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Levelup | Online Gaming in 2022: a USD 5 Billion Opportunity and 4X of Growth

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  • 44 Pages
  • February 2019
  • Region: Global
  • Redseer
  • ID: 5148370
The Digital gaming industry in India is at an inflection point where it is becoming a sizable opportunity for both Indian as well as international players. The ~USD 1-1.2 Bn industry today is expected to reach USD 4.5-5 Bn by CY 22. Further, the impact of the industry is multi-fold on the economy in terms of revenue and skills spill-over as well as in terms of job creation and growth of ancillary industries like design and payments, among others.

There are broadly 3 segments within the larger scope of digital gaming:

Mobile-app based Gaming:

This has the largest user base low barriers to entry. Majority of audience is formed by casual gamers. There are 2 kinds of apps in India:
  • Free Games (which monetize through in-app purchases or some form of advertising)
  • Paid Games (which monetize through an app subscription fee)

Real-money Skill-based Gaming:

This consists of games where players use real-money for playing. While this has seen growth in the past couple of years, the regulatory and ecosystem restrictions continue to be there. The most common forms of this segment are:
  • Card based games (Poker, Rummy etc.)
  • Fantasy Sports games

PC and Console based Gaming:

The players are typically more evolved here compared to mobile gamers, and the monetization per user is also considerably high as users invest in both hardware and software.

Ensuring the growth of the Digital Gaming industry in India will require coordinated efforts from the industry as well as policymakers.

The level 1 of opportunities can be unlocked by promoting growth via nurturing higher demand and increasing supply quality. This, in turn, can be achieved by focusing on the following key factors:
  • Higher inclusion of under-served demographics such as women.
  • Greater focus on context and context localisation (eg: vernacular).
  • Shifting from outsourcing to IP creation.

Similarly, the level 2 of opportunities can be unlocked by promoting growth through policy interventions and partnerships, which, in turn, can be achieved through the following steps:
  • Financial and community support for developers and publishers.
  • Partnering with Educational institutions.
  • Leveraging existing policy initiatives.
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Table of Contents

1. Indian Digital economy overview
1.1. India's fast growing internet population
1.2. Increasing smartphone penetration
1.3. Falling Data Costs
1.4. Rapid Growth of Digital Economy
2. Indian Digital Gaming Landscape
2.1. Fastest growing sector in global entertainment industry
2.2. Structure of Indian Digital Gaming Industry
2.3. Mobile-app based Gaming
2.4. Real-money Skill-based Gaming
2.5. PC and Console based Gaming
2.6. Indian Digital Gaming market landscape summary
3. Roadmap for the industry and policy stakeholders
3.1. Level 1: Growth via unlocking demand and increasing supply
3.2. Level 2: Growth via Policy intervention and Partnerships
3.3. International Case Studies
3.4. Impact on the economy


1. Primary Research Consumers, stakeholders and industry experts are interviewed to help us validate key trends and market estimations.

While the exact figures may vary for different reports, on average, the publisher conducts:

  • ~1,000+ consumer surveys
  • ~30+ IDIs (in-depth interviews) with stakeholders (consumers, suppliers, distributors and delivery executives, among others)
  • ~25+ detailed discussions with industry experts Depending on the report in question, consumers and stakeholders are distributed across:
    • City tiers (Metros, Tier 1, Tier 2, Tier 3 & Tier 4 cities)
    • Income levels
    • Genders
    • Age groups
    • Professions
    • Internet usage pattern
    • Geographies


2. Secondary Research Secondary includes analysis of databases available in public domain. Information sought is cross-referenced and aligned for soundness.

Note: In order to maintain confidentiality, results and analysis of the surveys and expert interviews are presented at level of overall scenario analysis and representation only.