Report Details:
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Price: |
Report Code |
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BREP039 |
For delivery in electronic format: Rs. 1000; For delivery through courier (within India): Rs. 1000 + Shipping & Handling Charges extraThemesBusiness Reports |
Report Length |
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24 Pages |
Period |
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2000 - 2006 |
Organization |
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Pub Date |
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2007 |
Teaching Note |
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Not Available |
Countries
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India |
Industry |
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Gaming |
Executive Summary
Video Games have been a
popular pastime across the world since the 1970s. The popularity of
video games has grown with the advancements in digital technology,
mobile communications and the Internet in the 1990s. Gaming can be
classified into PC gaming, Console gaming, Wireless gaming, Multiplayer
gaming and Massive Multiplayer Online Role playing Games (MMORPG).
In
India, mobile gaming and console gaming are the most popular forms of
games followed by PC gaming and MMORPG. The Indian gaming market is very
small when compared to other developed countries such as the US. This is because
the awareness for gaming has been primarily limited to urban areas.
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This also highlights the vast untapped
potential in India. With the increased penetration of mobile
phones and personal computers in small towns and cities,
industry experts estimate the gaming market to grow in the near
future.
According to a report by In-Stat/MDR, a market research firm, the market
for mobile gaming in India was expected to be around US$26 million by
end of 2004.The market was expected to reach US$336 million by 2009. The
penetration of cell phones in India was higher when compared to personal
computers; hence more people were likely to get their first gaming
experience on a cell phone. Moreover, a large proportion of youth were
keen to try out new games. Cellular service providers such as Hutch and
Reliance had capitalized on the popularity of mobile gaming in order to
attract more subscribers by offering games for download through their
websites.
The online gaming sector in India is being driven by the increasing
number of Internet users, increase in disposable incomes, and propensity
to spend among the youth. The growth of Internet cafes such as Sify i-way
and Reliance WebWorld, who have installed online games to attract more
consumers, has also contributed to the rise in online gaming in India.
The PC gaming segment in India mainly consists of youth and college
students. The growth in this market is being propelled by the growth in
the personal computer market. PC sales in India have increased on
account of the decrease in prices due to decrease in import duties on
hardware components and increased competition. Microsoft Game Studios,
the gaming division of Microsoft Corporation, had conducted the “Halo”
(in 2003) and “War of a Million'(in 2005) PC gaming championships in
India. The positive response received by these championships highlighted
the growing popularity of PC gaming in India. However, piracy and price
competition among the distributors were seen as the key challenges for
this segment. Console gaming is still at a nascent stage in India.
Individual consumers, schools and IT/ITES are the target market for
console gaming.
India also has great potential to become an attractive destination for
outsourcing of gaming development activities. India can capitalize on
its strong reputation for outsourcing of IT/ITES services in this
regard. But in the outsourcing sector India will have to compete with
South Korea and Taiwan whose talent pool is greater than that of India
with regard to game development. India needs to establish special
training institutes to develop quality professionals. In addition to
outsourcing, Indian companies can team up with their foreign
counterparts to co-produce games.
In 2006, Indian gaming companies and Indian subsidiaries of foreign
gaming companies established the Indian Games Industry and Trade
Association (iGITA). iGITA would help Indian gaming companies to secure
a strong foothold in the global gaming development market. Indian gaming
companies are in the process of developing products that are targeted at
both domestic and international markets. Despite the growth and
opportunities for development, the Indian gaming industry has to deal
with challenges such as scarcity of skilled professionals and high
prevalence of piracy.
Keywords
Video Gaming, India, Industry Report, Personal Computer
gaming, Console gaming, Massive Multiplayer Online Role playing Games (MMORPG),
Halo, Wireless Mobile Gaming, Reliance WebWorld, NASSCOM, IT/ITES services,
Talent Shortage, Animation, Outsourcing Game Development, Software Piracy,
Indiagames, Dhruva Interactive, Mauj Telecom, Paradox
Report on Gaming Industry in India
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