Mobile Games - India

  • India
  • In India, revenue in the Mobile Games market market is projected to reach €319.90m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 14.50%, leading to a projected market volume of €629.50m by 2029.
  • By 2029, the number of users in the Mobile Games market market in India is anticipated to amount to 260.1m users.
  • User penetration in India will be 14.5% in 2024 and is expected to rise to 17.3% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to reach €31,480.00m in 2024.
  • The average revenue per user (ARPU) in India's Mobile Games market market is projected to amount to €1.53 in 2024.
  • In India, the mobile games sector is witnessing a surge in demand driven by increasing smartphone penetration and a youthful demographic eager for interactive entertainment.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in India has been experiencing significant growth in recent years.

Customer preferences:
Indian consumers have shown a strong preference for mobile gaming, with a large number of people using smartphones as their primary gaming device. The convenience and portability of mobile gaming have made it a popular choice among Indian gamers. Additionally, the availability of a wide variety of games catering to different genres and interests has further fueled the demand for mobile games in the country.

Trends in the market:
One of the key trends in the Indian mobile games market is the rise of multiplayer and social gaming. Indian gamers are increasingly seeking interactive and social gaming experiences, where they can connect and compete with friends and other players online. This trend has led to the popularity of games that offer multiplayer modes or social features, such as in-game chat and leaderboards. Another trend in the market is the increasing popularity of casual and hyper-casual games. These games are easy to pick up and play, making them suitable for casual gamers who want to enjoy gaming in short bursts of time. The simplicity and accessibility of casual and hyper-casual games have made them a hit among Indian gamers.

Local special circumstances:
India has a large and growing youth population, which is a key demographic for the mobile games market. The increasing affordability of smartphones and internet data plans has made mobile gaming accessible to a wider audience in the country. Additionally, the popularity of online multiplayer games has also been driven by the availability of high-speed internet connectivity in urban areas. Furthermore, the Indian government's initiatives such as "Digital India" and "Make in India" have contributed to the growth of the mobile games market. These initiatives have focused on improving digital infrastructure and promoting the development of domestic technology and gaming industries, creating a favorable environment for the growth of the mobile games market.

Underlying macroeconomic factors:
The steady growth of the Indian economy has played a significant role in the development of the mobile games market. As disposable incomes have increased, more people have been able to afford smartphones and spend on mobile gaming. Additionally, the rising middle class in India has led to an increase in consumer spending on entertainment, including mobile games. Furthermore, the increasing penetration of internet services and the availability of affordable data plans have made online gaming more accessible to a larger population. The rapid expansion of 4G networks and the upcoming launch of 5G technology in India are expected to further boost the mobile games market by providing faster and more reliable internet connectivity. In conclusion, the Mobile Games market in India has been growing rapidly due to customer preferences for mobile gaming, the rise of multiplayer and social gaming, the popularity of casual and hyper-casual games, local special circumstances such as the youth population and government initiatives, and underlying macroeconomic factors such as the growth of the Indian economy and the increasing penetration of internet services.

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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