Before the epidemic, technology companies would actively introduce features that would allow users to reduce transmission time. All of this has changed with the COVID-19, which has led to an increase in screen viewing time, along with instruction and work going on the Internet. The gambling industry has benefited greatly from this trend, reinforced by the growth of high -end mobile phones and low -cost data plans in India in recent years.
According to a recent survey by global analytics firm KPMG, the Indian mobile gaming industry generated revenue of Rs 136 billion, or Rs 13,600 crore, last year and is projected to generate Rs 290 billion, or Rs 29,000 crore, by 2024-25. . The report noted that this will be supported by an increased focus on game developers on pay-to-play or freemium models. Freemium is a model that allows the game to play for free, but you have to buy additional features.
The user base is also projected to rise from 433 million last year to 657 million by 2025-an increase of more than 50 percent. These include unusual players who play to kill time; real money players, who gamble on online games; an online fantasy sport, where players can build fantasy teams and earn money based on the numbers earned; and e-sports, which is a professional game, with players competing to win prizes.
|Type of player||Description|
|Friendly game||Players play for fun and entertainment|
|Mid-core||Players with a broader interest than usual|
|Hardcore||Players spend a lot of time and energy, especially in difficult games, and are willing to spend money|
|Professional||Full-time competitors who play for pay or earn money in e-sports competitions|
“This growth can be attributed to the increase in the number of mobile games and low-cost mobile phones that cater to the needs of Indians,” said Yash Pariani, founder and CEO of House of Gaming, a company e-sport which boasts 1.5 lakh active users on its platform.
According to the report, there was a sudden increase in screens – the time spent playing games on mobile, to be specific – when the nationwide shutdown was implemented at the end of March 2020. Previous ‘closing, the users surveyed will spend about three-and-a-half hours. It increased to about four hours and six minutes in April 2020, and decreased to an hour in June 2020, when everything started to open up.
The impact of the epidemic – and numerous closures across the country – was also reflected in the number of games taken: from 1.8 billion in the first three months of 2020 to 2.8. billion downs in the quarter.
The gaming industry is quick to make money on it, literally. According to the KPMG report, the average revenue per user will be Rs 152 in 2020-21 and is expected to rise to Rs 268 by March 31, 2025.
From in-app purchases to in-game ads, the creators have put in place several financial models to fill their wallets, as shown in the table below:
|Monetization model||Working model||EXAMPLE|
|Game ads||free-to-play||Enter Clash 3D, real Cricket|
|In -app purchases||Free-to-play, pay-to-play||Teen Patti, Clash of Clans, Free Fire|
|Multiplayer||Free fire, PUBG||FAU-G, Indian Air Force|
|Reservations||Freemium, paid||Cloud games, online adventure games and RPGs|
|Commission||karama||Adda52, Poker Honor, Dream11, My11circle|
THE FIRST INDIAN GAME
According to reports, Candy Crush Saga was the most popular field game, while Tambola held the number one spot among the Indian games. Other Indian games like FAU-G (the Aatmanirbhar version of PUBG), Ludo King, and World Cricket Championship 2 are some of the most popular games of their kind.
|Genre||Game Top||Game Top India|
|Friendly game||Coin Master, Candy Crush Saga||Tambola|
|OFFICE, OFFICE||Ludo King, Carrom Pool||Ludo King, Ludo King Club|
|Multiplayer||Free fire, PUBG||FAU-G, Indian Air Force|
|sports||8 Ball Pool, eFootball PES 2020||Real Cricket 18, World Champion Cricket 2, Sachin Saga|
|Casino||Teen Patti, Teen Patti Gold||Teen Patti, Teen Patti Gold|
Indian gaming studios such as Gametion, Reliance Games, and JetSynthesis participated in the event, developing and releasing games to suit Indian gamers. The games released by these studios vary in their arrival, in genres: Ludo King, Sachin Sage Cricket Championship, WWE Mayhem, Chhota Bheem Jungle Run, etc.
|Gametion||King Ludo, King Carrom||OFFICE, OFFICE|
|Games2Win||International Fashion Stylist, Driving Academy 2||Role play|
|Octro||Teen Patti, Drums, Indian Rummy||Casino and cards|
|Moonfrog||Teen Patti Gold, Ludo Club||Casino and cards|
|Game Reliance||WWE Mayhem, Real Boxing Championships||Action|
|Gameberry||Kintana Ludo, Kintana Parcheesi||OFFICE, OFFICE|
|Game Blacklight||Game Ludo Superstar, Callbreak Superstar||OFFICE, OFFICE|
|JetSynthesys||Sachin Saga Cricket Champion, WWE race, real cricket||sports|
|Nazara Technologies||Chhota Bheem Jungle Run, Moto Patlu Speed Race||Friendly game|
NFTs are the future of the Indian game
A number of companies have sprung up in the past two years, looking to take advantage of the convergence of gaming growth and the rise of Web 3.0. Some of these companies, such as House of Gaming, FanClash and MetaOneVerse, have included cryptocurrencies and unusable brands in their offerings.
House of Gaming’s Pariani said its company offers Hefty Games, which it says is India’s first NFT marketplace dedicated to e-sports competitors and content creators, and GameGods, a social networking platform that hosts players and fans of Web 3.0.
“E-sports and crypto-adoption are the two biggest consumer trends in Gen-Z, with the two industries exploding globally and in India,” said Rishabh Bhansali, co-founder, FanClash. Bhansali said his company allows e-sports players to earn cryptocurrency during competitive play.
“All over the world, fans spend more than 10 hours a week watching and playing e-sports, but there’s no way to get more into that passion. FanClash provides a platform where e-sports viewers can take an active part. in the global arena. leading competition and gaining crypto, “he added.
Abhay Sharma, CMO, at MetaOneVerse, said the gaming industry has outperformed film and sports combined in the past year, in terms of revenue. He expects blockchain-based games to grow 30-40 percent in the next few years. MetaOneVerse released the M1Verse brand just a month ago and is putting it in a blockchain-based game that they are building.
“We develop playable games to earn money, which are based on the blockchain. All users who hold an M1verse token can play and receive NFTs, which players can use to upgrade their game-based avatars,” he said. he.
Sharma said they currently have more than 2,000 brand holders and expect to cross 1 lakh users within a year.