Brazil Gaming Market Forecast 2025-2032
Market Report I 2025-03-26 I 139 Pages I Inkwood Research
KEY FINDINGS
The Indonesia gaming market was valued at $4.83 billion in 2024 and is expected to rise with a CAGR of 5.89% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.
MARKET INSIGHTS
Indonesia's gaming market has experienced impressive growth, making it one of the largest markets in Southeast Asia. By 2023, over 150 million Indonesians were active gamers.
This growth is driven by widespread internet connectivity, with 79.50% of Indonesians online, surpassing the global average of 67.10%. As a result, local game developers have gained the ability to reach both domestic and international markets.
However, the industry faces significant challenges. In 2022, local developers captured only 0.50% of the total gaming revenue, while foreign entities dominated the market. This disparity leads to substantial capital outflow, as most of the revenue generated by Indonesian gamers benefits overseas companies.
In response, the Indonesian government enacted Presidential Regulation No. 19 of 2024 to accelerate the development of the national gaming sector. This regulation requires foreign game developers to establish a local presence or partner with Indonesian developers to distribute their games within the country.
The government also plans to introduce training programs in collaboration with educational institutions to address the current skills shortage among local developers. To stimulate growth, it is considering financial incentives, such as tax holidays and funding through public service agencies.
Emerging gaming industry trends offer further opportunities. The Indonesia Game Developer Exchange (IGDX) Conference has emerged as a key platform, driving collaboration between local and international industry players.
These events not only boost the competitiveness of Indonesian developers but also help position the country as a hub for gaming innovation in the region. However, regulatory challenges remain.
The government is contemplating a social media ban for children under 16, inspired by Australia's legislation, to curb concerns about minors' exposure to online gambling. While the intent is to protect young users, such measures could impact gaming companies' strategies to acquire younger users.
SEGMENTATION ANALYSIS
The Indonesia gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The platform segment is further segregated into console gaming, mobile gaming, PC gaming, and cloud gaming.
Indonesia's mobile gaming market has seen vital expansion, fueled by widespread smartphone adoption and a youthful, tech-savvy population. In 2022, the country recorded approximately 3.37 billion mobile game downloads, ranking third globally, behind India and Brazil.
The rise of affordable smartphones and improved internet infrastructure have driven this growth. Notably, Indonesia's smartphone penetration has exceeded 128% of the total population, indicating that a significant number of individuals own more than one device.
Local game developers have also made valuable contributions. For example, 'Lokapala,' Southeast Asia's first Multiplayer Online Battle Arena (MOBA) game, incorporates elements of Indonesian culture, such as the Borobudur and Prambanan reliefs, offering players a distinctive gaming experience.
COMPETITIVE INSIGHTS
Some of the top players operating in the Indonesia gaming market include Agate, Arsanesia (Pt Arsa Grup Indonesia), Digital Happiness (Pt Digital Semantika Indonesia), etc.
Founded in 2009 and headquartered in Bandung, Indonesia, Agate is a prominent game development company in Southeast Asia. The company operates in two primary business segments: Consumer Games and Enterprise Solutions.
In the Consumer Games segment, Agate has created over 250 titles across various genres, including notable games such as 'Valthirian Arc: Hero School Story' and 'Code Atma.'
The Enterprise Solutions segment specializes in gamification services, providing custom applications for corporate clients to improve learning, assessment, and advertising. Agate serves a wide range of clients across Southeast Asia and the United States, collaborating with more than 50 well-known companies.
TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. COUNTRY SNAPSHOT
2.3. COUNTRY ANALYSIS
2.4. SCOPE OF STUDY
2.5. MAJOR MARKET FINDINGS
2.5.1. RISE OF LOCALIZED GAMING CONTENT IS DRIVING PLAYER ENGAGEMENT
2.5.2. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
2.5.3. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
2.5.4. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES ARE EMERGING AS INDUSTRY PRIORITIES
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE COUNTRY
3.2. KEY RESTRAINTS
3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY MARKET TRENDS
4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
4.4. PORTER'S FIVE FORCES ANALYSIS
4.4.1. BUYERS POWER
4.4.2. SUPPLIERS POWER
4.4.3. SUBSTITUTION
4.4.4. NEW ENTRANTS
4.4.5. INDUSTRY RIVALRY
4.5. GROWTH PROSPECT MAPPING
4.6. MARKET MATURITY ANALYSIS
4.7. MARKET CONCENTRATION ANALYSIS
4.8. VALUE CHAIN ANALYSIS
4.8.1. GAME DEVELOPMENT
4.8.2. PLATFORM INTEGRATION AND PUBLISHING
4.8.3. DISTRIBUTION CHANNELS
4.8.4. MARKETING AND PROMOTION
4.8.5. END-USER ENGAGEMENT AND FEEDBACK
4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
4.10. EXCLUSIVE INSIGHTS
4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY
5. MARKET BY TYPE
5.1. ONLINE
5.1.1. MARKET FORECAST FIGURE
5.1.2. SEGMENT ANALYSIS
5.2. OFFLINE
5.2.1. MARKET FORECAST FIGURE
5.2.2. SEGMENT ANALYSIS
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.1.1. MARKET FORECAST FIGURE
6.1.2. SEGMENT ANALYSIS
6.2. HARDWARE
6.2.1. MARKET FORECAST FIGURE
6.2.2. SEGMENT ANALYSIS
7. MARKET BY PLATFORM
7.1. CONSOLE GAMING
7.1.1. MARKET FORECAST FIGURE
7.1.2. SEGMENT ANALYSIS
7.2. MOBILE GAMING
7.2.1. MARKET FORECAST FIGURE
7.2.2. SEGMENT ANALYSIS
7.3. PC GAMING
7.3.1. MARKET FORECAST FIGURE
7.3.2. SEGMENT ANALYSIS
7.4. CLOUD GAMING
7.4.1. MARKET FORECAST FIGURE
7.4.2. SEGMENT ANALYSIS
8. MARKET BY GENRE
8.1. ADVENTURE/ROLE PLAYING GAMES
8.1.1. MARKET FORECAST FIGURE
8.1.2. SEGMENT ANALYSIS
8.2. PUZZLE GAMES
8.2.1. MARKET FORECAST FIGURE
8.2.2. SEGMENT ANALYSIS
8.3. SOCIAL GAMES
8.3.1. MARKET FORECAST FIGURE
8.3.2. SEGMENT ANALYSIS
8.4. STRATEGY GAMES
8.4.1. MARKET FORECAST FIGURE
8.4.2. SEGMENT ANALYSIS
8.5. SIMULATION GAMES
8.5.1. MARKET FORECAST FIGURE
8.5.2. SEGMENT ANALYSIS
8.6. OTHER GENRES
8.6.1. MARKET FORECAST FIGURE
8.6.2. SEGMENT ANALYSIS
9. MARKET BY MONETIZATION MODEL
9.1. IN-APP ADVERTISING
9.1.1. MARKET FORECAST FIGURE
9.1.2. SEGMENT ANALYSIS
9.2. SUBSCRIPTIONS
9.2.1. MARKET FORECAST FIGURE
9.2.2. SEGMENT ANALYSIS
9.3. IN-GAME PURCHASES
9.3.1. MARKET FORECAST FIGURE
9.3.2. SEGMENT ANALYSIS
9.4. FREE-TO-PLAY (F2P)
9.4.1. MARKET FORECAST FIGURE
9.4.2. SEGMENT ANALYSIS
10. MARKET BY AGE DEMOGRAPHIC
10.1. CHILDREN (UNDER 18)
10.1.1. MARKET FORECAST FIGURE
10.1.2. SEGMENT ANALYSIS
10.2. ADULTS (18 - 44)
10.2.1. MARKET FORECAST FIGURE
10.2.2. SEGMENT ANALYSIS
10.3. SENIORS (45+)
10.3.1. MARKET FORECAST FIGURE
10.3.2. SEGMENT ANALYSIS
11. MARKET BY DISTRIBUTION CHANNEL
11.1. PHYSICAL RETAIL
11.1.1. MARKET FORECAST FIGURE
11.1.2. SEGMENT ANALYSIS
11.2. DIGITAL DISTRIBUTION
11.2.1. MARKET FORECAST FIGURE
11.2.2. SEGMENT ANALYSIS
12. COMPETITIVE LANDSCAPE
12.1. KEY STRATEGIC DEVELOPMENTS
12.1.1. MERGERS & ACQUISITIONS
12.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
12.1.3. PARTNERSHIPS & AGREEMENTS
12.1.4. BUSINESS EXPANSIONS & DIVESTITURES
12.2. COMPANY PROFILES
12.2.1. AGATE
12.2.1.1. COMPANY OVERVIEW
12.2.1.2. PRODUCTS
12.2.1.3. STRENGTHS & CHALLENGES
12.2.2. ARSANESIA (PT ARSA GRUP INDONESIA)
12.2.2.1. COMPANY OVERVIEW
12.2.2.2. PRODUCTS
12.2.2.3. STRENGTHS & CHALLENGES
12.2.3. DIGITAL HAPPINESS (PT DIGITAL SEMANTIKA INDONESIA)
12.2.3.1. COMPANY OVERVIEW
12.2.3.2. PRODUCTS
12.2.3.3. STRENGTHS & CHALLENGES
12.2.4. NIGHTSPADE STUDIO
12.2.4.1. COMPANY OVERVIEW
12.2.4.2. PRODUCTS
12.2.4.3. STRENGTHS & CHALLENGES
12.2.5. TOGE PRODUCTIONS
12.2.5.1. COMPANY OVERVIEW
12.2.5.2. PRODUCTS
12.2.5.3. STRENGTHS & CHALLENGES
12.2.6. TOUCHTEN
12.2.6.1. COMPANY OVERVIEW
12.2.6.2. PRODUCTS
12.2.6.3. STRENGTHS & CHALLENGES
LIST OF TABLES
TABLE 1: MARKET SNAPSHOT - GAMING
TABLE 2: COUNTRY SNAPSHOT - INDONESIA
TABLE 3: TIMELINE OF THE GAMING INDUSTRY
TABLE 4: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
TABLE 5: INDONESIA GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 6: INDONESIA GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 7: INDONESIA GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 8: INDONESIA GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 9: INDONESIA GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 10: INDONESIA GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 11: INDONESIA GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 12: INDONESIA GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 13: INDONESIA GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 14: INDONESIA GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 15: INDONESIA GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 16: INDONESIA GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 17: INDONESIA GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 18: INDONESIA GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 19: LIST OF MERGERS & ACQUISITIONS
TABLE 20: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
TABLE 21: LIST OF PARTNERSHIPS & AGREEMENTS
TABLE 22: LIST OF BUSINESS EXPANSIONS & DIVESTITURES
LIST OF FIGURES
FIGURE 1: MAJOR MARKET FINDINGS
FIGURE 2: MARKET DYNAMICS
FIGURE 3: KEY MARKET TRENDS
FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
FIGURE 5: GROWTH PROSPECT MAPPING
FIGURE 6: MARKET MATURITY ANALYSIS
FIGURE 7: MARKET CONCENTRATION ANALYSIS
FIGURE 8: VALUE CHAIN ANALYSIS
FIGURE 9: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
FIGURE 10: INDONESIA GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
FIGURE 11: INDONESIA GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
FIGURE 12: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
FIGURE 13: INDONESIA GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
FIGURE 14: INDONESIA GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
FIGURE 15: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
FIGURE 16: INDONESIA GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
FIGURE 17: INDONESIA GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
FIGURE 18: INDONESIA GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
FIGURE 19: INDONESIA GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
FIGURE 20: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
FIGURE 21: INDONESIA GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
FIGURE 22: INDONESIA GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
FIGURE 23: INDONESIA GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
FIGURE 24: INDONESIA GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
FIGURE 25: INDONESIA GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
FIGURE 26: INDONESIA GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
FIGURE 27: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
FIGURE 28: INDONESIA GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
FIGURE 29: INDONESIA GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
FIGURE 30: INDONESIA GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
FIGURE 31: INDONESIA GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
FIGURE 32: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
FIGURE 33: INDONESIA GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
FIGURE 34: INDONESIA GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
FIGURE 35: INDONESIA GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
FIGURE 36: INDONESIA GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
FIGURE 37: INDONESIA GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
FIGURE 38: INDONESIA GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
Content is provided by our partners and every effort is made to make Market Report details as clear as possible. If you are not sure the exact content you require is included in this study you can Contact us to double check. To do this you can:
Use the ‘? ASK A QUESTION’ below the license / prices and to the right of this box. This will come directly to our team who will work on dealing with your request as soon as possible.
Write to directly on support@scotts-international.com with details. Please include as much information as possible including the name of report or link so our staff will be able to work on you request.
Telephone us directly on 0048 603 394 346 and an experienced member of team will be on hand to answer.
With the vast majority of our partners we can obtain Sample Pages to support your decision. This is something we can arrange without revealing your personal details.
It is important to note that we will not be able to provide you the exact data or statistics such as Market Size and Forecasts. Sample pages usually confirm the layout or the Categories included in Charts and Graphs, excluding specific data.
To ask for Sample Pages by contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
Whilst we try to make our online platform as easy to use as possible there is always the possibility that a better alternative has not been found in your search.
To avoid this possibility Contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346 and a Senior Team Member can review your requirements and send a list of possibilities with opinions and recommendations.
All prices are set by our partners and should be exactly the same as those listed on their own websites. We work on a Revenue share basis ensuring that you never pay more than what is offered elsewhere.
Should you find the price cheaper on another platform we recommend you to Contact us as we should be able to match this price. You can Contact us though through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
As we work in close partnership with our Partners from time to time we can secure discounts and assist with negotiations, this is part of our personalised service to you.
Discounts can sometimes be arranged for speedily placed orders; multiple report purchases or Higher License purchases.
To check if a Discount is possible please Contact our experienced team through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
Most Market Reports on our platform are listed in USD or EURO based on the wishes of our Partners. To avoid currency fluctuations and potential price differentiations we do not offer the possibility to change the currency online.
Should you wish to pay in a different currency to that advertised online we do accept payments in USD, EURO, GBP and PLN. The price will be calculated based on the relevant exchange rate taken from our National Bank.
To pay in a different above currency to that advertised online please Contact our team and a quotation will be sent within a couple of hours with payment details.
License options vary from Partner to Partner as is usually based on the number of Users that will benefitting from the report. It is very important that License ordered is not breached as this could have potential negative consequences for you individually or your employer.
If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.
The Global Site License is the most comprehensive license available. By selecting this license, the Market Report can be shared with other ‘Allowed Users’ and any other member of staff from the same organisation regardless of geographic location.
It is important to note that this may exclude Parent Companies or Subsidiaries.
If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.
The most common format is PDF, however in certain circumstances data may be present in Excel format or Online, especially in the case of Database or Directories. In addition, for certain higher license options a CD may also be provided.
If you have questions or need clarification about the specific formats we recommend you to Contact us and a detailed explanation will be provided.
Delivery is fulfilled by our partners directly. Once an order has been placed we inform the partner by sharing the delivery email details given in the order process.
Delivery is usually made within 24 hours of an order being placed, however it may take longer should your order be placed prior to the weekend or if otherwise specified on the Market Report details page. Additionally, if details have been not fully completed in the Order process a delay in delivery is possible.
If a delay in delivery is expected you will be informed about it immediately.
As most Market Reports are delivered in PDF format we almost never have to add additional Shipping Charges. If, however you are ordering a Higher License service or a specific delivery format (e.g. CD version) charges may apply.
If you are concerned about additional Shipping Charges we recommend you to Contact us to double check.
We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.
Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.
For more information on PayU please visit: https://www.payu.pl/en/about-us
If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.
With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.
We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.
Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.
We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.
PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.