” said Syafiq Husein.

Meanwhile, Vincent Ismawan, representing publisher Zero Stress, pointed out the gap between game production and market demand in Indonesia. Data indicates that most local developers produce PC-based games, while the mobile segment dominates the market, generating USD 1.5 billion out of the country’s total gaming market value of USD 1.9 billion. This disparity was one of the primary reasons for introducing the mobile category in this year’s competition.

The themes for the 2026 competition, selected directly by the audience, are So Absurd It's Cool, Inner Childhood Dream, and Meme Driven. Participants may adopt one theme or combine multiple themes in their projects.

Supported by Garena Indonesia and Zero Stress, Gameseed 2026 has successfully attracted 2,314 participants organized into 469 teams. The program also encourages participants to build independent distribution channels through self-publishing strategies, including organic traction methods such as optimizing game trailers to capture audience attention within the first five seconds.

Further technical information regarding the competition is available through the Gameseed Discord Server at: https://gameseed.id/discord.

Kiagoos Irvan Faisal
Head of Bureau of Communications
Ministry of Creative Economy/Creative Economy Agency

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