Online Games - India

  • India
  • In India, revenue in the Online Games market market is projected to reach €1.36bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.89%, which would result in a projected market volume of €2.28bn by 2029.
  • The number of users in the Online Games market market in India is anticipated to amount to 198.7m users by 2029.
  • User penetration in India will be 11.6% in 2024 and is expected to increase to 13.2% by 2029.
  • In a global context, the majority of revenue will be generated China, with an expected revenue of €6,057.00m in 2024.
  • The average revenue per user (ARPU) in India's Online Games market market is projected to amount to €8.16 in 2024.
  • India's burgeoning youth demographic is driving a surge in online gaming engagement, reflecting a shift towards digital entertainment and social interaction.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in India has been experiencing significant growth in recent years, driven by various factors such as increasing internet penetration, rising smartphone adoption, and changing consumer preferences.

Customer preferences:
Indian consumers have shown a strong inclination towards online gaming, with a growing number of people spending their leisure time playing games on their smartphones or computers. The convenience and accessibility offered by online games have made them popular among a wide range of age groups, from teenagers to working professionals. Additionally, the social aspect of online gaming, such as multiplayer features and online communities, has further contributed to its popularity.

Trends in the market:
One of the key trends in the Indian online gaming market is the increasing popularity of mobile gaming. With the availability of affordable smartphones and affordable data plans, more and more Indians are accessing online games through their mobile devices. This trend has led to the development of a wide range of mobile gaming apps, catering to different genres and preferences. Another trend in the market is the rise of esports in India. Esports refers to competitive video gaming, where professional gamers compete against each other in tournaments. Esports has gained significant traction in India, with the emergence of professional gaming teams, dedicated esports platforms, and the hosting of major esports events. This trend has not only attracted a large number of gamers but has also garnered the attention of sponsors and advertisers.

Local special circumstances:
India is a diverse country with a large population, and this diversity is reflected in the online gaming market. Different regions and states in India have their own unique gaming preferences and cultural influences. For example, traditional Indian games such as rummy and poker have gained popularity in the online gaming space. Additionally, the Indian market also has a strong demand for fantasy sports platforms, where users can create virtual teams and compete based on real-life sports events.

Underlying macroeconomic factors:
The growth of the online gaming market in India is supported by several macroeconomic factors. The increasing internet penetration and smartphone adoption rates have played a significant role in expanding the user base for online games. Additionally, the rise of digital payments and the availability of affordable data plans have made it easier for users to access and pay for online gaming services. Furthermore, the government's focus on digital initiatives and the promotion of the digital economy have created a favorable environment for the growth of the online gaming industry. In conclusion, the Online Games market in India is experiencing rapid growth due to increasing internet penetration, rising smartphone adoption, and changing consumer preferences. The popularity of mobile gaming and esports, along with the diverse gaming preferences in different regions of India, contribute to the dynamic nature of the market. The underlying macroeconomic factors, such as internet connectivity and digital payment infrastructure, further support the growth of the online gaming industry in India.

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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