The COVID-19 pandemic has acted as the biggest recruiter to the gaming pool and around 45% of the Indian population has started playing games during this period. Cheap internet and the need to kill time and connect with people were the biggest drivers.
New Delhi: The number of Indian gamers is growing at a compound annual growth rate (CAGR) of 12% and is expected to reach 700 million in FY25 as compared to 507 million in 2021, according to Dentsu titled Gaming Report India 2022. A new report states. - For sports.
Report says 46% of gamers in India are women and overall, 'real money game' revenue currently accounts for 57% of market size, but future growth driven by in-app purchases growing at 34% CAGR is expected to occur. There were 120 million paying users in FY22, which represents a 24% conversion rate.
Anita Kotwani, CEO, Carat India and Head of Dentsu Gaming, said, “The growing cultural influence of gaming, combined with the promise of the metaverse, has created endless opportunities for advertisers. With the meteoric expansion of esports and streaming platforms, gaming has shifted from a solitary sport to a spectator sport. Gaming platforms are now prime avenues for social interactions and self-expression. Given the liquidity and dynamism of the industry, a cookie-cutter approach can no longer be followed."
Globally, the cultural influence of gaming in India flourished with online gaming apps such as Rummy and Teen Patti. Board games like Ludo and other games like Uno are also very popular across age groups and genders. But gambling as a habit is an expensive hobby. On an average, a hardcore gamer spends ₹6,500 (approx) on accessories and peripherals to enhance the gaming experience.
But gamers are no different from the media. They watch and follow a lot of content on TV as well as online TV and spend around 28 hours a week on the medium. Casual gamers make up the largest contingent in the gaming audience pool. They mostly prefer smartphones as their gaming devices.
He said that the COVID-19 pandemic has acted as the biggest recruiter to the gaming pool and around 45% of the Indian population has started playing games during this period. Cheap internet and the need to kill time and connect with people were the biggest drivers.
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