Video games was highly fragmented in India in 2024, with the top three companies accounting for only a 3% share of value sales, which is significantly lower than the Asia Pacific average of 45%. Concentration in the competitive landscape in video games in India also declined from 2019 to 2024, as the top three companies accounted for 7% of value sales in 2019.
In 2024, 99Games, a company based in the city of Udupi in southwest India, solidified its position within video games through a strategic emphasis on high-quality, casual mobile gaming, exemplified by titles like Star Chef and Star Chef 2. The company's global user base is a testament to its broad international appeal, with a significant presence in markets such as the US, the UK, and Japan, as well as its home country.
In 2024, Indian e-sports company NODWIN Gaming completed the acquisition of Germany-based Freaks 4U Gaming, an e-sports marketing agency, for approximately INR271 crore. The acquisition, which followed an earlier investment, is expected to help NODWIN expand its global footprint, particularly in developed PC gaming markets.
Indus Battle Royale, a product from the Pune-based games studio SuperGaming, was launched in October 2024. The game was a novel addition to video games in the Indian market, combining futuristic battle royale gameplay with Indian cultural elements, such as the Virlok setting, and mythological influences – offering a fresh take in a genre dominated by Western titles.
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Understand the latest market trends and future growth opportunities for the Video Games industry in India with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in India, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsThis report originates from Passport, our Video Games research and analysis database.
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