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DIGITAL&TRENDSOnlinegamingmarketinIndiaTableofContents101Globaloverview03Onlinegamingmarketrevenueworldwide2017-202704Videogamesadvertisingrevenueworldwide2018-202705Gamesmarketrevenueshareworldwide2022,byregion06Numberofvideogamersworldwide2017-202707Globalgamingpenetration2022,bycountry08RevenueofvideogamesmarketinSouthAsia2018-2027,bycountry02Keyfigures-India10MarketsizeofthegamingindustryIndiaFY2019-202711GamingmarketsizeIndiaFY2021-2027,bycategory12GamingmarketsizeIndiaFY2021-2027,byrevenuestream13NumberofonlinegamersinIndia2017-202314ValueofinvestmentsinthegamingmarketinIndia2017-202203Fantasysports16FantasysportsusersinIndia2016-202717ShareoffantasysportsusersinIndia2023,bysport18RevenueoffantasysportsmarketinIndiaFY2018-202719FrequencyofplayingfantasysportsgamesIndia202304Mobilegaming21RevenueofmobilegamesmarketinSouthAsia2018-2027,bycountry22WeeklytimespentonmobilegamingIndiaFY2022,bygametype23PopularmobilegamegenresIndia2022,byin-appspend24PopularmobilegamegenresIndia2022,bydownloads25LeadingIndianAndroidmobilegamepublishers2022,bylifetimedownloads26LeadingcasualmobilegamesIndiaFY2022,byaveragetimespentperuser27LeadingmidcoremobilegamesIndiaFY2022,byaveragetimespentperuser05Consumption29PreferredgamingcategoriesamongIndianusersIndiaFY202230PreferreddevicesofinternetusersplayingvideogamesinIndiaQ3202231Reasonstomakein-gamepaymentsinIndia202232TimespentwatchinggamelivestreamsIndia2022,bygamerGlobaloverviewCHAPTER01Description:Theglobalrevenueinthe'OnlineGames'segmentofthedigitalmediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal6.4billionU.S.dollars(+24.48percent).Afterthefifthconsecutiveincreasingyear,theindicatorisestimatedtoreach32.56billionU.S.dollarsandthereforeanewpeakin2027.ReadmoreNote(s):Worldwide;2017to2027Source(s):Statista3Onlinevideogamemarketrevenueworldwidefrom2017to2027(inbillionU.S.dollars)Onlinegamingmarketrevenueworldwide2017-2027Description:In2022,videogamesadvertisingrevenuestoodat70billionU.S.dollars.Thesourceprojectedthatitwouldincrease137billionby2027.Thatwouldsignifyacompoundannualgrowthrate(CAGR)ofover14percentinthatperiod.ReadmoreNote(s):Worldwide;2018to2022;*Forecast.ReadmoreSource(s):Omdia;PwC4Videogamesadvertisingrevenueworldwidefrom2018to2027(inbillionU.S.dollars)Videogamesadvertisingrevenueworldwide2018-2027Description:In2022,theAsia-Pacificregionisprojectedtoaccountedfor48percentoftheglobalgamesmarket,aheadofsecond-rankedNorthAmericawith26percentmarketshare.Intotal,theworldwidegamingmarketissettobeworthmorethan184billionU.S.dollars.ReadmoreNote(s):Worldwide;2022Source(s):;Newzoo5Shareofgamesmarketrevenueworldwidein2022,byregionGamesmarketrevenueshareworldwide2022,byregionDescription:Theglobalnumberofusersinthe'VideoGames'segmentofthedigitalmediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal0.4billionusers(+14.81percent).Afterthefifthconsecutiveincreasingyear,theindicatorisestimatedtoreach3.1billionusersandthereforeanewpeakin2027.ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):Statista;StatistaAdvertising&MediaInsights6Numberofvideogameusersworldwidefrom2017to2027(inbillions)Numberofvideogamersworldwide2017-2027Description:Accordingtoasurveyofinternetaudiencesinthethirdquarterof2022,81.9percentofglobalinternetusersplayedvideogamesonanydevice.ThePhilippineshadthehighestvideogamingusagereach,rankingfirstwithagamingpenetrationof95.8percent.Indonesiawasrankedsecondwith94.8percentofrespondinginternetusersstatingthattheyplayedvideogames.BelgiumandJapanrankedlastastheonlycountriestohaveagamingreachlowerthan70percent.ReadmoreNote(s):Worldwide;Q32022;16to64years;amonginternetusersSource(s):DataReportal;GWI;Meltwater;WeAreSocialShareofrespondents7Shareofinternetusersworldwidewhoplayvideogamesonanydeviceasof3rdquarter2022,byregionGlobalgamingpenetration2022,bycountryDescription:Therevenueisforecasttoexperiencesignificantgrowthinallregionsin2027.Fromtheselectedregions,therankingbyrevenueinthe'VideoGames'segmentofthedigitalmediamarketisforecasttobeleadbyIndiawith4.7billionU.S.dollars.Incontrast,therankingistrailedbyPakistanwith0.25billionU.S.dollars,recordingadifferenceof4.45billionU.S.dollarstoIndia.ReadmoreNote(s):Bangladesh,India,Pakistan;2018to2027Source(s):Statista;StatistaDigitalMarketInsights8VideogamesmarketrevenueinSouthAsiafrom2018to2027,bycountry(inbillionU.S.dollars)RevenueofvideogamesmarketinSouthAsia2018-2027,bycountryKeyfigures-IndiaCHAPTER02Description:Bythefinancialyear2022,India'salreadyrapidlyexpandinggamingmarkethadgrownto2.6billionU.S.dollars.Thegamingindustryisoneofthefastest-growingsegmentsoftheIndianmediaandentertainmentsector.AtaCAGRof27percent,industryreportssuggestedthatthismarketwaslikelytobeworthovereightbillionU.S.dollarsbyfinancialyear2027.ReadmoreNote(s):India;FY2019toFY2022Source(s):Lumikai10SizeofthegamingmarketinIndiafromfiscalyear2019to2022,withaprojectionfor2027(inbillionU.S.dollars)MarketsizeofthegamingindustryIndiaFY2019-2027Description:Asoffinancialyear2022,themarketsizeofIndia'srealmoneygaming(RMG)segmentwasthelargestamongallthegamingsectorcategories,valuing1.5billionU.S.dollars.Comparatively,eSportsaccountedforthesmallestsegmentoftheboomingmarket.Overall,thegamingsectorinIndiawasestimatedtogrowataCAGRof27percentbyfiscalyear2027,owingtoahighconversionrateofgamerstopaiduserspredictedinthecomingyears.ReadmoreNote(s):India;FY2021toFY2022;*Estimate.India'sfinancialyearbeginsinAprilandendsinMarch.Forexample,FY2021startedinApril2020andendedinMarch2021.ReadmoreSource(s):AmazonWebServices;Lumikai11MarketsizeofthegamingsectorinIndiafromfinancialyear2021to2022,withanestimatefor2027,bycategory(inbillionU.S.dollars)GamingmarketsizeIndiaFY2021-2027,bycategoryDescription:Asoffinancialyear2022,theIndiangamingmarketwasprimarilysustainedbyrealmoneygaming.TheRMGsegmentcontributed1.5billionU.S.dollarsthatyear.In-apppurchases(IAP)wasthesecondlargestrevenuecontributor.Thegamingmarketwasexpectedtoreachover8.5billionU.S.dollarsbyfiscalyear2027.ReadmoreNote(s):India;FY2021toFY2022;*Estimate.**Includestipping,subscriptions,andgamepasspurchases.India'sfinancialyearbeginsinAprilandendsinMarch.Forexample,FY2021startedinApril2020andendedinMarch2021.ReadmoreSource(s):AmazonWebServices;Lumikai12MarketsizeforthegamingsectorinIndiafromfinancialyear2021to2022,withanestimatefor2027,byrevenuestream(inbillionU.S.dollars)GamingmarketsizeIndiaFY2021-2027,byrevenuestreamDescription:Indiarecordedabout421milliononlinegamersintheyear2022.Thiswasaneightpercentgrowthfromthepreviousyearandislikelytoreachover442millionby2023.About90millionofthesegamersreportedlypaidforonlinegamesthatyear.ReadmoreNote(s):India;2017to2022;*Estimate.Previousreportshavebeenusedforhistoricaldata.ReadmoreSource(s):EY;FICCI13NumberofonlinegamersinIndiafromfinancialyear2017to2022,withanestimatefor2023(inmillions)NumberofonlinegamersinIndia2017-2023Description:India'sgamingmarketsawinvestmentspeakintheyear2021,valuingmorethan17billionU.S.dollars.Since2019,themarketreceivedactiveinvestmentsfromglobalanddomesticfunds,boostingtheinvestmentvalueby280percent.Someofthecountry'skeygaminginvestorsincludedTigerGlobalandSequoia.ReadmoreNote(s):India;2017to2022;*asofMarch2022.ReadmoreSource(s):AmazonWebServices;Lumikai14ValueofinvestmentsinthegamingmarketinIndiafrom2017to2022(inmillionU.S.dollars)ValueofinvestmentsinthegamingmarketinIndia2017-2022FantasysportsCHAPTER03Description:ThenumberofregisteredfantasysportsusersinIndiagrewtoabout180millionbythefiscalyear2023.Inlinewiththeupwardsgrowthtrendthatemergedin2017,thisuserbasewasestimatedtocascadetohalfabillioninthefinancialyear2027.ReadmoreNote(s):India;2016to2023;*FinancialyearReadmoreSource(s):DeloitteIndia;FederationofIndianFantasySports16NumberoffantasysportsusersinIndiafrom2016to2023,withanestimatefor2027(inmillions)FantasysportsusersinIndia2016-2027Description:In2023,crickethadthehighestshareofregisteredusersinfantasysportsinIndiameasuring85percent.kabaddihadthesecond-highestusershareat26percent.Meanwhileotherfantasysportscategoriessuchashandball,baseball,hockey,etc.accountedforabout12percentoftheuserpopulation,each.Theimpactofthecoronaviruspandemicalsogarneredinterestinalternativesports,likebaseball,amongIndianfantasysportsprovidersandusers.ReadmoreNote(s):India;2023Source(s):DeloitteIndia;FederationofIndianFantasySports17DistributionoffantasysportsgamersinIndiain2023,bysportShareoffantasysportsusersinIndia2023,bysportDescription:Inthefinancialyear2022,therevenueofthefantasysportsmarketinIndiawasreportedtobe68billionIndianrupees.Therewasasignificantincreaseinrevenueinthefantasysportsmarketfrom2018onwards.Itwasforecastedtocontinuegrowing,reachingarevenueof253billionIndianrupeesinfiscalyear2027.ReadmoreNote(s):India;FY2018toFY2022;*Provisionalfigures.India'sfinancialyearbeginsinAprilandendsinMarch.Forexample,FY2021startedinApril2020andendedinMarch2021.OneIndianrupeeisequalto0.011eurosand0.012dollars(asof[...]ReadmoreSource(s):DeloitteIndia;FederationofIndianFantasySports18RevenueoffantasysportsmarketinIndiafromfinancialyear2018to2022,withaforecastuntil2027(inbillionIndianrupees)RevenueoffantasysportsmarketinIndiaFY2018-2027Description:BasedonasurveyaboutfantasysportsgamersinIndia,itwasrevealedthatnearly60percentoftherespondentsplayedfantasysportsoneintwoweeks.Interestingly,asignificant20percentoftherespondentsstatedthattheyplayedfantasygamesonceaweek.ReadmoreNote(s):India;2023;336respondents;18yearsandolder;amonggamerswhoplayedfantasysportsintheprecedingyearSource(s):DeloitteIndia;FederationofIndianFantasySports19FrequencyofplayingfantasysportsgamesinIndiain2023FrequencyofplayingfantasysportsgamesIndia2023MobilegamingCHAPTER04Description:Fromtheselectedregions,therankingbyrevenueinthe'MobileGames'segmentofthedigitalmediamarketisforecasttobeleadbyBangladeshwith0.75billionU.S.dollars.Incontrast,therankingistrailedbyPakistanwith0.06billionU.S.dollars,recordingadifferenceof0.69billionU.S.dollarstoBangladesh.ReadmoreNote(s):Bangladesh,India,Pakistan;2018to2027Source(s):Statista;StatistaDigitalMarketInsights21MobilegamesmarketrevenueinSouthAsiafrom2018to2027,bycountry(inbillionU.S.dollars)RevenueofmobilegamesmarketinSouthAsia2018-2027,bycountryDescription:About68percentofgamersinIndiaspentuptotwohoursperweekonplayingcasualgamesasofthefinancialyear2022.Incomparison,usersspentmorethandoublethattimeaweekonaverageonmidcoregames.TwoofthemostplayedcasualandmidcoregamesintheSouthAsianmarketwereRoyalMatchandFreeFire,respectively.ReadmoreNote(s):India;FY2022Source(s):Lumikai22AveragetimespentperweekonmobilegamesinIndiainfiscalyear2022,bygametypeWeeklytimespentonmobilegamingIndiaFY2022,bygametypeDescription:ShootinggamesaccountedforthehighestconsumerspendinginIndiain2022whichgrossedover41millionU.S.dollars,whichmadeittheleadingmobilegamecategoryinthemarket.Strategygamesfollowedsecond.Thesportscategoryraisedapproximately13milliondollarsinin-apppurchaserevenuethatyear.ItwasworthnotingthatconsumerspendingonmobilegamesinIndiagrewto190milliondollarsthatyeardespiteIndianconsumersbeingconservativespenders.ReadmoreNote(s):India;2022;spendisgross,inclusiveofanypercenttakenbyiOSandGooglePlayStore.Source(s):Data.aiConsumerspendinginmillionU.S.dollars23LeadinggenresofmobilegamesinIndiain2022,byin-appspend(inmillionU.S.dollars)PopularmobilegamegenresIndia2022,byin-appspendDescription:Intermsofdownloads,hypercasualgamesweretheleadingmobilegamegenreintheIndianmarketwith2.5billiondownloadsin2022.Thesimulationandactiongenresfollowedeachwithoverabilliondownloads.Indiaretaineditspositionamongthelargestmobileappmarketsintheworldintermsofdownloadsthatyear,secondonlytoChina.ReadmoreNote(s):India;2022;downloadsacrossiOSandGooglePlayStore.Source(s):Data.aiConsumerspendinmillionU.S.dollars24LeadinggenresofmobilegamesinIndiain2022,bydownloads(inbillions)PopularmobilegamegenresIndia2022,bydownloadsDescription:GametionTechnologieswasoneoftheleadingmobilegamepublishersacrossIndia,intermsofdailyestimateddownloadsasof2022.Withover824millionlifetimedownloads,thecompanydevelopedpopulargameslikeLudoKing,CarromKing,andColorKing.MoontonandWordsMobilerankedsecondandthirdduringthesametimeperiod,respectively.ReadmoreNote(s):India;2022;totaldownloadsSource(s):42mattersNumberofdownloadsinmillions25LeadingmobilegamepublishersinIndiaonAndroidin2022,bynumberofdownloads(inmillions)LeadingIndianAndroidmobilegamepublishers2022,bylifetimedownloadsDescription:Inthefinancialyear2022,RoyalMatchwasthemostplayedcasualmobilegameinIndiawithauserspendinganaverageof56minutesperday.CandyCrushSagafollowedsecondwithanaverageof42minutesspentadayperuser.CasualgamingistheleadingcategoryamonggamersinIndia,boostedbythehighpenetrationofsmartphonesinthecountry.ReadmoreNote(s):India;FY2022Source(s):AmazonWebServices;Lumikai26LeadingcasualmobilegamesinIndiainfinancialyear2022,byaveragetimespentperuser(inminutes)LeadingcasualmobilegamesIndiaFY2022,byaveragetimespentperuserDescription:Asofthefinancialyear2022,FreeFirewasthemostpopularmidcoremobilegameinIndiaasindicatedbytheaveragetimespentbyauserperdayamountingto109minutes.BGMIandGenshinImpactwerethesecondmostplayedgames.Midcoremobilegamesareslightlymorecomplicatedgamesthatrequirehighanalyticalskillsthancasualgames.ReadmoreNote(s):India;FY2022Source(s):AmazonWebServices;Lumikai27LeadingmidcoremobilegamesinIndiainfinancialyear2022,byaveragetimespentperuser(inminutes)LeadingmidcoremobilegamesIndiaFY2022,byaveragetimespentperuserConsumptionCHAPTER05Description:AsperasurveyconductedongamingtrendsinIndiainfiscalyear2022,casualandhyper-casualgamesweretheleadinggamingcategory,preferredbyhalftherespondents.Ontheotherhand,realmoneygamingwaspreferredbylessthan10percentoftherespondents.SomeofthemostpopularcasualmobilegamesinIndia,wereLudoKing,CandyCrushSaga,andRoyalMatchduringthesurveyperiod.ReadmoreNote(s):FY2022;2,240respondents;18yearsandolderSource(s):AmazonWebServices;Lumikai29PreferredgamingcategoriesamongusersinIndiainfinancialyear2022PreferredgamingcategoriesamongIndianusersIndiaFY2022Description:Asofthethirdquarterof2022,roughly80percentofinternetuserssurveyedinIndiaplayedvideogamesontheirsmartphones.Ontheotherhand,approximately45percentinternetusersplayedvideogamesonlaptopsordesktops.Incomparisontoreportsfromthepreviousyearthepreferenceforthesedevicessaw
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