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INDUSTRIES

&

MARKETSMobilegaminginIndiaCHAPTER

01GlobalmarketRevenueofthemobilegamesindustryworldwide2017-2027(inbillionU.S.dollars)Globalrevenueofthemobilegamesindustry2017-2027250200150100222.67213.82203.47191.19173.64153.83140.76115.6186.11201973.762.8420175002018202020212022202320242025202620273Description:Theglobalrevenueinthe'MobileGames'segmentofthedigitalmediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal49billionU.S.dollars(+28.22percent).Afterthetenthconsecutiveincreasingyear,theindicatorisestimatedtoreach222.67billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthe'MobileGames'segmentofthedigitalmediamarketwascontinuouslyincreasingoverthepastyears.

ReadmoreNote(s):Worldwide;2017to2027Source(s):Revenueshareofleadingmobilegamingmarketsworldwidefrom2014to2022Mobilegamingmarketshareworldwide2014-2022UnitedStatesJapanChinaSouthKoreaTaiwanOther120%100%80%60%40%20%0%2014201520162017201820192020202120224Description:In2022,theUnitedStateswerethebiggestmobilegamingmarketworldwide,accountingforapproximately29percentofglobalmobileplayerspending.Japanaccountedforapproximately19percentofglobalmobilegameexpenditureworldwide,downfromamarketshareof30percentin2015.ReadmoreNote(s):Worldwide;2014to2022;grossrevenueincludingcuttakenbyAppleorGoogle;ChinanumbersonlyincludetheAppStoreasGooglePlayisnotavailablethereSource(s):GameWorldObserver;SensorTowerLeadinggamingappsintheGooglePlayStoreworldwideinJune2023,bynumberofdownloads(inmillions)LeadingAndroidgamingappsworldwide2023,bydownloadsNumberofdownloadsinmillions02468101214SubwaySurfersRoblox12.8210.68IndianBikesDriving3DFreeFireMAX8.167.67BattlegroundsMobileIndiaTrafficRider7.426.576.476.38BlockBlastAdventureMasterFreeFire:6thAnniversaryRampCarGames:GTCarStuntsRaceMaster3D-CarRacingCandyCrushSaga5.855.425.41CricketLeague5.274.94FIFASoccer5Description:InJune2023,SubwaySurferswasthemost-downloadedgamingappintheGooglePlayStoreworldwide.Thecasualgamegeneratedmorethan12.8milliondownloadsfromAndroidusers.ThemobileversionofgamingplatformRobloxwasthesecond-mostpopulargamingapptitlewithapproximately10.68milliondownloadsfromglobalusers.ReadmoreNote(s):Worldwide;June2023;downloadsfromtheGooglePlayStoreSource(s):AppTweakMobilegamingmarketshareinAsiain2022,bygenreMobilegamingrevenueshareAsia2022,bygenre45%40%35%30%25%20%15%10%5%0%RPGStrategyPuzzleCasinoShooterSimulationOther6Description:In2022,role-playinggames(RPGs)werethemostpopularmobilegamesgenreinAsia,accountingforamarketshareof39percent.Incontrast,simulationmobilegamesaccountedfortwopercentofthemobilegamesrevenueintheregionthatyear.IntermsofmobilegamingappdownloadsinAsia,theGooglePlaystoreissignificantlymorepopularthantheAppStore,attributabletotheprevalenceofAndroidphonesinhighlypopulatedcountrieslikeIndiaandIndonesia.ReadmoreNote(s):Asia;2022;basedonrevenuegeneratedonGooglePlayandtheAppStoreSource(s):SensorTowerNumberofmobilegamesdownloadedonGooglePlayandtheAppStoreinAsiafrom1stquarter2019to4thquarter2022,bystore(inbillions)MobilegamedownloadsAsiaQ12019-Q42022,bystoreAppStoreGooglePlay76543210Q12019

Q22019

Q32019

Q42019

Q12020

Q22020

Q32020

Q42020

Q12021

Q22021

Q32021

Q42021

Q12022

Q22022

Q32022

Q420227Description:Inthefourthquarterof2022,approximately5.8billionmobilegamedownloadswererecordedonGooglePlayandtheAppStoreacrossAsia.DownloadsfromtheGooglePlaystoreaccountedforaround90percentofallmobilegamedownloadsintheregionthatquarter.Thefirstandthirdquarterof2021hadthehighestquarterlymobilegamesrevenueinAsia,respectively.ReadmoreNote(s):Asia;Q12019toQ42022Source(s):SensorTowerNumberofmobilegamersinSouthAsiafrom2018to2027,bycountry(inmillions)MobilegamersinSouthAsia2018-2027,bycountryIndiaPakistanBangladesh35030025020015010050020182019202020212022202320242025202620278Description:Thenumberofusersisforecasttoexperiencesignificantgrowthinallregionsin2027.Fromtheselectedregions,therankingbynumberofusersinthe'MobileGames'segmentofthedigitalmediamarketisforecasttobeleadbyIndiawith239.63millionusers.Incontrast,therankingistrailedbyBangladeshwith40.97millionusers,recordingadifferenceof198.66millionuserstoIndia.ReadmoreNote(s):Bangladesh,India,Pakistan;2018to2027Source(s):DigitalMarketInsightsMobilegamesmarketrevenueinSouthAsiafrom2018to2027,bycountry(inbillionU.S.dollars)RevenueofmobilegamesmarketinSouthAsia2018-2027,bycountryBangladeshIndiaPakistan1.41.21.00.80.60.40.20.020182019202020212022202320242025202620279Description:Fromtheselectedregions,therankingbyrevenueinthe'MobileGames'segmentofthedigitalmediamarketisforecasttobeleadbyBangladeshwith0.75billionU.S.dollars.Incontrast,therankingistrailedbyPakistanwith0.06billionU.S.dollars,recordingadifferenceof0.69billionU.S.dollarstoBangladesh.ReadmoreNote(s):Bangladesh,India,Pakistan;2018to2027Source(s):DigitalMarketInsightsCHAPTER

02MobilegamingecosystemNumberofsmartphoneusersinIndiain2010to2023,withestimatesuntil2040(inmillions)SmartphoneusersinIndia2010-20401,8001,6001,4001,2001,0008001,549.011,536.511,522.831,507.861,491.491,473.521,453.731,431.911,407.771,381.041,351.321,318.21,281.181,239.681,193.031,140.421,080.951,013.57938.27853.42757.2642.34600485.14399.4307.75400253.09191.67130.11200091.2659.0834.1811Description:ThenumberofsmartphoneusersinIndiawasestimatedtoreachoveronebillionin2023.Itwasestimatedby2040,thenumberofsmartphoneusersinIndiawillreach1.55billion.

ReadmoreNote(s):India;2010to2023Source(s):NumberofmobilephoneinternetusersinIndiafrom2010to2023,withestimatesuntil2050(inmillions)MobileinternetusersinIndia2010-20501,4001,2001

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11,071.641,0008006004002000694.77520.28380.5193.98185.62177.5312Description:India`sdigitaljourneyisoneofexuberance.Thecountryhadtheworld`ssecond-largestinternetpopulationatover1.2billionusersin2023.Ofthese,1.05billionusersaccessedtheinternetviatheirmobilephones.Estimatessuggestthatthisfigurewouldreachover1.2billionby2050.ReadmoreNote(s):India;2010to2023Source(s):SizeofthegamingmarketinIndiafromfiscalyear2019to2022,withaprojectionfor2027(inbillionU.S.dollars)MarketsizeofthegamingindustryIndiaFY2019-20271098.68765432.621.82100.8FY2019FY2020FY2021FY2022FY202713Description:Bythefinancialyear2022,India'salreadyrapidlyexpandinggamingmarkethadgrownto2.6billionU.S.dollars.Thegamingindustryisoneofthefastest-growingsegmentsoftheIndianmediaandentertainmentsector.AtaCAGRof27percent,industryreportssuggestedthatthismarketwaslikelytobeworthovereightbillionU.S.dollarsbyfinancialyear2027.ReadmoreNote(s):India;FY2019toFY2022Source(s):LumikaiAnnualnumberofmobilegamedownloadsmadeinIndiafrom2018to2022(inbillions)OverallnumberofmobilegamedownloadsIndia2018-2022121089.659.339.265.6564205.052018201920202021202214Description:Indiawasamongtheleadingmobilegamemarketsintheworldintermsofappdownloads.Asof2022,mobilegamingappssawoverninebilliondownloadsacrossthecountry.IndiaalsoemergedasthegloballeaderintermsofmobilegamedownloadsonGooglePlayStore.GamessuchasIndianBikesDriving3DandDrawOnePart(DOP)weresomeofthemostdownloadedappsin2022.

ReadmoreNote(s):India;2018to2022Source(s):Data.aiAveragetimespentperweekonmobilegamesinIndiainfiscalyear2022,bygametypeWeeklytimespentonmobilegamingIndiaFY2022,bygametype<1hour1-2hours2-5hours5-10hours>10hours120%100%7%10%8%10%12%18%80%60%40%20%0%16%31%26%17%27%27%26%37%30%CasualMidcoreHardcore15Description:About68percentofgamersinIndiaspentuptotwohoursperweekonplayingcasualgamesasofthefinancialyear2022.Incomparison,usersspentmorethandoublethattimeaweekonaverageonmidcoregames.TwoofthemostplayedcasualandmidcoregamesintheSouthAsianmarketwereRoyalMatchandFreeFire,respectively.ReadmoreNote(s):India;FY2022Source(s):LumikaiAmountspentonmobilegamingbyconsumersinIndiafrom2018to2022(inbillionU.S.dollars)ConsumerexpenditureonmobilegamingIndia2018-20220.30.20.210.190.170.150.20.10.10.00.132018201920202021202216Description:ThevalueofconsumerexpenditureonmobilegaminginIndiaamountedtoroughly190millionU.S.dollars.Indicatinganincreasefromthepreviousyear,itcontinuedtoreflectthegrowingtrendinmobilegameconsumerspendingthatemergedin2018.Theshooting/battleroyalegamingcategoryaccountedforthelargestshareofconsumerspendinIndiain2022.ReadmoreNote(s):India;2018to2022Source(s):Data.aiCHAPTER

03LeadingsegmentsLeadinggamesubgenresacrossIndiain2022,bydownloads(inmillions)PopulargamesubgenresIndia2022,bydownloadsAppdownloadsinmillions02004006008001,0001,200Driving(Simulation)Puzzle(Hypercasual)Action(Hypercasual)Simulation(Hypercasual)ArcadeRacing(Racing)Ludo(Tabletop)1,085716569504420348318318299269Runner(Action)Openworld(Action)PvEShooting(Shooting).io(Hypercasual)18Description:DrivinggamesthatwerecategorizedundertheSimulationgenreacrossappstorescontinuedtobethemostdownloadedsub-genreofmobilegamesinIndiain2022,withoveronebilliondownloads.Thehyper-casualgenrewasthenextleadinggamingcategorywithpuzzle,action,andsimulationgameshavingthesecond,third,andfourthhighestnumberofdownloadsthatyear.ReadmoreNote(s):India;2022Source(s):Data.aiLeadinggamesubgenresacrossIndiain2022,byconsumerspend(inmillionU.S.dollars)PopulargamesubgenresIndia2022,byconsumerspendConsumerspendinmillionU.S.dollars10

150520253035BattleRoyale(Shooting)4XMarch-Battle(Strategy)LuckBattle(Party)312313TeenPatti(Casino)TeamSimulationSports(Sports)M3(Match)111110Deathmatch(Shooting)M3-Meta(Match)97Build-Battle(Strategy)Farming(Simulation)6419Description:IndianconsumersspentthemostonBattleRoyalegamesthatwerecategorizedundertheshootinggenreofmobilegaming,grossingover30millionU.S.dollarsin2022.4XMarch-Battlestrategygamesrankedsecondwithaconsumerexpenditureofover20millionU.S.dollarsthatyear.Comparedtoothermobilegamingmarketsworldwide,Indiageneratedthelowestconsumerspendongamingapps.

ReadmoreNote(s):India;2022Source(s):Data.aiLeadingcasualmobilegamesinIndiainfinancialyear2022,byaveragetimespentperuser(inminutes)LeadingcasualmobilegamesIndiaFY2022,byaveragetimespentperuser6050403020100RoyalMatchCandyCrushSagaCoinMasterLudoKingCarromPool20Description:Inthefinancialyear2022,RoyalMatchwasthemostplayedcasualmobilegameinIndiawithauserspendinganaverageof56minutesperday.CandyCrushSagafollowedsecondwithanaverageof42minutesspentadayperuser.CasualgamingistheleadingcategoryamonggamersinIndia,boostedbythehighpenetrationofsmartphonesinthecountry.ReadmoreNote(s):India;FY2022Source(s):AmazonWebServices;LumikaiLeadingmidcoremobilegamesinIndiainfinancialyear2022,byaveragetimespentperuser(inminutes)LeadingmidcoremobilegamesIndiaFY2022,byaveragetimespentperuser120100806040200FreeFireBGMIGenshinImpactCOD:MobileClashofClans21Description:Asofthefinancialyear2022,FreeFirewasthemostpopularmidcoremobilegameinIndiaasindicatedbytheaveragetimespentbyauserperdayamountingto109minutes.BGMIandGenshinImpactwerethesecondmostplayedgames.Midcoremobilegamesareslightlymorecomplicatedgamesthatrequirehighanalyticalskillsthancasualgames.ReadmoreNote(s):India;FY2022Source(s):AmazonWebServices;LumikaiRevenueoffantasysportsmarketinIndiafromfinancialyear2018to2022,withaforecastuntil2027(inbillionIndianrupees)RevenueoffantasysportsmarketinIndiaFY2018-202730025020025319715215011710050089685224.79.242.62FY2018FY2019FY2020FY2021FY2022FY2023*FY2024*FY2025*FY2026*FY2027*22Description:Inthefinancialyear2022,therevenueofthefantasysportsmarketinIndiawasreportedtobe68billionIndianrupees.Therewasasignificantincreaseinrevenueinthefantasysportsmarketfrom2018onwards.Itwasforecastedtocontinuegrowing,reachingarevenueof253billionIndianrupeesinfiscalyear2027.ReadmoreNote(s):India;FY2018toFY2022;*Provisionalfigures.

India'sfinancialyearbeginsinAprilandendsinMarch.Forexample,FY2021startedinApril2020andendedinMarch2021.OneIndianrupeeisequalto0.011eurosand0.012dollars(asof[...]

ReadmoreSource(s):DeloitteIndia;FederationofIndianFantasySportsFrequencyofplayingfantasysportsgamesinIndiain2023FrequencyofplayingfantasysportsgamesIndia202370%60%60%50%40%30%20%10%0%20%10%10%OnceintwoweeksOnceaweekTwiceaweekMorethantwiceaweek23Description:BasedonasurveyaboutfantasysportsgamersinIndia,itwasrevealedthatnearly60percentoftherespondentsplayedfantasysportsoneintwoweeks.Interestingly,asignificant20percentoftherespondentsstatedthattheyplayedfantasygamesonceaweek.ReadmoreNote(s):India;2023;336respondents;18yearsandolder;amonggamerswhoplayedfantasysportsintheprecedingyearSource(s):DeloitteIndia;FederationofIndianFantasySportsNumberoffantasysportsusersinIndiafrom2016to2023,withanestimatefor2027(inmillions)FantasysportsusersinIndia2016-2027600500400300200100500180160130906551202020162017201820192020202120222023*2027*24/statistics/1322714/india-fantasy-sports-user-baseThenumberofregisteredfantasysportsusersinIndiagrewtoabout180millionbythefiscalyear2023.Inlinewiththeupwardsgrowthtrendthatemergedin2017,thisuserbasewasestimatedtocascadetohalfabillioninthefinancialyear2027.

ReadmoreNote(s):India;2016to2023;*FinancialyearReadmoreSource(s):DeloitteIndia;FederationofIndianFantasySportsDistributionoffantasysportsgamersinIndiain2023,bysportShareoffantasysportsusersinIndia2023,bysport90%85%80%70%60%50%40%30%20%10%0%26%22%12%7%CricketKabaddiFootballOthersBasketball25Description:In2023,crickethadthehighestshareofregisteredusersinfantasysportsinIndiameasuring85percent.kabaddihadthesecond-highestusershareat26percent.Meanwhileotherfantasysportscategoriessuchashandball,baseball,hockey,etc.accountedforabout12percentoftheuserpopulation,each.Theimpactofthecoronaviruspandemicalsogarneredinterestinalternativesports,likebaseball,amongIndianfantasysportsprovidersandusers.

ReadmoreNote(s):India;2023Source(s):DeloitteIndia;FederationofIndianFantasySportsCHAPTER

04MarketleadersLeadingmobilegamepublishersinIndiaonAndroidin2022,bynumberofdownloads(inmillions)LeadingIndianAndroidmobilegamepublishers2022,bylifetimedownloadsNumberofdownloadsinmillions0100200300400500600700800900GametionTechnologiesMoonton824.21542.27WordsMobile463.92Moonfrog286.71279.45GRenderedIdeasTimuzGames219.68213.41209.27CandyMobileGunjanAppsStudiosBlackLightStudioGames198.04192.4227Description:GametionTechnologieswasoneoftheleadingmobilegamepublishersacrossIndia,intermsofdailyestimateddownloadsasof2022.Withover824millionlifetimedownloads,thecompanydevelopedpopulargameslikeLudoKing,CarromKing,andColorKing.MoontonandWordsMobilerankedsecondandthirdduringthesametimeperiod,respectively.ReadmoreNote(s):India;2022;totaldownloadsSource(s):42mattersLeadingmobilegamepublishersinIndiaonAndroidin2022,bynumberofgamesLeadingIndianAndroidmobilegamepublishers2022,bynumberofgamesNumberofgames200510152530354045GunjanAppsStudiosTimuzGames4237WordsMobileGCandyMobile27212020RenderedIdeasMoonfrog15BlackLightStudioGamesGametion138Moonton728Description:GunjanAppsStudioswastheIndiangamingpublisherwiththehighestnumberofmobilegamesintheyear2022.With42publishedtitlesatthetime,thecompanyhadover198milliondownloadsandrankedamongthetoptengamepublishersinthecountry.TimuzGamesandWordsMobilerankedsecondandthird,respectively.ReadmoreNote(s):India;2022Source(s):42mattersLeadinggamingstartupsacrossIndiaasof2022,byinvestmentfunds(inmillionU.S.dollars)RankingofgamingstartupsIndia2022,byfundsFundingvalueinmillionU.S.dollars150

200

250050100300350400389450MobilePremierLeagueZupee121Game24x7WinZO1079392JetSynthesysFanClashEloelo50323025RooterGetMegaZapak1529Description:Asof2022,MobilePremierLeaguewastheleadinggamingstartupinIndiahasraisedaround389millionU.S.dollarsinfunding.MobilePremierLeagueisaBangalore-basedeSportsandmobilegamingplatformofferinggamessuchasLudo,FantasyCricket,andFruitDart.TrailingsecondbyawidemarginwasZupee,areal-moneygamingplatformwithinvestmentsworthmorethan120millionU.S.dollars.ReadmoreNote(s):India;2022Source(s):TracxnTechnologiesLeadingfantasysportsandrealmoneygamingcompaniesinIndiainfinancialyears2021to2022,byrevenue(inbillionIndianrupees)LeadingfantasysportsandgamingcompaniesIndiaFY2021-2022,byrevenueFY2021FY20224540353025201510538.425.5421.1215.5614.1111.698.197.2253.870Dream11GameskraftGames24x7A23MPL30Description:Inthefiscalyear2022,Dream11wasthelargestfantasysportsandrealmoneygamingcompanyinIndiawitharevenueofmorethan38billionIndianrupees.Thecompany'srevenuesawanincrementofroughlyover10billionrupeessincethepreviousyear.Gameskrafthadthesecondhighestrevenueinfiscalyear2022,surpassingGames24x7.ReadmoreNote(s):India;FY2021toFY2022Source(s):EntrackrRevenueofemergingfantasysportsandrealmoneygamingstartupsinIndiainfiscalyears2021and2022(inmillionIndianrupees)RevenueofemergingfantasysportsandgamingstartupsIndiaFY2021-2022RevenueinmillionIndianrupeesFY2022FY20211,50005001,0002,0002,5003,0002,770GameberryLabsWinZO2,5902,3401,030830.1PokerBaaziMyFab11445555484.284.8120Howzat314.4MyTeam11FantasyAkhadaVision11544131.81067568.55.5KuberaFantasyBatBall1118.831Description:Inthefiscalyear2022,GameberryLabshadthehighestrevenueamongemergingfantasysportsandrealmoneygamingstartupsinIndia,witharound2.77billionIndianrupees.Inthepreviousyear,thecompanyrecordedarevenueofaround2.6billionINR.Delhi-basedcompany,WinZO,cameaclosesecondwitharevenueworthmorethantwobillionrupees.ReadmoreNote(s):India;FY2021andFY2022Source(s):EntrackrCHAPTER

05UserpreferencesPreferreddevicesofinternetuserswhoplayvideogamesinIndiaasof3rdquarter2022PreferreddevicesofinternetusersplayingvideogamesinIndiaQ32022Shareofinternetusersplayingvideogames30%

40%

50%0%10%20%60%70%80%90%100%AnydeviceSmartphone91.9%80.1%LaptopordesktopGamesconsole45.5%25.5%Tabletdevice19.2%18.5%15.6%15.2%MediastreamingdeviceVirtualrealityheadsetHand-heldgamingdevice33Description:Asofthethirdquarterof2022,

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