For Chinese game companies, Indonesia has long been one of the most important growth markets in Southeast Asia. It has a large young user base, relatively high mobile internet penetration, and an emerging willingness to pay for online entertainment. At the same time, it is also a highly complex market in terms of religion, ethnicity, language and regional differences.
In the past, many outbound game teams tended to understand Indonesian compliance mainly through app-store policies, payment channels and content localization. Since 2024, however, Indonesia has issued several game-industry-specific rules. The regulatory focus has gradually shifted from general internet content governance to a parallel framework involving publisher registration, game classification, child protection, data protection and local industry policy.
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Key takeaway: Game publishing in Indonesia should not be viewed merely as a question of whether the game can be listed on an app store. Companies should at least assess PSE registration, IGRS rating, child protection, personal data, payment and gacha mechanics, and religious, cultural and content-sensitivity issues. |
Figure 1: Indonesia game compliance map
1. Regulatory Landscape: KOMDIGI Is the Main Authority, But Not the Only Variable
The core authority for game regulation in Indonesia is the Ministry of Communication and Digital Affairs (Kementerian Komunikasi dan Digital, “KOMDIGI”; formerly the Ministry of Communication and Informatics, “KOMINFO”). KOMDIGI is responsible for electronic system governance, private electronic system operator (PSE) registration, illegal content governance, the game classification system and child digital protection.
For game publishers, KOMDIGI matters not only because it may be involved in rating approval, but also because it has tools relating to access restriction, takedown, public complaint handling and platform-coordinated supervision. In addition to KOMDIGI, outbound game teams should also pay attention to the following surrounding regulatory tracks:
2. Game Classification: IGRS Has Become an Important Pre-Launch Compliance Item
Indonesia’s current game classification rules mainly come from Minister of Communication and Informatics Regulation No. 2 of 2024 on Game Classification (Permenkominfo No. 2 Tahun 2024 tentang Klasifikasi Gim). The regulation took effect on 24 January 2024 and replaced the 2016 rules on electronic interactive game classification.
The regulation applies to “publishers” (Penerbit), meaning individuals, business entities or legal entities that market game products. For Chinese companies, the key question is not only whether the server is located in Indonesia, but whether the product is advertised, promoted, distributed or sold in Indonesia.
The basic process under the regulation can be summarized in six steps:
Figure 2: Basic IGRS rating process
The classification results are divided into five age bands: 3+, 7+, 13+, 15+ and 18+. The assessment covers tobacco or e-cigarettes, alcohol, psychotropic drugs or other addictive substances, violence, blood, dismemberment and cannibalism, language, character appearance, pornography, gambling simulation or activities, horror elements and online interaction functions.
Lower age ratings impose strict limits on violence, coarse language, chat functions and adult content. The 13+ and 15+ categories begin to allow certain limited violence, blood or filtered online interaction. The 18+ category is relatively more flexible, but it does not mean adult content may be freely distributed.
The regulation also sets out three “unclassifiable” red lines: games that display or play pornographic content; games based on chance or betting that use legal payment instruments, foreign currency, electronic money or digital assets that can be traded or converted into legal payment instruments, and that provide, support or facilitate cash-out functions; and games that violate other laws and regulations. In other words, an 18+ rating in Indonesia is not a blanket approval category. Even where a game targets adult users, restrictions on pornography, gambling and other illegal content must still be observed.
Sanctions for violation are also direct. Failure to display the applicable game classification result may lead to written warnings, temporary suspension of the game or access blocking. Failure to classify a game, advertising or marketing an unclassified game, or failing to reclassify when required may result in access termination measures. The regulation also requires games that have been classified overseas and sold in Indonesia to complete local Indonesian classification within two years after the regulation took effect. As of June 2026, that transition period has expired, and existing games should no longer be treated as still within a grace period.
3. Child Protection: From Content Rating to Product Design
In 2025, Indonesia issued Government Regulation No. 17 of 2025 on Governance of Child Protection in Electronic Systems (PP No. 17 Tahun 2025, often referred to as “PP Tunas”). In March 2026, KOMDIGI issued Minister of Communication and Digital Affairs Regulation No. 9 of 2026 (Permen Komdigi No. 9 Tahun 2026) as implementing rules.
The rules make clear that a “child” means a user under the age of 18. Electronic system operators should provide information on the minimum age for products, services and features, and classify child age groups into 3-5, 6-9, 10-12, 13-15 and 16 to under 18. Products, services or features must not be targeted at children under the age of 3.
These rules are highly relevant to the game industry, but the intensity of application should be assessed based on the product’s specific functions. In general, if a game is purely standalone, has no social interaction and has no minor-oriented monetization features, the risk pressure may be relatively lower. If the product includes online chat, guilds, friend recommendations, UGC, voice, live interaction, in-app purchases by minors, personalized advertising, leaderboards or high-frequency retention incentives, a dedicated child protection assessment is more likely to be needed.
Risk assessment dimensions include exposure to strangers, exposure to pornography, violence or other age-inappropriate content, commercial exploitation as consumers, child personal data security, addiction risks, mental health risks and physical health risks. The implementing rules also refer to assessment after risk changes, covering safety and privacy by design, parental controls, content and advertising review, in-app purchase restrictions, time limits, age assurance, control of child-account transaction spending, paid content disclosures and refund mechanisms.
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Product design suggestion: For an Indonesia-facing game version, companies should consider child mode, chat filtering, restrictions on stranger interaction, parental consent, spending limits, refund and complaint channels at the product design stage, rather than adding them reactively after launch. |
4. Data, Payments, Gacha and Cultural Sensitivity: Four Frequent Risk Areas
1. Personal Data
Indonesia’s Law No. 27 of 2022 on Personal Data Protection took effect in 2022 and provided a two-year transition period. After October 2024, companies generally should not continue to rely on the transition period as a compliance buffer. Common game-related data such as account information, device identifiers, payment records, location, behavioral profiles, chat records, minor user information and customer support tickets may all constitute personal data processing.
Chinese companies should prepare a privacy policy in Bahasa Indonesia or at least in a form understandable to local users, and clearly set out processing purposes, legal bases, retention periods, user rights, cross-border transfer arrangements and data breach response mechanisms. Where children’s data is involved, PP Tunas and the 2026 implementing rules should be reviewed together.
2. Payments
Ordinary in-app purchases do not automatically amount to licensed payment business. However, if the game company directly provides e-wallet, fund clearing, acquiring, payment initiation, remittance or similar payment system services, it may trigger Bank Indonesia rules on payment service providers.
A more common and prudent approach is to connect to locally qualified payment service providers and specify in the contract the allocation of responsibilities for refunds, chargebacks, anti-money laundering, consumer complaints, minor spending and data processing.
3. Gacha, Virtual Assets and the Gambling Boundary
The Indonesian game classification regulation has a specific dimension for “gambling simulation or activities” and expressly prohibits chance-based betting games with legal payment instruments, electronic money, tradable digital assets and cash-out functions from being classified.
In practice, the risk can be understood through the following formula: paid input + random outcome + transferable or redeemable economic value + cash-out or off-platform trading channel. The more complete this chain is, the closer the structure is to a high-risk model. Even without cash-out, aggressive promotions to minors, insufficient probability transparency and inducement to spend may also raise child consumer protection and advertising review risks.
4. Content and Cultural Risks
Indonesian law and society are relatively sensitive to pornography, gambling, drugs, religious offense, ethnic hatred, violent extremism and age-inappropriate content. For Chinese teams, localization is not merely translation.
Character clothing, religious buildings, prayer gestures, depictions of deities or prophets, Ramadan events, pork and alcohol elements, political maps, colonial history, ethnic terminology, romance and sexual innuendo should all go through Bahasa Indonesia native-language review and cultural sensitivity review.
5. Compliance Roadmap for Chinese Game Companies
Figure 3: Indonesia game launch compliance checklist
In light of the above, before entering the Indonesian market, Chinese game companies should first prepare a “product function – regulatory obligation” compliance matrix and review the key compliance issues through the following steps:
6. Game Types That Should Be Prioritized for Special Review
For some games, their monetization structure, interactive functions, user age profile or content themes may more easily trigger multiple regulatory tracks and create higher compliance risk. For such products, companies should not wait for app-store listing issues or regulatory feedback before making adjustments. Instead, a dedicated review should be conducted before localization, promotion, launch or a major version update:
Figure 4: Game types that deserve priority special review
Note: This article is based on publicly available information and does not constitute formal legal advice under Indonesian law. Before formally launching a relevant product, companies are advised to conduct a local counsel review based on the specific product version, publishing path and monetization structure.
Written by: Muhamad Destianto and Yibo Chen
Disclaimer: The information provided on this website does not, and is not intended to, constitute legal advice; instead, all information, content, and materials available on this site are for general informational purposes only. Information on this website may not constitute the most up-to-date legal or other information.
Photo by Yan Krukau: https://www.pexels.com/photo/computer-monitors-on-the-table-9072386/
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游戏出海印尼,你应该关注这些规则与合规要点
对中国游戏企业而言,印度尼西亚长期是东南亚最重要的增量市场之一。它拥有庞大的年轻用户群,移动互联网渗透率较高,线上娱乐付费习惯正在形成,同时又是宗教、民族、语言和地区差异高度复合的市场。
过去,很多出海团队理解印尼合规时,往往只关注应用商店政策、支付通道和内容本地化。但 2024 年以来,印尼围绕游戏产业连续出台多部专门规则,监管重心已从一般互联网内容治理,逐步转向“发行主体登记、游戏分级、儿童保护、数据保护和产业本地化”并行的体系。
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核心提示:游戏出海印尼不宜只按“能否上架应用商店”来理解。企业至少需要同步关注 PSE 登记、IGRS 分级、儿童保护、个人数据、支付与抽卡机制、宗教文化及内容敏感性等。 |
图 1:印尼游戏合规全景图
一、监管版图:KOMDIGI 是主轴,但并非唯一变量
印尼游戏监管的核心机关,是现通信与数字事务部(Kementerian Komunikasi dan Digital,简称“KOMDIGI”;其前身为通信与信息部 KOMINFO)。KOMDIGI 负责电子系统治理、私人电子系统运营者(PSE)登记、违法内容治理、游戏分类体系以及儿童数字保护等事项。
对游戏发行商而言,KOMDIGI 的重要性不止在于“审批一个分级”,更在于其掌握访问限制、下架、公众投诉处理和平台协同监管等工具。除 KOMDIGI 外,出海团队还需要关注以下周边监管线:
二、游戏分级:IGRS 已成为进入印尼市场的重要前置合规事项
印尼现行游戏分级规则主要来自《2024 年第 2 号通信与信息部游戏分类条例》(Permenkominfo No. 2 Tahun 2024 tentang Klasifikasi Gim)。该条例于 2024 年 1 月 24 日生效,取代 2016 年旧版电子互动游戏分类规则。
该条例的监管对象是“发行商”(Penerbit),即营销游戏产品的个人、商业实体或法人。对中国企业而言,判断是否适用该规则的重点不只是服务器是否在印尼,而是产品是否在印尼境内广告、推广、分发或销售。
条例的基本流程可以概括为以下六步:
图 2:IGRS 游戏分级基本流程
分级结果按照用户年龄分为 3 岁以上、7 岁以上、13 岁以上、15 岁以上和 18 岁以上五档。分级考察维度包括烟草或电子烟、酒精、精神药物或其他成瘾物质,暴力,血液、肢解和食人,语言,角色外观,色情,赌博模拟或活动,恐怖元素,以及在线互动功能。
低龄分级对暴力、粗俗语言、聊天功能和成人内容限制极严;13 岁、15 岁档开始允许部分有限暴力、血腥或过滤后的在线互动;18 岁档虽相对宽松,但并不意味着成人内容可以自由发行。
条例同时划出三条“不可分类”红线:展示或播放色情内容的游戏;以运气或投注为基础,且可使用法定支付工具、外币、电子货币或可交易、可兑换为法定支付工具的数字资产,并提供、支持或便利提现功能的游戏;以及违反其他法律法规的游戏。换言之,印尼的18+ 分级并非概括性批准类别。即便游戏面向成年用户,仍需遵守印尼关于色情、赌博及其他违法内容的限制。
违反上述规定的制裁也较为直接。未展示适用游戏分类结果的,可能面临书面警告、游戏临时暂停或访问屏蔽措施;未开展游戏分类、广告或营销未分类游戏,或在应当重新分类时未重新分类的,可能导致游戏被采取访问终止措施。条例还要求已在境外完成分级并在印尼销售的游戏,也应在条例生效后两年内完成印尼本地分类。截至 2026 年 6 月,该过渡期已经届满,存量游戏不宜再按“尚在宽限期”处理。
三、未成年人保护:从“内容分级”延伸到“产品设计”
2025 年印尼出台《第 17 号政府条例:电子系统中儿童保护治理》(PP No. 17 Tahun 2025,常被称为“PP Tunas”),2026 年 3 月又由 KOMDIGI 发布《第 9 号通信与数字部部长条例》(Permen Komdigi No. 9 Tahun 2026)作为实施规则。
相关规则明确,“儿童”是未满 18 岁的用户,电子系统运营者应提供产品、服务和功能的最低使用年龄信息,并按 3-5 岁、6-9 岁、10-12 岁、13-15 岁、16 岁至未满 18 岁划分年龄区间,且不得将产品、服务或功能面向 3 岁以下儿童。
这些规则与游戏行业高度相关,但适用强度需要结合具体产品功能判断。一般而言,若游戏仅为单机、无社交互动、无未成年人导向商业化功能,风险压力相对较低;若产品含在线聊天、公会、好友推荐、UGC、语音、直播互动、未成年人内购、个性化广告、排行榜或高频留存激励机制,则更需要进行儿童保护专项评估。
风险评估维度包括接触陌生人、接触色情或暴力等不适龄内容、作为消费者被商业开发、儿童个人数据安全、成瘾风险、心理健康风险和生理健康风险。实施规则还特别提到,风险变化后的评估可涵盖安全与隐私内建、家长控制、内容和广告审核、应用内购买限制、使用时间限制、年龄保证、儿童账户交易支出控制、付费内容声明和退款机制等。
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产品设计建议:面向印尼的游戏版本,宜从产品设计阶段设置儿童模式、聊天过滤、陌生人互动限制、家长同意、消费限额、退款和投诉路径,而不是上线后再被动补救。 |
四、数据、支付、抽卡与宗教文化:四类高频风险
1. 个人数据
印尼《第 27 号个人数据保护法》已于 2022 年生效,并设置两年过渡期。到 2024 年 10 月后,企业原则上不应再以过渡期作为合规缓冲。游戏常见的账号资料、设备标识、支付记录、位置、行为画像、聊天记录、未成年人资料和客服工单,都可能构成个人数据处理。
中国企业需要准备印尼语或至少可被当地用户理解的隐私政策,明确处理目的、法律基础、保存期限、用户权利、跨境传输安排和数据泄露响应机制。涉及儿童数据时,还要与 PP Tunas 和 2026 年实施细则叠加审查。
2. 支付
普通内购并不当然等于持牌支付业务,但如果游戏企业直接提供电子钱包、资金清算、收单、支付发起、汇款或类似支付系统服务,就可能触及印尼央行关于支付服务提供者的监管。
更常见的稳妥路径,是接入已在当地具备资质的支付服务商,并在合同中明确退款、拒付、反洗钱、消费者投诉、未成年人消费处理和数据分工。
3. 抽卡、虚拟资产和赌博边界
印尼游戏分类条例对“赌博模拟或活动”有专门维度,并明确禁止具备法定支付工具、电子货币、可交易数字资产和提现功能的运气型投注游戏获得分类。
实务中可用一个风险判断公式理解:付费投入 + 随机结果 + 可转让或可兑换经济价值 + 提现或场外交易通道。上述链条越完整,越接近高风险结构。即便没有提现,面向未成年人的高压促销、奖励概率透明度不足和诱导消费,也可能落入儿童消费者保护和广告审核风险。
4. 内容文化风险
印尼法律和社会环境对色情、赌博、毒品、宗教冒犯、族群仇恨、暴力极端主义和不适龄内容较为敏感。对中国团队而言,本地化不只是翻译。
角色服饰、宗教建筑、祈祷动作、神明或先知形象、斋月活动、猪肉和酒精元素、政治地图、殖民历史、民族称谓、婚恋和性暗示桥段,都应经过印尼语母语审校和文化敏感性审查。
五、面向中国游戏企业的合规路线图
图 3:印尼游戏上线合规清单
综合以上,中国游戏企业在进入印尼市场前,建议先做一张“产品功能—监管义务”的合规矩阵,并按照以下步骤审视合规要点:
六、哪些游戏更应优先做专项审查
对于一些游戏来说,因其商业化结构、互动功能、用户年龄或内容题材的特殊性,更容易同时触发多条监管线,具有更高的合规风险。对于这类产品,建议不要等到平台上架或监管反馈后再被动调整,而是在本地化、投放上线或重大版本更新前先行开展专项审查:
图 4:优先专项审查的游戏类型
【注】本文为公开资料研究稿,不构成任何印尼法项下的正式法律意见;相关产品正式发行前建议结合产品版本、发行路径和商业化结构进行本地律师复核。