In this current era everyone has easy access to a mobile and due to adaptive nature of human civilization they can easily learn the functionality of that device. Every passing year numerous types of games are released around the globe and not only children but also adults and elderly peoples are indulged in these games. After the Jio Internet Revolution which started in the last quarter of 2016 the internet had become much more affordable to every class and this lead to man changes in the country.

Compare the stats on and after Jio revolution:

  2016 2021
Online Gaming Market 290 Million USD 1010 Millions USD
Number of Online Gamers 120 Million 310 Million


  1. An average Indian online gamer
  • is a below 24-year male.
  • is introduced to online gaming through their friends, family and peer group.
  • is engaged in gaming for stress relief and social interaction.
  1. Puzzle, Action and Adventure most preferred genres, across demographics and engagement levels.
  2. Male gamers are concerned about data and memory consumption whereas Female gamers seek regular update/upgrade.
  3. Mobile phones are the most preferred devices but, experienced gamer(s) tend to shift to larger screens.
  4. Mindshare and wallet share for online gaming follow similar patterns, a reflection of promising growth over time.
  5. Friends, family and peer group play a critical role in discovery and download of a new game.


  1. India today:
  • The consumer market, characterized by large volumes, is rising fast in terms of usage and monetisation.
  • The development side is characterized by highly skilled manpower and expertise.
  1. India by 2021 is expected to:
  • Have value driving consumption and increased focus on local development.
  • Become the ‘Preferred exporter’ of gaming products and services to the ‘developing economies’.


To start earning from a game a company is mostly depends on monetization.

Monetization model is divided in to two parts:

  1. Paid by: Ecosystem i.e.

a. In-App Advertisement:

  • Banner advertisements based on Cost-per-Click (CPC) or Cost-per-Mille (CPM) metrics

b. In-game product or brand placement:

  • Popular brands or products placed in the gameplay.

c. Incentive based advertisement:

  1. Paid by: Online Gamers i.e.

a. Purchase/pay-per download:

  • Upfront charge for download or access to the game.

b. Freemium/upgrades:

  • Free download, but charge to get full access to characters, levels, equipment etc.

c. In-app purchases:

  • Gamer(s) pay to purchase ‘virtual objects or currency’.

d. Subscription:

  • Monthly or annual subscription for access to a package (virtual objects, extended access to the game or a combination)


  1. Market revenue estimation: The volume estimate for 2016 is based on number of internet users in India, smartphone user base, penetration of online gamer(s) and traffic across major distribution platforms. The prediction of volume for 2021 is based on standards of comparable countries, projected rise in internet penetration and growth of smartphone user base in India. Revenue in Indian market for 2016 is based on per cent of paying gamer(s) and ARPU for the paying base across key distribution platforms. The estimates were further triangulated through reported financials of key players across major sub-segments of the Indian online gaming market. The 2021 market revenues have been projected based on the expected rise in ARPU enabled by projected rise in disposable income and consumer spending along with change in per cent of paying gamer(s).
  2. Global comparative analysis: Top gaming economies across geographical regions were covered including U.S. from North America, Brazil from South America, U.K. from U.K. & Europe, Malaysia & Thailand from South East Asia and Japan & China from East Asia. The select economies were studied for consumer behavior, market characteristics, industry structure and stage of development to support projections for the Indian market.


  1. Improved age and gender parity in the online gaming population
  2. Freemium games to create better economics for gaming companies.
  3. Convergence of stakeholders to drive adoption and usage of mobile internet.
  4. Emerging technologies to become a commercial reality in India.
  5. e-Sports to augment engagement levels in online gaming.
  6. Gamification to offer opportunities across business functions and sectors.
  7. Content customization for the ‘Indian’ taste: The Local brand.
  8. Enhanced customer lifecycle at every stage: Power of Data.

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