Video games in India is expected to maintain dynamic but slowing current value growth over the course of the forecast period. Mobile games is projected to continue to see solid value growth.
Interest in e-sports continues to grow exponentially in India, due to the increasing adoption of smartphones, a growing number of gaming communities/tournaments, and improving recognition of e-sports as a legitimate career with significantly high earning potential through tournaments and sponsorships. This growth is not limited to metro and tier-1 cities, but also tier-2 and tier-3 cities, with more and more gamers emerging from non-metro cities.
AR/VR headsets is expected to experience robust current value growth in the forecast period, albeit from a small base. This is mainly due to rising awareness of such products, and a growing need amongst consumers for the latest cutting-edge technology for a more immersive gaming experience.
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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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