Entertainment - India

  • India
  • The Entertainment market in India is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$320.60m in 2022.
  • This indicates a positive trend for the industry.
  • Furthermore, the market is projected to experience a Compound Annual Growth Rate (CAGR) of 13.98% between 2022 and 2027.
  • This growth rate is expected to contribute to a projected market volume of US$655.90m by 2027.
  • When examining specific revenue streams within the Entertainment market, it is projected that in-app purchases (IAP) will generate US$105.80m in revenue in 2022.
  • Additionally, paid app revenue is expected to reach US$0.59m in the same year.
  • Furthermore, advertising revenue is projected to reach US$214.10m in 2022.
  • These figures highlight the diverse sources of revenue within the Entertainment market.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 1.31bn downloads in 2022.
  • This indicates a significant demand for entertainment content among Indian consumers.
  • Currently, the average revenue per download is estimated to be US$0.25.
  • When considering a global perspective, it is interesting to note that in China generates the highest revenue in the Entertainment market.
  • In 2022, in China is projected to generate an impressive US$12,140.00m in revenue.
  • This highlights in China's dominance in the global entertainment industry.
  • Overall, the Entertainment market in India shows promising growth potential, with increasing revenue projections and a strong user base.
  • As the country continues to embrace digital entertainment, it is expected to further solidify its position in the global market.

Key regions: United States, India, Germany, China, South Korea

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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