Games - India
- India
- In India, revenue in the Games market is projected to reach US$10,060.00m in 2025.
- Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 10.08%, which will result in a projected market volume of US$14,770.00m by 2029.
- In a global context, the majority of revenue will be generated United States, which is expected to reach US$141.80bn in 2025.
- Within the Games market in India, the number of users is anticipated to amount to 328.9m users by 2029.
- User penetration in India will be 19.5% in 2025 and is expected to increase to 21.9% by 2029.
- The average revenue per user (ARPU) in India's Games market is projected to amount to US$368.60.
- India's gaming market is witnessing unprecedented growth, driven by increased smartphone penetration and a burgeoning youth demographic eager for immersive experiences.
Key regions: United Kingdom, Germany, India, United States, South Korea
Analyst Opinion
The Games Market within the Media Market in India is witnessing considerable growth, fueled by factors like the surge in mobile gaming, increased internet penetration, and a growing young population eager for interactive entertainment options.
Customer preferences: Consumers in India are increasingly gravitating towards immersive gaming experiences that reflect local culture and narratives, leading to a rise in region-specific game development and content. Mobile gaming is gaining traction, particularly among younger demographics who favor social and competitive elements. Additionally, the integration of e-sports into mainstream entertainment is reshaping perceptions, with gamers seeking not just play but also community and recognition. This trend reflects a broader shift towards interactive, communal experiences in entertainment consumption.
Trends in the market: In India, the Games Market is experiencing a notable rise in immersive gaming that resonates with local culture and storytelling, prompting developers to create region-specific content. Mobile gaming is particularly flourishing among younger audiences, who are drawn to social and competitive gameplay. Furthermore, the integration of e-sports into mainstream entertainment is redefining the gaming landscape, fostering a sense of community and recognition among players. These trends underscore the importance of interactive experiences, encouraging industry stakeholders to innovate and adapt to evolving consumer preferences.
Local special circumstances: In India, the Games Market is uniquely shaped by its diverse cultural landscape and rich storytelling traditions, which inspire developers to craft games that resonate with local narratives and folklore. The vast geographical expanse, with varying languages and customs, necessitates regional adaptations to engage different demographics effectively. Additionally, government regulations encouraging digital entertainment and the rise of affordable smartphones have fueled mobile gaming popularity. These factors combine to create a vibrant gaming ecosystem that reflects India's cultural nuances while fostering community and competition.
Underlying macroeconomic factors: The growth of the Games Market in India is significantly influenced by macroeconomic factors such as rising disposable incomes, urbanization, and increasing internet penetration. Economic stability and a burgeoning middle class are driving consumer spending on digital entertainment, while government initiatives aimed at promoting technology and digital literacy bolster the sector. Additionally, the global shift towards mobile gaming, coupled with foreign investments in local game development, enhances market dynamics. As competition intensifies, both domestic and international companies are adapting to local tastes, further enriching the cultural tapestry of India’s gaming landscape.
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.Overview
- Revenue
- Analyst Opinion
- Users
- Demographics
- Global Comparison
- Methodology
- Key Market Indicators