Business Standard

Gameplay for start-ups

The gaming industry is witnessing a digital revolution in India but most developers are yet to make big bucks, writes Shameen Alauddin

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The gaming industry is witnessing a digital revolution in India, but most developers are yet to make big bucks. SHAMEEN ALAUDDIN writes

Ten-year-old Yash Chandani is already into playing games using virtual reality glasses. Forty-seven-year-old Shamima Akhtar has spent over ~10,000 playing Candy Crush. The Indian online gaming industry is seeing a boom, thanks to smartphone proliferat­ion and growing digitisati­on over the past two years.

India is already one of the top five countries for mobile gaming, according to a 2018 report by POKKT, a mobile video advertisin­g platform. The country’s gaming industry is worth over $890 million and has more than 250 game developmen­t companies, up from a mere 25 in 2010, with at least two start-ups coming up every month.

The online gaming industry is fast turning into a billion-dollar market. Not only this space has attracted investment­s from technology behemoths like Paytm, Tencent, Youzu and Nazara, but witnessed brand endorsemen­ts by celebritie­s such as Virat Kohli and Hrithik Roshan.

Concept

Online gaming companies are rushing to cash in on the explosive growth of smartphone­s, of which India is expected to have 530 million users by the end of 2018. This uptick began in 2016 with the launch of Reliance Jio, which provided easy access to low-cost 4G data plans, forcing other telecom giants like Airtel and Vodafone to slash their rates.

Mumbai-based Dream11, set-up in 2012, offers games where players manage fantasy football, cricket, basketball and kabaddi teams. Founded in 2008, Karnataka-based 99Games gained popularity with online games such as Words Worth, Star Chef and Spell Up. Octro, establishe­d in 2006, made popular pastime games like Teen Patti and Indian Rummy.

While a direct comparison is difficult as the online gaming segment is vast and varied, Nazara, the maker of games Chhota Bheem, Speed Racing and Motu Patlu, is seen as the segment leader.

Founded in 2000, the firm caters for 61 countries and has 10 million active monthly users. Having raised $64 million so far, the company is planning to launch an initialpub­licofferin­g. It also picked up a 10per cent stake in offline virtual reality gaming start-up InstaSport­z.

Other players in this sector include Loco, Passion Gaming, PlaySimple, Flixy Games, GameXS, RedMonster­Games, Pi Interactiv­e, Apar Games, and CreatioSof­t.

Opportunit­y

Global outsourcin­g advisory firm Tholons’ Services Globalisat­ion Index-2018 ranked India as the top digital nation, beating the US. More than 222 million active gamers have been spending average 42 minutes playing mobile games every day in the country as of 2017, the POKK report added. Male users above the age of 15 on average spend 10-20 minutes per session, with fourfive sessions every day; female users in the same age category spend 8-12 minutes per session across seven sessions on a daily basis. In terms of audience profiles in India, there are 38 million above male users above the age of 15 and 21.4 million female users in the same age group.

This rapid growth in India and southeast Asia comes at a time when the gaming industry in the US and China is witnessing saturation. In 2017, Indians downloaded 12.1 billion apps on their phones and tablets, compared to 11.3 billion in the US, according to an annual report by App Annie, an analytics company. App downloads in India tripled between 2015 and 2017, while the US saw a 5 per cent drop in the same period, the report added. While 97 per cent of the app downloads in India are on Android’s Google Play, Apple’s iOS accounts for a larger share of consumer spends, at 75 per cent.

Indian game developers are cashing in on the opportunit­y with local offerings. By offering free-to-play games, these start-ups are trying to improve user engagement.

Ludo King, the top game from India in 2017, has crossed the 10-million daily active users (DAU) mark, while its monthly active users stand at 70 million. Subway Surfer (5 million) and Temple Run (2.5 million) are in the second and third spots, respective­ly.

Revenue and road ahead

With India projected to have 735 million internet users by 2021, the online gaming market is estimated to grow to $1billion by 2021 and the digital advertisin­g industry to around ~190 billion by 2020, according to a 2017 study by Google KPMG. Currently, even though online games are gaining traction, most of them are yet to make big bucks, with some yet to monetise.

Start-ups are riding on digital advertisin­g to open revenue streams for them. With live quiz apps, contesting platforms and live video-streaming gameshows making inroads in the Indian gaming market, the country is seeing a trend in that

direction. Companies such as Octro, Nazara Technologi­es, Moonfrog Labs, PlaySimple, Red Monster, and Six Red Guns have also leveraged their experience with gaming firms.

However, where global users are increasing­ly spending on in-app game purchases, Indians are still shy of spending money on games. On every popular game, less than 1 per cent daily active users opt to spend, resulting in game publishers opting for a freemium model. The nature of advertisin­g is also undergoing a change — from traditiona­l ad pop-ups, we now see an uptick in rewarded videos, where a user is requested to watch an advertisem­ent instead of spending money to continue playing.

 ??  ?? The online gaming market is estimated to grow to $1 billion by 2021
The online gaming market is estimated to grow to $1 billion by 2021

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