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Kummara

Full company profile

uuid002jpps

Namestring
Kummara
Legal namestring
PT. Arka Buana Kummara
Websiteurl
kummara.com
Company typeenum
Private
Founded yearint
2009
Descriptiontext

Kummara (legal entity PT. Arka Buana Kummara) is a Bandung, Indonesia-based game-based learning and gamification consulting company and self-described first GBL-focused consultancy in Indonesia, tracing its roots to a 2009 game design community and operating professionally since May 2011. The firm designs and delivers serious games and facilitated game-based learning programs for corporate, government, education, and healthcare clients across Indonesia, with named deployments at PT Kereta Api Indonesia, PT SKF Indonesia, IFG, and various ASN/BUMN institutions.

The company's core product is a library of approximately 30 named game-based learning programs (e.g., Saudagar, LDRS, Casecade, Hello Captain!, LOOP, Leaderspeak, ASN BerAKHLAK, Laksamana, Box to Box) covering business acumen, leadership, financial literacy, sustainability, integrity, and digital mindset. These programs combine physical or web-based game mechanics with expert human facilitators and are delivered either online (synchronous) or in-person (offline), with new protocols such as Playful Learning Cards (PLC) extending the methodology beyond traditional board games. Underlying technology is methodology-driven rather than software-platform-driven: there is no public API, SDK, app, or proprietary software product; differentiation rests on game design, facilitation expertise, and a codified content library.

Kummara operates a B2B professional services model. Revenue streams include custom game design and development, facilitated GBL program delivery, custom program design, and a Facilitators Development Program that trains client teams to run GBL internally. Pricing is quote-based with multi-batch discounts and is not publicly disclosed. Go-to-market is direct enterprise and government sales via website CTAs and inbound relationship development; no resellers, channel partners, or external institutional investors are disclosed. The team of 11-50 (13 named) includes specialist roles such as audiographer/composer, multimedia developer, social program coordinator, and a Research & Insight division publishing applied studies on health, education, and social impact.

Short descriptiontext

Kummara is an Indonesian game-based learning and gamification consulting firm, headquartered in Bandung, that designs and facilitates serious games and corporate training programs for enterprise and government clients across business acumen, leadership, financial literacy, sustainability, and integrity topics.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersBandung, Indonesia
HQ citystring
Bandung
HQ countrystring
Indonesia
HQ regionstring
Asia
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
game-based learning, gamification consulting, serious games design, corporate training programs, facilitated learning
Industry4 codes
PRIMARYEDAGAKAH
Simulation, Scenario & Serious Games Design
Education/Educational Publishing & Learning Content/Instructional Design & Content Development Services
SECONDARYMPAFAAAH
Serious Games & Simulation Studios (Training, Defense, Enterprise)
SECONDARYEDAGAKAC
Corporate Learning & Training Content Development
Education/Educational Publishing & Learning Content/Instructional Design & Content Development Services
SECONDARYEDAFAHAF
Game-Based Learning & Gamification Authoring
Education/Education Technology (EdTech) & Digital Learning/Content Authoring, Instructional Design & eLearning Development Tools
NAICS code2 codes
  • Professional and Management Development Training611430
  • Educational Support Services61171
SIC code1 code
  • Services-Educational Services8200
Product category
Learning and Development Consulting
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model4 records
1Game-Based Learning & Gamification Consulting
TypeProfessional Services
Description

Professional consulting services for designing serious games and creating gamification concepts for various organizational activities. End-to-end solution from game design through development to gamification optimization.

kummara.com
2Facilitated GBL Programs
TypeProfessional Services
Description

Ready to deploy game-based learning programs with dedicated expert facilitators. Programs designed for corporate training across various topics including leadership, financial literacy, sustainability, and strategic planning.

kummara.com
3Custom Program Design & Development
TypeProfessional Services
Description

Custom-designed game-based learning and gamification solutions for organizations with unique learning needs. Tailor-made programs aligned with organizational objectives.

kummara.com
4Facilitators Development Program
TypeProfessional Services
Description

Training programs to equip internal teams with skills to become game-based learning facilitators, empowering them to guide immersive and effective learning experiences.

kummara.com
Marketing channels5 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels1 record

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components4 values
Personnel, Operations, Marketing or Sales, Technology or R&D
Pricing details1 tier
1Multiple batch implementation pricing available
ModelOtherBilling cadenceMulti-year contract
Notes

Each package can be implemented for multiple batches with more affordable pricing. Packages available for in-class (online), synchronous (offline) sessions. Online effective for participants in different areas/locations; offline effective for centralized activities.

kummara.com
GTM typeB2B
B2B
Offering typeServices
Services
Core offering1 text field

Kummara designs, develops, and facilitates serious games and game-based learning programs for corporate and government clients in Indonesia. Its core offering is a portfolio of facilitated training programs covering business acumen, leadership, financial literacy, sustainability, integrity, and digital mindset, delivered through expert facilitators both online and in-person, alongside custom serious game design and development services. The company combines game mechanics with educational objectives to create engaging learning experiences for workforce transformation.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 3 values shown
  • GBL significantly increased students' enthusiasm and facilitated knowledge transfer in teaching integrity programs
+2 more records
Product overview1 text field

Kummara is the first game-based learning and gamification consultant company in Indonesia, founded in July 2009 as a game design community and professionally operating since May 2011. The company operates as a portfolio of facilitated game-based learning programs combined with consulting and development services. Its core product offering consists of 30 named game-based learning programs (including Saudagar, LDRS, Casecade, Hello Captain!, LOOP, Leaderspeak, and others) covering topics such as business acumen, leadership, financial literacy, sustainability, digital mindset, and integrity. These programs are delivered through online facilitated sessions, in-class synchronous training, and custom-designed solutions. Supporting the program portfolio, Kummara offers professional services including serious game design and development, gamification and interactive system design, and a Facilitators Development Program. The company also maintains a research division publishing studies on game-based learning applications in healthcare, education, and corporate contexts. The entire ecosystem is tied together through expert facilitation, end-to-end consulting, and workshop offerings.

Product and service35 records
1Saudagar (Business Cycle & Entrepreneurship)
CategoryGame-Based Learning Program
Description

A business simulation game where participants manage competing SME/startup teams, learning entrepreneurship basics, supply chain elements, leadership, and team coordination through competitive rounds. Designed for corporate and educational training audiences.

2LDRS (Business Acumen Risk Analysis)
CategoryGame-Based Learning Program
Description

A corporate simulation where players act as CEO and Board members planning strategic actions, making decisions, and collaborating to lead their company through disruption dynamics. Targets business acumen and risk analysis training for executives.

3Box to Box (Corporate Sustainability Management)
CategoryGame-Based Learning Program
Description

A delivery company simulation where players identify, assess, and manage risks while integrating sustainability into strategic planning, collaborating across divisions and with shareholders. Addresses ESG and corporate sustainability training.

4Susun Dana (Financial Literacy & Financial Management)
CategoryGame-Based Learning Program
Description

A financial planning game where two competing family teams allocate income toward savings, insurance, and investments while managing unexpected events to maximize happiness points. Designed for financial literacy training.

5Rencana Pensiun (Financial & Retirement Planning)
CategoryGame-Based Learning Program
Description

A retirement planning program helping employees understand financial literacy basics, financial planning instruments, and entrepreneurship principles for productive financial management. Targets employee financial wellness.

6EPICS (Performance Management)
CategoryGame-Based Learning Program
Description

A business simulation where players take roles across product, sales, supply chain, and data analysis divisions, testing cross-departmental performance and KPI achievement. Targets performance management training.

7Cosmic Colony (Strategic Planning & Business Opportunity)
CategoryGame-Based Learning Program
Description

A space exploration team game where players build colonies on planets, using TOWS analysis to identify threats, measure strengths, and develop strategies to achieve company goals. Addresses strategic planning training.

8Leaderspeak (Analytical Thinking & Innovation)
CategoryGame-Based Learning Program
Description

An idea evaluation game where players select concept, feature, and message idea cards to build culture and engagement programs, practicing cost-benefit analysis and cross-division communication. Targets analytical thinking.

9Laksamana (Core Values AKHLAK BUMN)
CategoryGame-Based Learning Program
Description

An underwater expedition team game focused on leadership, strategic thinking, risk management, and communication skills within phases of discussion, recommendation, action, and evaluation. Designed for Indonesian state-owned enterprises (BUMN) values training.

10ASN BerAKHLAK (Core Values ASN BerAKHLAK)
CategoryGame-Based Learning Program
Description

A government-focused program helping civil servants understand and practice the ASN BerAKHLAK core values: Service-Oriented, Accountable, Competent, Harmonious, Loyal, Adaptive, and Collaborative. Addresses Indonesian civil service values training.

11Casecade (Interactive Case Study)
CategoryGame-Based Learning Program
Description

An interactive case study game where participants in three lab teams analyze complex problems, negotiate, and reach consensus to select optimal solutions from twelve options across multiple rounds. Targets analytical and team decision-making skills.

12Treasures of Punakawan (Leadership & Collaboration)
CategoryGame-Based Learning Program
Description

A team collaboration game based on Javanese advisors who must complete missions to save their kingdom, practicing strategic planning, effective communication, and understanding different leadership styles. Targets leadership and collaboration training.

13Fabel (Pancasila Values)
CategoryGame-Based Learning Program
Description

A program helping organizations and communities understand Pancasila values and gotong royong (mutual cooperation) through interactive game-based learning sessions. Addresses Indonesian national values training.

14Hello Captain! (Ambidextrous Leadership)
CategoryGame-Based Learning Program
Description

A captain simulation where two teams control ships specializing in exploitation and exploration respectively, testing leadership ability to balance current operations with innovation opportunities. Targets ambidextrous leadership training.

15Casecade (Strategic Decision-Making)
CategoryGame-Based Learning Program
Description

A web-based strategic decision-making game where players in three teams navigate through business challenge labs, selecting and refining solutions based on feedback across multiple rounds. Targets strategic decision-making training.

16Ideapolis (Intellectual Property Management)
CategoryGame-Based Learning Program
Description

An IP creation game where players act as IP creators building products and strategies to maximize market value by connecting IP to industry and community market cards. Addresses intellectual property management training.

17LOOP (Design Thinking)
CategoryGame-Based Learning Program
Description

A tech company product development simulation where players experience phases of design thinking, coordinate across teams, and make data-driven decisions based on market needs. Targets design thinking and innovation training.

18Kritis Informasi (Critical Information Thinking)
CategoryGame-Based Learning Program
Description

A fact-checking game where players act as fact-checking teams from political parties, verifying social media information as fact or hoax to earn points through accurate claims. Addresses critical information and media literacy training.

19Birokurasi (Digital Mindset)
CategoryGame-Based Learning Program
Description

A government service simulation where local government teams complete missions to increase Trust Meter, leveraging digital and technology innovation for sustainable public service improvement. Targets digital mindset training for public sector.

20Susun Danaku (Personal Finance)
CategoryGame-Based Learning Program
Description

A personal budgeting game where players manage monthly finances by investing, upgrading skills, and allocating funds for three basic needs to maximize benefit values represented as stars. Targets personal financial management education.

21Politrik (Political Integrity)
CategoryGame-Based Learning Program
Description

A political campaign integrity game where players act as candidates and campaign teams designing programs with registered funds, responding to issues, and analyzing data over 10 weeks. Targets political ethics and integrity training.

22Jaga Hutanku (Forest Sustainability)
CategoryGame-Based Learning Program
Description

A forest conservation game where players take roles as law enforcement, government, community, and corporations to collaboratively discuss, act, and manage forest preservation across multiple rounds. Addresses environmental sustainability training.

23Biro Jodoh (Integrity Matchmaker)
CategoryGame-Based Learning Program
Description

A matchmaking agency game where players compete to achieve highest customer satisfaction by matching clients with dates while embodying nine integrity values including honesty, care, discipline, and fairness. Targets integrity values training.

24Productivity 101 (Talent Management)
CategoryGame-Based Learning Program
Description

A competitive game where two companies of up to 50 participants each compete on profit and workplace atmosphere innovation, simulating HR challenges in talent management and employee engagement. Addresses HR and talent management training.

25Smart Efficiency (MAXY)
CategoryGame-Based Learning Program
Description

A business efficiency game helping participants understand process efficiency from multiple business perspectives, emphasizing innovation for driving efficiency improvements. Targets operational efficiency training.

26Work With Waste (Community Waste Management)
CategoryGame-Based Learning Program
Description

A community waste management game where players plan and collaborate to manage village waste, avoid TPA (landfill) accumulation, and implement reduce, reuse, recycle practices. Targets sustainability and waste management training.

27CS 101 (Customer Service)
CategoryGame-Based Learning Program
Description

A customer service simulation where participants take on CS team roles facing various customer situations, optimizing time to resolve issues following SOPs while practicing empathy and communication skills. Targets customer service training.

28ARISE (Sustainable Development)
CategoryGame-Based Learning Program
Description

A sustainable city development game where players act as special staff connecting expert teams to solve challenges about a predicted 2050 city flooding crisis within a 30-minute time limit. Targets sustainable development training.

29City on Board (Sustainable City)
CategoryGame-Based Learning Program
Description

A smart city board game based on Indonesian Government Regulation PP No. 59/2022, where players take roles as government departments planning, implementing, and controlling urban management. Targets urban governance training.

30Coralitikum (Sustainable Tourism)
CategoryGame-Based Learning Program
Description

An underwater tourism restoration game where players collaborate with regulators and local residents to revive and sustainably develop Coralia's declining marine tourism regions. Targets sustainable tourism training.

31Game-Based Learning & Gamification Consulting Service
CategoryConsulting Service
Description

End-to-end consulting services for designing serious games through game-based learning approaches and creating gamification concepts for education, marketing, healthcare, research, and corporate learning. Targeted at organizations seeking bespoke GBL solutions.

32Facilitators Development Program
CategoryTraining Service
Description

A training program that equips internal team members with skills to become game-based learning facilitators, empowering them to guide immersive and effective learning experiences. Targeted at corporate L&D teams.

33Custom Game Design & Development Service
CategoryProfessional Service
Description

Custom serious game design and development services where Kummara experts collaborate with clients to create tailor-made programs aligned with specific organizational objectives. Targeted at enterprises and government with unique training needs.

34Playful Learning Cards (PLC)
CategoryFacilitation Framework
Description

A structured facilitated game-based learning protocol designed to change interaction dynamics within teams, break groupthink, and create psychological safety through playful methodology. Standalone structured framework used in training delivery.

35Research & Insight Publications
CategoryResearch Division
Description

Academic and applied research on game-based learning covering health (mental wellness, diabetes, thalassemia, ADHD), education (integrity teaching, supply chain management), and social impact topics. Supports Kummara's consulting practice with evidence-based insights.

Scale indicator2 records

Each record includes

Type, Value, Description, Source

Partnership2 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-04-25
Description

Collaboration on IFG Goes to School 2026 program for financial literacy education. Kummara provides game-based learning methodology and facilitation for teacher training programs. Program aims to address financial literacy gaps and prevent fraud/predatory lending among educators and students in Indonesia.

2Ludenara
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Related organization focused on education program reports and GBL implementation for Indonesian education improvement. Both organizations share vision for positive societal impact through game-based approaches. Kummara CEO Eko Nugroho serves as Advisor to Ludenara.

kummara.com
Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
1Bunch
TypeEmerging player
Description

Berlin-based platform offering gamified team-building and leadership development exercises. Comparable to Kummara's facilitated Playful Learning Cards and team-based GBL programs targeting enterprise culture and leadership outcomes.

TypeDirect peer
Description

US-based developer of business simulation/strategy games (Capstone, MARS, etc.) used widely in business schools and corporate training. Comparable to Kummara's LDRS, Cosmic Colony, and Box to Box-style business simulations.

TypeDirect peer
Description

Spain-based vendor of serious games and gamified simulations for corporate training (leadership, compliance, soft skills). Closest direct comparable to Kummara's model of selling game-based learning programs to enterprise HR/L&D buyers.

TypeDirect peer
Description

New Zealand-based business simulation developer (MarketShare, StratSim) since the 1990s. Directly analogous to Kummara's facilitated business-acumen simulations aimed at MBA and corporate executive learning.

5Ludenara
TypeRegional player
Description

Indonesian education-focused organization delivering GBL programs and learning reports; Kummara's CEO Eko Nugroho serves as advisor. Adjacent local peer sharing the same GBL methodology and Indonesian education market.

TypeDirect peer
Description

US provider of simulation-based learning for business, marketing, and financial literacy education. Comparable to Kummara's Saudagar, Susun Dana, and EPICS-type business and finance simulations.

TypeEmerging player
Description

UK-based gamification and learning engagement platform. Operates adjacent to Kummara with gamification-driven corporate/association learning, though more productized/SaaS than services-led.

TypeDirect peer
Description

Long-running US-based developer of business strategy simulations for executive education and corporate training. Direct analog to Kummara's strategic-planning and business-acumen GBL programs.

TypeBroad incumbent
Description

Indonesian arm of the global leadership and corporate training incumbent. Competes for the same enterprise L&D budget as Kummara's leadership and culture programs (Leaderspeak, Treasures of Punakawan).

TypeBroad incumbent
Description

Long-established corporate training franchise in Indonesia covering leadership, sales, and communications. Broader incumbent competing with Kummara's leadership and corporate training portfolio.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat4 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers4 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile2 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature4 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles13 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Kummara

Learning and Development Consultingkummara.com

Kummara is an Indonesian game-based learning and gamification consulting firm, headquartered in Bandung, that designs and facilitates serious games and corporate training programs for enterprise and government clients across business acumen, leadership, financial literacy, sustainability, and integrity topics.

What Kummara does

Kummara (legal entity PT. Arka Buana Kummara) is a Bandung, Indonesia-based game-based learning and gamification consulting company and self-described first GBL-focused consultancy in Indonesia, tracing its roots to a 2009 game design community and operating professionally since May 2011. The firm designs and delivers serious games and facilitated game-based learning programs for corporate, government, education, and healthcare clients across Indonesia, with named deployments at PT Kereta Api Indonesia, PT SKF Indonesia, IFG, and various ASN/BUMN institutions.

The company's core product is a library of approximately 30 named game-based learning programs (e.g., Saudagar, LDRS, Casecade, Hello Captain!, LOOP, Leaderspeak, ASN BerAKHLAK, Laksamana, Box to Box) covering business acumen, leadership, financial literacy, sustainability, integrity, and digital mindset. These programs combine physical or web-based game mechanics with expert human facilitators and are delivered either online (synchronous) or in-person (offline), with new protocols such as Playful Learning Cards (PLC) extending the methodology beyond traditional board games. Underlying technology is methodology-driven rather than software-platform-driven: there is no public API, SDK, app, or proprietary software product; differentiation rests on game design, facilitation expertise, and a codified content library.

Kummara operates a B2B professional services model. Revenue streams include custom game design and development, facilitated GBL program delivery, custom program design, and a Facilitators Development Program that trains client teams to run GBL internally. Pricing is quote-based with multi-batch discounts and is not publicly disclosed. Go-to-market is direct enterprise and government sales via website CTAs and inbound relationship development; no resellers, channel partners, or external institutional investors are disclosed. The team of 11-50 (13 named) includes specialist roles such as audiographer/composer, multimedia developer, social program coordinator, and a Research & Insight division publishing applied studies on health, education, and social impact.

Kummara firmographics

Firmographics
Name
Kummara
Legal name
PT. Arka Buana Kummara
Website
https://kummara.com
Company type
Private
Founded year
2009
Operating status
Operating
Headcount range
11–50 employees
Short description
Kummara is an Indonesian game-based learning and gamification consulting firm, headquartered in Bandung, that designs and facilitates serious games and corporate training programs for enterprise and government clients across business acumen, leadership, financial literacy, sustainability, and integrity topics.
Ownership category
akta.pro rank

Kummara industry classification

Industry
Product category
Learning and Development Consulting
NAICS
Professional and Management Development Training (611430), Educational Support Services (61171)
SIC
Services-Educational Services (8200)
akta.pro industry
PRIMARYEDAGAKAH
Simulation, Scenario & Serious Games Design
Education/Educational Publishing & Learning Content/Instructional Design & Content Development Services
SECONDARYMPAFAAAH
Serious Games & Simulation Studios (Training, Defense, Enterprise)
SECONDARYEDAGAKAC
Corporate Learning & Training Content Development
Education/Educational Publishing & Learning Content/Instructional Design & Content Development Services
SECONDARYEDAFAHAF
Game-Based Learning & Gamification Authoring
Education/Education Technology (EdTech) & Digital Learning/Content Authoring, Instructional Design & eLearning Development Tools

Keywords

  • Game-based learning
  • Gamification consulting
  • Serious games design
  • Corporate training programs
  • Facilitated learning

Where Kummara is headquartered

Location

Headquarters

HQ city
Bandung
HQ country
Indonesia
HQ region
Asia

Offices1 record

Markets served

Kummara business model

Business model
GTM type
B2B
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D

Revenue model

  1. Game-Based Learning & Gamification Consulting: Professional consulting services for designing serious games and creating gamification concepts for various organizational activities. End-to-end solution from game design through development to gamification optimization.
  2. Facilitated GBL Programs: Ready to deploy game-based learning programs with dedicated expert facilitators. Programs designed for corporate training across various topics including leadership, financial literacy, sustainability, and strategic planning.
  3. Custom Program Design & Development: Custom-designed game-based learning and gamification solutions for organizations with unique learning needs. Tailor-made programs aligned with organizational objectives.
  4. Facilitators Development Program: Training programs to equip internal teams with skills to become game-based learning facilitators, empowering them to guide immersive and effective learning experiences.

Pricing tiers

ModelBillingPrice
OtherMulti-year contractMultiple batch implementation pricing available

Go-to-market motion1 record

Distribution channels1 record

Marketing channels5 records

Kummara product offering

Product offering

Core offering

Kummara designs, develops, and facilitates serious games and game-based learning programs for corporate and government clients in Indonesia. Its core offering is a portfolio of facilitated training programs covering business acumen, leadership, financial literacy, sustainability, integrity, and digital mindset, delivered through expert facilitators both online and in-person, alongside custom serious game design and development services. The company combines game mechanics with educational objectives to create engaging learning experiences for workforce transformation.

Product overview

Kummara is the first game-based learning and gamification consultant company in Indonesia, founded in July 2009 as a game design community and professionally operating since May 2011. The company operates as a portfolio of facilitated game-based learning programs combined with consulting and development services. Its core product offering consists of 30 named game-based learning programs (including Saudagar, LDRS, Casecade, Hello Captain!, LOOP, Leaderspeak, and others) covering topics such as business acumen, leadership, financial literacy, sustainability, digital mindset, and integrity. These programs are delivered through online facilitated sessions, in-class synchronous training, and custom-designed solutions. Supporting the program portfolio, Kummara offers professional services including serious game design and development, gamification and interactive system design, and a Facilitators Development Program. The company also maintains a research division publishing studies on game-based learning applications in healthcare, education, and corporate contexts. The entire ecosystem is tied together through expert facilitation, end-to-end consulting, and workshop offerings.

Differentiator

Problem solved

Functional benefit

Products and services

  • Saudagar (Business Cycle & Entrepreneurship) A business simulation game where participants manage competing SME/startup teams, learning entrepreneurship basics, supply chain elements, leadership, and team coordination through competitive rounds. Designed for corporate and educational training audiences.
  • LDRS (Business Acumen Risk Analysis) A corporate simulation where players act as CEO and Board members planning strategic actions, making decisions, and collaborating to lead their company through disruption dynamics. Targets business acumen and risk analysis training for executives.
  • Box to Box (Corporate Sustainability Management) A delivery company simulation where players identify, assess, and manage risks while integrating sustainability into strategic planning, collaborating across divisions and with shareholders. Addresses ESG and corporate sustainability training.
  • Susun Dana (Financial Literacy & Financial Management) A financial planning game where two competing family teams allocate income toward savings, insurance, and investments while managing unexpected events to maximize happiness points. Designed for financial literacy training.
  • Rencana Pensiun (Financial & Retirement Planning) A retirement planning program helping employees understand financial literacy basics, financial planning instruments, and entrepreneurship principles for productive financial management. Targets employee financial wellness.
  • EPICS (Performance Management) A business simulation where players take roles across product, sales, supply chain, and data analysis divisions, testing cross-departmental performance and KPI achievement. Targets performance management training.
  • Cosmic Colony (Strategic Planning & Business Opportunity) A space exploration team game where players build colonies on planets, using TOWS analysis to identify threats, measure strengths, and develop strategies to achieve company goals. Addresses strategic planning training.
  • Leaderspeak (Analytical Thinking & Innovation) An idea evaluation game where players select concept, feature, and message idea cards to build culture and engagement programs, practicing cost-benefit analysis and cross-division communication. Targets analytical thinking.
  • Laksamana (Core Values AKHLAK BUMN) An underwater expedition team game focused on leadership, strategic thinking, risk management, and communication skills within phases of discussion, recommendation, action, and evaluation. Designed for Indonesian state-owned enterprises (BUMN) values training.
  • ASN BerAKHLAK (Core Values ASN BerAKHLAK) A government-focused program helping civil servants understand and practice the ASN BerAKHLAK core values: Service-Oriented, Accountable, Competent, Harmonious, Loyal, Adaptive, and Collaborative. Addresses Indonesian civil service values training.
  • Casecade (Interactive Case Study) An interactive case study game where participants in three lab teams analyze complex problems, negotiate, and reach consensus to select optimal solutions from twelve options across multiple rounds. Targets analytical and team decision-making skills.
  • Treasures of Punakawan (Leadership & Collaboration) A team collaboration game based on Javanese advisors who must complete missions to save their kingdom, practicing strategic planning, effective communication, and understanding different leadership styles. Targets leadership and collaboration training.
  • Fabel (Pancasila Values) A program helping organizations and communities understand Pancasila values and gotong royong (mutual cooperation) through interactive game-based learning sessions. Addresses Indonesian national values training.
  • Hello Captain! (Ambidextrous Leadership) A captain simulation where two teams control ships specializing in exploitation and exploration respectively, testing leadership ability to balance current operations with innovation opportunities. Targets ambidextrous leadership training.
  • Casecade (Strategic Decision-Making) A web-based strategic decision-making game where players in three teams navigate through business challenge labs, selecting and refining solutions based on feedback across multiple rounds. Targets strategic decision-making training.
  • Ideapolis (Intellectual Property Management) An IP creation game where players act as IP creators building products and strategies to maximize market value by connecting IP to industry and community market cards. Addresses intellectual property management training.
  • LOOP (Design Thinking) A tech company product development simulation where players experience phases of design thinking, coordinate across teams, and make data-driven decisions based on market needs. Targets design thinking and innovation training.
  • Kritis Informasi (Critical Information Thinking) A fact-checking game where players act as fact-checking teams from political parties, verifying social media information as fact or hoax to earn points through accurate claims. Addresses critical information and media literacy training.
  • Birokurasi (Digital Mindset) A government service simulation where local government teams complete missions to increase Trust Meter, leveraging digital and technology innovation for sustainable public service improvement. Targets digital mindset training for public sector.
  • Susun Danaku (Personal Finance) A personal budgeting game where players manage monthly finances by investing, upgrading skills, and allocating funds for three basic needs to maximize benefit values represented as stars. Targets personal financial management education.
  • Politrik (Political Integrity) A political campaign integrity game where players act as candidates and campaign teams designing programs with registered funds, responding to issues, and analyzing data over 10 weeks. Targets political ethics and integrity training.
  • Jaga Hutanku (Forest Sustainability) A forest conservation game where players take roles as law enforcement, government, community, and corporations to collaboratively discuss, act, and manage forest preservation across multiple rounds. Addresses environmental sustainability training.
  • Biro Jodoh (Integrity Matchmaker) A matchmaking agency game where players compete to achieve highest customer satisfaction by matching clients with dates while embodying nine integrity values including honesty, care, discipline, and fairness. Targets integrity values training.
  • Productivity 101 (Talent Management) A competitive game where two companies of up to 50 participants each compete on profit and workplace atmosphere innovation, simulating HR challenges in talent management and employee engagement. Addresses HR and talent management training.
  • Smart Efficiency (MAXY) A business efficiency game helping participants understand process efficiency from multiple business perspectives, emphasizing innovation for driving efficiency improvements. Targets operational efficiency training.
  • Work With Waste (Community Waste Management) A community waste management game where players plan and collaborate to manage village waste, avoid TPA (landfill) accumulation, and implement reduce, reuse, recycle practices. Targets sustainability and waste management training.
  • CS 101 (Customer Service) A customer service simulation where participants take on CS team roles facing various customer situations, optimizing time to resolve issues following SOPs while practicing empathy and communication skills. Targets customer service training.
  • ARISE (Sustainable Development) A sustainable city development game where players act as special staff connecting expert teams to solve challenges about a predicted 2050 city flooding crisis within a 30-minute time limit. Targets sustainable development training.
  • City on Board (Sustainable City) A smart city board game based on Indonesian Government Regulation PP No. 59/2022, where players take roles as government departments planning, implementing, and controlling urban management. Targets urban governance training.
  • Coralitikum (Sustainable Tourism) An underwater tourism restoration game where players collaborate with regulators and local residents to revive and sustainably develop Coralia's declining marine tourism regions. Targets sustainable tourism training.
  • Game-Based Learning & Gamification Consulting Service End-to-end consulting services for designing serious games through game-based learning approaches and creating gamification concepts for education, marketing, healthcare, research, and corporate learning. Targeted at organizations seeking bespoke GBL solutions.
  • Facilitators Development Program A training program that equips internal team members with skills to become game-based learning facilitators, empowering them to guide immersive and effective learning experiences. Targeted at corporate L&D teams.
  • Custom Game Design & Development Service Custom serious game design and development services where Kummara experts collaborate with clients to create tailor-made programs aligned with specific organizational objectives. Targeted at enterprises and government with unique training needs.
  • Playful Learning Cards (PLC) A structured facilitated game-based learning protocol designed to change interaction dynamics within teams, break groupthink, and create psychological safety through playful methodology. Standalone structured framework used in training delivery.
  • Research & Insight Publications Academic and applied research on game-based learning covering health (mental wellness, diabetes, thalassemia, ADHD), education (integrity teaching, supply chain management), and social impact topics. Supports Kummara's consulting practice with evidence-based insights.

Quantifiable outcome

  • GBL significantly increased students' enthusiasm and facilitated knowledge transfer in teaching integrity programs
  • +2 more outcomes

Companies that use Kummara

Customer profile

Named customers4 records

Segments4 records

Ideal customer profiles2 records

Kummara technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature4 records

Kummara partnerships and signals

Strategic signal

Partnerships

Two partnerships are on record, tiered core.

  • IFG (Indonesia Financial Group)coreStrategic or Co-development Partner · 25 April 2026Collaboration on IFG Goes to School 2026 program for financial literacy education. Kummara provides game-based learning methodology and facilitation for teacher training programs. Program aims to address financial literacy gaps and prevent fraud/predatory lending among educators and students in Indonesia.
  • LudenaracoreStrategic or Co-development PartnerRelated organization focused on education program reports and GBL implementation for Indonesian education improvement. Both organizations share vision for positive societal impact through game-based approaches. Kummara CEO Eko Nugroho serves as Advisor to Ludenara.

Scale indicators2 records

Recent moves6 records

Expansion highlights5 records

Kummara competitors and assessment

Company assessment

Emerging players

  • Bunch: Berlin-based platform offering gamified team-building and leadership development exercises. Comparable to Kummara's facilitated Playful Learning Cards and team-based GBL programs targeting enterprise culture and leadership outcomes.
  • Growth Engineering: UK-based gamification and learning engagement platform. Operates adjacent to Kummara with gamification-driven corporate/association learning, though more productized/SaaS than services-led.

Direct peers

  • Capsim: US-based developer of business simulation/strategy games (Capstone, MARS, etc.) used widely in business schools and corporate training. Comparable to Kummara's LDRS, Cosmic Colony, and Box to Box-style business simulations.
  • Gamelearn: Spain-based vendor of serious games and gamified simulations for corporate training (leadership, compliance, soft skills). Closest direct comparable to Kummara's model of selling game-based learning programs to enterprise HR/L&D buyers.
  • Smartsims: New Zealand-based business simulation developer (MarketShare, StratSim) since the 1990s. Directly analogous to Kummara's facilitated business-acumen simulations aimed at MBA and corporate executive learning.
  • Knowledge Matters: US provider of simulation-based learning for business, marketing, and financial literacy education. Comparable to Kummara's Saudagar, Susun Dana, and EPICS-type business and finance simulations.
  • StratSim (Interpretive Simulations): Long-running US-based developer of business strategy simulations for executive education and corporate training. Direct analog to Kummara's strategic-planning and business-acumen GBL programs.

Regional players

  • Ludenara: Indonesian education-focused organization delivering GBL programs and learning reports; Kummara's CEO Eko Nugroho serves as advisor. Adjacent local peer sharing the same GBL methodology and Indonesian education market.

Broad incumbents

  • FranklinCovey Indonesia: Indonesian arm of the global leadership and corporate training incumbent. Competes for the same enterprise L&D budget as Kummara's leadership and culture programs (Leaderspeak, Treasures of Punakawan).
  • Dale Carnegie Indonesia: Long-established corporate training franchise in Indonesia covering leadership, sales, and communications. Broader incumbent competing with Kummara's leadership and corporate training portfolio.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat4 records

Key risks6 records

Key highlights7 records

Customer concentration

Kummara social profiles

Digital presence

Kummara financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Kummara leadership team

Management profile

Number of profiles

Profiles13 records

Kummara funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Kummara M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Kummara

What does Kummara do?

Kummara designs, develops, and facilitates serious games and game-based learning programs for corporate and government clients in Indonesia. Its core offering is a portfolio of facilitated training programs covering business acumen, leadership, financial literacy, sustainability, integrity, and digital mindset, delivered through expert facilitators both online and in-person, alongside custom serious game design and development services. The company combines game mechanics with educational objectives to create engaging learning experiences for workforce transformation.

Is Kummara a public or private company?

Kummara is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was Kummara founded?

Kummara was founded in 2009. It employs 11 to 50 people.

Where is Kummara based?

Kummara is headquartered in Bandung, Indonesia, in the Asia region.

How does Kummara make money?

Four revenue lines are on record. Game-Based Learning & Gamification Consulting is the primary driver. The others are facilitated GBL Programs, custom Program Design & Development and facilitators Development Program.

Who are Kummara's main competitors?

Emerging players on record are Bunch and Growth Engineering. Direct peers are Capsim, Gamelearn, Smartsims, Knowledge Matters and StratSim (Interpretive Simulations). Ludenara is listed as a regional player. Broad incumbents are FranklinCovey Indonesia and Dale Carnegie Indonesia.

Does Kummara have an API?

No public API is recorded for Kummara.

What industry is Kummara in?

Kummara's product category is Learning and Development Consulting. Its primary akta.pro industry code is EDAGAKAH, Simulation, Scenario & Serious Games Design, with a secondary code of MPAFAAAH, Serious Games & Simulation Studios (Training, Defense, Enterprise). Its NAICS code is 611430 and its SIC code is 8200.

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