Gaming Networks - India

  • India
  • In India, revenue in the Gaming Networks market market is projected to reach €105.00m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.19%, resulting in a projected market volume of €128.90m by 2029.
  • In India's Gaming Networks market market, the number of users is expected to amount to 5.2m users by 2029.
  • User penetration will be 0.3% in 2024 and is expected to hit 0.3% by 2029.
  • In global comparison, most revenue will be generated the United States (€702.60m in 2024).
  • The average revenue per user (ARPU) in India's Gaming Networks market market is projected to amount to €24.22 in 2024.
  • India's burgeoning gaming network market is increasingly driven by the rise of mobile gaming and an expanding digital infrastructure, fostering innovative content creation.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in India has been experiencing significant growth in recent years.

Customer preferences:
Indian consumers have shown a growing interest in online gaming, with an increasing number of people turning to gaming networks for entertainment and social interaction. The convenience and accessibility of gaming networks have made them a popular choice among Indian gamers. Furthermore, the rise of affordable smartphones and the availability of high-speed internet connections have contributed to the growing popularity of online gaming networks in India.

Trends in the market:
One of the key trends in the Indian gaming networks market is the increasing popularity of multiplayer online games. Indian gamers are increasingly seeking out opportunities to connect with other players and engage in collaborative gaming experiences. This trend has led to the rise of gaming networks that offer multiplayer capabilities, allowing gamers to connect with friends and other players from around the country. Another trend in the Indian gaming networks market is the growing demand for mobile gaming. With the widespread adoption of smartphones in India, mobile gaming has become a popular form of entertainment for many Indians. Gaming networks that offer mobile compatibility and a wide range of mobile games have seen significant growth in the Indian market.

Local special circumstances:
One of the key factors driving the growth of the gaming networks market in India is the country's large youth population. India has one of the youngest populations in the world, and young people are often early adopters of new technologies and trends. The youth population's increasing interest in gaming has created a fertile market for gaming networks in India. Furthermore, the rise of esports in India has also contributed to the growth of the gaming networks market. Esports tournaments and events have gained popularity in India, attracting a large number of participants and viewers. Gaming networks that offer esports features and opportunities for competitive gaming have seen significant success in the Indian market.

Underlying macroeconomic factors:
The growth of the gaming networks market in India is also influenced by the country's overall economic development. As India's economy continues to grow, more people have disposable income to spend on leisure activities such as gaming. The increasing purchasing power of Indian consumers has contributed to the growth of the gaming networks market. Additionally, the government's initiatives to promote digitalization and the gaming industry have also played a role in the growth of the gaming networks market in India. The government has implemented policies and programs to support the development of the gaming industry, which has created a favorable environment for gaming networks to thrive. In conclusion, the Gaming Networks market in India is experiencing significant growth due to customer preferences for online gaming, trends such as multiplayer gaming and mobile gaming, local special circumstances such as the large youth population and the rise of esports, and underlying macroeconomic factors such as economic development and government support for the gaming industry.

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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