Tuesday, October 28, 2014

Digital Creative Industry Welcomes 4G Era


Digital creative industry in Indonesia is believed not to be left behind to take advantage of better infrastructure by the presence of 4G. 

It was once said by Lolly Amalia Abdullah, Director of Cooperation and Facilitation Directorate General of Creative Economy-Based Media, Design and Science and Technology, Kemenparekraf. 

According to him, with a large bandwidth, digital content needs of various sectors. Digital creative industry like games, animation and online video / web series can accomplish this. 

The presence of a fourth generation mobile telecommunications (4G) provides a broader area of information access and production of digital creative content. 

The growth of the creative industries more or less will contribute to overall economic growth. During 2010-2014 alone, according to data from the Ministry of Tourism and Creative Economy, creative industries contributed an average of 7.13% of gross domestic product (GDP). 

Data from the Ministry of Tourism and Creative Economy also showed increasingly stronger role in the sector. In 2010, the contribution of the creative economy to GDP stood at Rp 473 trillion, while in 2013 the number increased to Rp 641 trillion. 

Employment is quite high by the industry sector, reaching the range of the 11 million to 12 million. 

However, the creative economy sector is still dominated by physical products such as culinary, fashion and craft. While the digital creative industry is still less tinny sound. 

Well, about the digital creative industries, in fact we can learn from South Korea. In the paper 'Hallyu 2.0: The Korean Wave in the Age of Social Media' is mentioned, the creative industry has become the economic motor of the State Ginseng since 2007. 

Online game industry in South Korea boosted by broadband services arguably evenly there. From the revenue side can compete with film and music industry. 

In 2000, South Korea has a new game export value 102 dollars. 10 years since then, amounting to 1.6 billion US dollars. The increase of 15.7-fold, was arguably be "Wow!" 

Indonesia actually has a great potential to imitate, and achieve better, from South Korea. Game developers in Indonesia is growing, even a struggling industry. 

On the other hand, Indonesia has a wealth of cultural treasures of the local potential for development. Domestic market and abroad should be able to accept it. 

As an example, in the event the Essen Spiel '14 in Germany, in mid-October 2014, Indonesian original game to get a positive response. 

Game Mat Goceng, which clearly show the Betawi and Sundanese characters, able to attract the attention of visitors to the exhibition. The game was sold out two days before the show - which lasted for four days - ended. 

"This is proof that, the value can be accepted by the Indonesian foreign markets. When entering foreign markets, Indonesia's representative does not always have to bring a product to suit foreign tastes," said Eko CEO Matt Goceng Kummara who published under the label Manikmaya Games . 

However Eko acknowledge that some game producers step in bringing the game in accordance with the foreign market also proved telling. "What do my friends were already good. In business, it should be so," said Eko. 

However, he admitted that he felt challenged to bring content typical of Indonesia to the world market. "One of our main missions is to introduce Indonesia to the world market," he said. 

Welcoming the presence of 4G, the digital creative industry in Indonesia should  be able to grab opportunities as they arise. It is time for Indonesia is not only a consumer, but also become producers. It is time for Indonesian products, the value and uniqueness of Indonesian culture, come to the surface.

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