Download Games - India

  • India
  • In India, revenue in the Download Games market market is projected to reach €441.90m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.37%, leading to a projected market volume of €601.80m by 2029.
  • Within the Download Games market market in India, the number of users is anticipated to reach 92.9m users by 2029.
  • User penetration in India will be 6.1% in 2024, with expectations to increase to 6.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, where it is projected to be €4,687.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in India is forecasted to be €5.03 in 2024.
  • In India, the Download Games segment is experiencing significant growth, driven by increasing smartphone penetration and a rising youth demographic passionate about gaming.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in India has experienced significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment options among the country's large youth population.

Customer preferences:
Indian consumers have shown a strong preference for mobile gaming, with the majority of download games being played on smartphones. This can be attributed to the affordability and accessibility of smartphones, as well as the availability of high-speed internet connections. Additionally, Indian consumers are increasingly looking for games that offer immersive experiences and social interactions, such as multiplayer and online gaming options.

Trends in the market:
One of the key trends in the Indian Download Games market is the rise of casual gaming. Casual games, which are easy to play and require minimal time commitment, have gained popularity among Indian consumers who are looking for quick and enjoyable entertainment options. This trend is further fueled by the availability of free-to-play games, which allow users to download and play games without any upfront cost. Another trend in the market is the increasing popularity of local and regional games. Indian developers have been creating games that cater specifically to the tastes and preferences of Indian consumers, incorporating local themes, characters, and storylines. This localization strategy has resonated well with Indian gamers, who are looking for games that reflect their own culture and experiences.

Local special circumstances:
India has a large and diverse population, with different regions having their own unique languages, cultures, and preferences. This diversity poses both challenges and opportunities for the Download Games market. Developers need to understand the local preferences and adapt their games accordingly to cater to different regions of the country. Additionally, India's low internet penetration in rural areas presents a challenge for the market, as access to high-speed internet is crucial for downloading and playing games.

Underlying macroeconomic factors:
India is experiencing rapid economic growth, which has led to an increase in disposable income and a rise in the middle class. This has resulted in greater consumer spending on entertainment and leisure activities, including download games. Additionally, the government's Digital India initiative, aimed at expanding internet connectivity across the country, has played a significant role in driving the growth of the Download Games market in India. As internet penetration continues to increase, more consumers will have access to download games, further fueling market growth. In conclusion, the Download Games market in India is experiencing significant growth due to the increasing popularity of smartphones, the rise of casual gaming, and the localization of games to cater to the preferences of Indian consumers. However, developers need to navigate the diverse preferences and challenges posed by India's unique cultural and regional landscape. With the continued growth of the Indian economy and the government's focus on expanding internet connectivity, the Download Games market in India is expected to continue its upward trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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