Mobile Payment User Behaviour Analysis in Indonesia
Below is a professional analytical framework and key insights for mobile payment user behaviour in Indonesia for reference:
I. Characteristics of the market context
- Demographic dividend advantage:
- More than 50% of the 270 million population is under 35, with a high proportion of digital natives
- Smartphone penetration reaches 731 TP3T (2023), but bank account holdings are only 491 TP3T
- Infrastructure features:
- Archipelago's geography creates demand for OMO (Online-Merge-Offline) payments
- QRIS national QR code standard coverage has reached 90% merchants (2024)
II. Core user profile stratification
- Urban Digital Elite (Jakarta/Surabaya):
- GoPay/Ovo high-frequency users, average 22+ transactions per month
- Preferred Scenarios: online car rental (37%), online retail (29%), bill payment
2. Emerging middle class (second-tier cities):
- DANA/LinkAja Major Users, Monthly Live Growth at 18% YoY
- Pay-as-you-go utilisation up 42% year-on-year (Kredivo data)
3. Financial inclusion groups (rural/informal employment):
- ShopeePay leads in penetration, completes first transaction via social e-commerce as a percentage of 61%
- Cash top-ups remain the main method of deposit (781 TP3T of transactions)
III. Behavioural trend insights
1. Scenario-based penetration path:
- "Super App+Payment" Model Dominates: Gojek/Shopee/Tokopedia Ecosystem Payment Conversion Rate Reaches 83%
- Peak P2P transfers concentrated during Ramadan (average daily transaction volume surged by 2,401 TP3T)
2. Confidence-building mechanisms:
Analysis of mobile payment user behaviour in Indonesia (continued)
2. Trust-building mechanisms
Indonesian users' payment trust is influenced by multiple factors, mainly including:
-
Brand endorsement and ecological dependence
- The acceptance of payment features in local super apps (e.g. Gojek, Shopee) is higher as users have become dependent on their core services (cabs, e-commerce).
- OVO's deep tie-up with Grab gives it an edge in the online taxi scene, while DANA reaches out to young social users through its partnership with Line.
-
Accessibility of cash recharge and agent networks
- Due to low bank account penetration, users of Super 70% still rely on offline agent points (Alfamart/Indomaret) for e-wallet top-ups.
- The "cash deposit → code payment" model lowers the threshold for new users to try, but limits high-frequency, high-value transactions.
-
Security awareness and risk control education
- Biometric authentication usage is only 38% (lower than the Southeast Asian average), and SMS OTP is still the dominant authentication method.
- Fraud complaints, "false customer service fraud" accounted for the highest proportion (accounting for 62%), reflecting the lack of user recognition of official communication channels.
-
Religious and cultural influences::
- Islamic finance compliance: E-wallets (e.g. LinkAja Syariah) that are compliant with Shariah principles are growing at a significant rate among the Muslim community (56% annually).
- social referral effect: Transfers between friends and family were a key early adoption driver, with transactions within acquaintance networks accounting for 75% of P2P traffic.
IV. Bottlenecks to growth and direction of breakthrough
- Existing challenges
- Uneven scene coverage: The QR code usage rate of small and medium-sized merchants in non-Tier 1 cities is still lower than 40%, and cash settlement inertia is stubborn.
- Single Profit Model: In addition to transfer fees, value-added services accounted for less than 151 TP3T of revenue (vs. 351 TP3T in the Chinese market).
- Regulatory fragmentation: Central Bank (BI) restrictions on cross-border payments and data localisation requirements drive up operating costs.
2.Suggested Strategies for Breaking the Game
① Credit system grafting::
- We have joined hands with BNI/Mandiri and other banks to open up the credit data chain and expand the application of BNPL (pay-as-you-go) beyond the 3C category.
② Offline Scene Attack:: - The combination of "motorbike rider + POS device" enables seamless digital acquiring at Warung (grocery shops).
(iii) Gamification Operations::