A Study of Factor Affecting the Software Application Development in Indonesian Creative Industry
Keywords:entrepreneurs, creative industry, interactive games, ICT Strategy, value chain
The creative industries promising opportunities, especially the interactive game business. creative industries is still undeveloped, but lately has been showing its contribution to the economic development of Indonesia. Implementation of the Information and Communication Technology (ICT) strategy is a new discourse that can provide great opportunities for the entrepreneurial. This study aims to reveal the level of implementation of ICT strategies, the role of government influence on the development of business, industry conditions as well as the existing value chain in the interactive games industry. Type of research conducted by descriptive research, qualitative analysis was based on the findings of desk research / literature, interview
sources, and the researcher's own knowledge. Level of subjectivity can be minimized with the help of quantitative analysis and the selection of competent resource persons in the field interviews. Secondary data
obtained from the creative economy planning books in 2025, which was published by the Ministry of Commerce of the Republic of Indonesia. Based on the research results, it is concluded that the implementation of ICT
strategies by entrepreneurs in the interactive games industry is still less, and this is partly because in general the industry is still small-scale and micro enterprises, mash the industry is relatively new in the world of business,
and entrepreneurs are still concentrating the creation, production, and distributio, commercialization are being developed. In general, interactive games industry is growing. In the future, need to research business model and business strategy, so it would complement the models developing strategy in the game interactive industry.
Kelompok Kerja Indonesia Design Power. (2008). Buku Pengembangan Ekonomi Kreatif Indonesia 2025-Rencana Pengembangan Ekonomi Kreatif Indonesia 2009 – 2015. Studi Industri Kreatif Indonesia. Departemen Perdagangan RI.
Manktelow, J. (2010). The Boston Matrix: Focusing Effort to Give the Greatest Returns. Diakses pada
Mei 2012 dari http://www.mindtools.com/pages/article/newTED_97.htm
Moloeng, L. J. (2004). Metode Penelitian Kualitatif. Bandung: Rosda.
Sampoerna foundation. (2009). Creative Industry Development. Diakses pada 20 Mei 2012 dari
Ward, J., Peppard. J. (2002). Strategic Planning for Information Systems. (3 edition). John Wiley &
Winarto V. (2003, 30 January). Entrepreneurship: Semangat untuk memberikan solusi bagai
masyarakat, Accessed at 20 Mei 2012 from
Authors who publish with this journal agree to the following terms:
a. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License - Share Alike that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
b. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
c. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
All articles published Open Access will be immediately and permanently free for everyone to read and download. We are continuously working with our author communities to select the best choice of license options, currently being defined for this journal as follows: