Study of Potential Market of online gaming in Delhi NCR

Master of Business Administration In Software Enterprise Management (Marketing)

Under the Guidance of Internal guide : - Mr. Vivek Arya

Submitted by Name : -Damini Roll no. : - 04511809909

Centre for Development of Advanced Computing, Noida

Affiliated to Guru Gobind Singh Indraprastha University Kashmere Gate, Delhi 110006











__________________________________________ submitted by me to the GGSIPU Delhi, is a bonafide work undertaken by me and it is not submitted to any other University or Institution for the award of any degree diploma / certificate or published any time before.

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This is to certify that the project report (Course Code) entitled ³_______________________________________________________´ done by Mr. /Ms _______________________________ enrollment No_____________ is an authentic work carried out by him/her at ______________________ under my guidance. The matter embodied in this project work has not been submitted earlier for the award of any degree or diploma to the best of my knowledge and belief.


Today, the development of different online games in India is gradually picking up the market with rapidly increasing Internet cafe culture and broadband penetration. In past few years the progress in the development of web-based games in India has shown some positive escalating graph in various statistics. It has been estimated that the internet game market in India will exceed $200 million in 2010.

The aim of my project is study of potential market of online gaming in Delhi NCR. This includes the following pointsy y The comparison of India online gaming to International online gaming. Current market scenario of online gaming. This includes the type online gaming available in India and the current market players and their share in market. y y To understand the potential customers of online gaming. To understand the current marketing strategies used by various players.

The data collection will be done by using secondary and primary methods. A questionnaire will be prepared to understand the potential customer and their requirement


vast in deftness and the deep sense of gratitude that I feel for my most respected guide. for her ongoing interest. Vivek Arya (CDAC Noida) for her generous advice and kind guidance during the present study. constructive criticism and encouragement in completing this task. Also I wish to extend my heartfelt appreciation to all those people whose names may not be mentioned but their valuable support cannot be forgotten. friends. She has been a constant source of inspiration for us as she helped. advise. inspired and encouraged me in polishing the project. but with great warmth and feelings i deem it my proud privilege to have undertaken the present project work under the valuable guidance of Mr. relatives and the Almighty for His precious blessings throughout the tenure of this project work. I cannot adequately express the appreciation. 5 . At last I owe my indebtedness to my parents. Creating a work and that too in isolation has its own pitfalls.ACKNOWLEDGEMENTS I extend my sincere thanks to CDAC Noida for giving me this wonderful opportunity to pursue minor project in their organization.

GAMING ECOSYSTEM AND BUSINESS MODELS a. INTERNET: DRIVING THE GAMING MARKET IN INDIA -----------------14 a. RECOMMENDATION------------------------------------------------------------------------40 8. GAMING REVENUE MODEL E. ANALYSIS -------------------------------------------------------------------------------------30 6. Questionnaire for online Gamer B. SCOPE OF STUDY ---------------------------------------------------------------------------7 3. EMERGING GAMING FORMATS 5. Internet and broad band Penetration in India c. Gaming Ecosystem and Business Models C. CONCLUSION---------------------------------------------------------------------------------39 7. LITERATURE SURVEY-------------------------------------------------------------------13 A. EXHIBIT ----------------------------------------------------------A. Internet and Broadband penetration in India b. Internet user in India B. OBJECTIVE ----------------------------------------------------------------------------------7 2. DISTRIBUTION MODEL D.CONTENTS 1. Some major online gaming companies 41 6 . INTRODUCTION----------------------------------------------------------------------8-12 4.

y y The project tries to understand the present marketing strategies used for online gaming.Objective y The objective of the project is the study of potential market of online gaming in Delhi NCR. Scope of Study y The project aims to determine the different categories of online games present in Delhi/NCR. y It tries to capture the potential customer for online gaming market. The project tries to understand the potential customer for online gaming. 7 .

Chapter 1 8 .

Several new newspapers and supplements have emerged. A few years ago. Not to be outdone. which are broadcasting content to Indian audience. And why not! Gaming offers one of the best ways to reach audiences of all ages. began with an excellent business model ± of merging brand experience with gaming. ranging from simple casual card and arcade games to sophisticated flight simulations. even the Indian Internet industry has embraced entertainment as one of the key offerings. Several Internet companies have been experimenting with gaming in the past. minimizing multitasking and hence the clutter. However. etc. Further. etc. re-packaging of the content to deliver more entertainment value is clearly visible now. Gaming requires a player to pay attention. technological sophistication is not really a factor because games come in a host of forms. With gaming. NDTV Imagine. but with little success. Spicy magazines with gloss covers are hounding for attention of the Indian consumers. which has been bane of the traditional media (TV and Print) for quite long. Way back during start of the decade. The blogs have employed celebrities to give regular updates from their lives. players like Contests2Win.Introduction Indians are obsessed with entertainment and various media vehicles delivering entertainment are seeing enormous growth in the country. Movie reviews and discussion related to movies appear much earlier than the actual movie hitting the silver screen. 9 . reviews. Internet in India was dominated with functional content catering to news updates. etc. classifieds. There have been a spate of Television channels like Real. Colours. Hungama.

a lot of Internet users have started to go beyond the regulars like Orkut. the companies were not able to capitalize the audience. if I am not able to monetize. iBiBo. As a gaming publisher. The percentage of gamers amongst the Active Internet users increased from 25. They actually made themselves present across multiple genres. I won¶t have necessary resources and investments to innovate. it has a user registered base of nearly 60. These gaming companies did not limit themselves to one or two genres of games and having 5-6 games in each genre. The Virtual Worlds also known as Metaverses or Massively Multiplayer Universes are attracting a lot of attention. or probably both. Or should we say.3% to 41.000. With 3 servers (3rd server launched in 29th June 2009). etc. And. somewhere along the way. monetization would be harder to come by. These companies identified the right opportunity and put huge investment behind creating content and delivering it to the right audience. Facebook. Internet users are sitting up and noticing these. Zapak was one such company which burst into the scene with huge number of games developed in-house and sourced from other publishers And the Internet community in India responded very well. 10 . but all the same. The numbers from India have not been that high. Virtual worlds have been in the news quite a bit in the last year. with a plethora of games in each genre ± offering an unprecedented choice to gamers. In the social scene as well.However. BigAdda. Recently. were going slow on the innovation. and in effect getting caught in the viscous circle of innovation and monetization. a browser-based game that enables users to play games with others has caught Indian gamers interest. The most popular ones are the World of Warcraft and Second Life accounting for more than 20 million worldwide ³residents´. if there is no innovation. A couple of years back the circle was shattered by domestic and international companies.2% at a massive growth rate of 89%. Travian.

looked less like simulation and more real life. EA. the high-priced consoles have still not reached the Indian masses. with the Ghajini game. Eros Entertainment. These two brought in a new dimension to gaming altogether. While the PC gaming industry has been plagued with piracy. The jittery gameplay and graphics gave way to movie-like story line with super cool graphics and animations.The above was coupled with high profile launches of Microsoft Xbox 360 and Sony s PS3 in India. Encouraged with the above. Couple of years back Sony had lowered its PS2 prices which have seen revival since then ± maybe a learning that a console needs to be lower than $100 in India. there has been a tremendous growth nevertheless with correct pricing. The movies Hanuman and Ghajini had a presence in the gaming arena. There is unconfirmed news that IPL would feature in EA Sports Cricket 09 version expected to release in late 2009. making the game play more engrossing and captivating. However. Most of the mobile users in India are either teens or in their early twenties. better support and easily availability of games in various branded and non branded outlets. India already has more than 300 million mobile subscribers and still going strong. In the last few years. In fact. Zapak and several other game publishers entered the Indian shores allowing for easier availability of their software. a popular film distribution and marketing house has made a foray in the gaming industry as well. it has been observed that two biggest entertainment formats in India ± Cricket and Cinema are keen to integrate gaming in their offering. The other thing going right for the Indian gaming industry is the high growth of mobile subscriptions in India. making mobiles that they own a big platform for proliferating gaming related content. The real-life simulation games. The gaming industry has experimented with Bollywood games in 11 .

indepth analysis of gaming platforms. Browser-based MMOGs such as Wanted by Zapak. Social gaming (gaming on social platforms like Facebook and Orkut) and Bollywood games the gaming industry is likely to see another good year are recent introductions in the Indian online gaming market. the times are great for the Indian gaming industry. 12 . etc. We try to analyse all the factors playing a role in this industry. types of games being played. how they shape the future and what makes India such a strong bet for Gaming glory in the future. All the same. types of models being used. the results of these initiatives have not really been there. Shaheed Bhagat Singh and Agni. However. In this report we capture details of the current scenario of the Internet and Gaming industry in India. Further we analyse the entire gaming ecosystem such as the stakeholders in this industry. attitudes and behaviour of gamers. The console and offline PC games are bringing in the hardcore gamers. And then with the new emerging formats Massively Multiplayer Online Games (MMOG). Additionally we point out the drivers and issues facing the industry at the moment and ways to move forward successfully. It has a mass of users coming the online and mobile way.the past as well including games based on movies Dhoom.

Chapter 2 Literature survey 13 .

This exposed them to various gaming formats and the new titles and versions available in the market. enabling infrastructure and trends in adoption of other applications.Internet: Driving the gaming market in India Gaming in India got an impetus from Internet.85 Million) have subscribed to Internet. size of the Internet user base. Internet connections. I-Cube 2008. a syndicated research conducted by IMRB International estimated the number of PC Owning Households in the country at 7. international content was available easily to Indian users. Out of these 76% are broadband subscribers while 24% are still on the dialup. Thus. affluence levels of users. Some of the key variables that need to be understood are the total number of PCs. With Internet.8 Million (growth of 36% over last year). Internet and Broadband penetration in India To begin with. This has definitely increased appetite of gamers in the country. Out of these households 62% of them (4. These variables have a direct impact on gaming in India. Fig: Break up of Broadband and Dial up owning homes in India 14 . to understand the adoption and potential of online gaming it is essential to assess the overall environment for Internet usage and the penetration of PC hardware in the country.

The unlimited data download tariffs are much higher (upwards of Rs.m. they also happen to be the cheapest. most of the Internet connections are actually on a shared platform of DSL and Cable. even 256 kbps is the highest browsing speed that is promised. TRAI defines broadband in India as 256 kbps (much lower than the global definition of 2 mbps). Incidentally. 1500 p. 15 . Hence. Further. The gaming users are thus not allowed to freely experience true online gaming and in the online formats it is the simple flash games that are gaining more popularity. the Indian ISPs are offering high speed Internet even at 64 kbps and 128 kbps under the garb of broadband. In reality a user may be getting much lesser. for a 256 kbps connection). However. Another worrying issue from the gaming point of view is that the limited data download packs are very popular in India. More so.While the above scenario looks positive especially from the point of view of downloading heavy applications like gaming. given that the contention ratio of various ISPs exceeds 70 in most of the cafes. there is a dire need for the ISPs to look into this issue. the picture may not be completely rosy. Some publishers like Indiagames are defying this by entering into direct agreements with various ISPs.

16 . there are around 42 million Active internet users as on September 2008.Internet Users in India I-Cube 2008 estimates put in that there are around 85 million individuals who know how to use PC. An Active Internet User is defined as someone who has Internet at least once in last one month and hence are regular users of Internet. From these. Out of these 85 million individual around 57 million individuals have ever accessed Internet (recall having accessed Internet in the past).

Further point of interest is that Internet in India has got rather addictive with users accessing it at least 2-3 times a week. the mass is there on the Internet. Further. if we consider the 300 million urban population of India. This has naturally helped witness growth in many applications being accessed online. Thus. accesses Internet more often and is spending more time on the Internet ever. then the Internet users are a significant 20% of the population.3 hours a week in 2008. Hence the internet user audience today is young. College going and Young Men form 70% of the Internet user population in India.Currently the penetration of Internet in India is still around 5% of the country s population. The breakup of applications accessed in 2008 by demographics is depicted below: 17 . However. Even the number of hours accessed per week has increased from less than 7 hours per week in 2007 to almost 9. the school going kids. gaming being one of the frontrunners of this phenomena.

Users can use these applications to play with their friends or connect with other users on Facebook. Street be developed that merge entertainment in the communication or information platforms. Dragon Wars. Even the traditional games like scrabble. A case in point here is Facebook which has very effectively integrated several applications including gaming applications in its stream. etc. 18 . can be found as Facebook applications. chess. etc. Popular ones here include Mafia Wars.

including basic games such as chess and poker-which are free--to more intensive games such as massive multiplayer online role playing games. which cost money. These users are likely to stay on and indulge in engaging applications such as online gaming. Interestingly. With such patterns. but still has 250 million user base. However. QQ is not available outside China as of now. QQ a well known communication platform from the Chinese giant Tencent has quite effectively integrated gaming applications with its messenger platform. the largest search engine in China. it is quite evident that online services such as portals and social networking websites could be effective avenues in attracting persistent Internet users. 19 . In game advertising in QQ has contributed significantly to Tencent s revenues. Online gaming is an application which when integrated well with the offerings can increase the unique visitors and time spent manifold. QQGame is a gaming platform that has a wide assortment of games. it is important to understand the gamers first. Portals and SNS can actually have a larger and more attentive audience if they are able to integrate gaming formats that their audiences are likely to relate with and like. QQ s revenues are at least three times that of Baidu.Similarly.

Each player has their own specific role to play in the development of this industry. 20 . Some of these roles and interactions are enlisted below.Gaming Ecosystem and Business Models Defining the Gaming Ecosystem The Gaming ecosystem consists of the following five main players.

sound. program the software and test the game before actually launching it. 21 . Russia and Eastern Europe has been found to be an emerging phenomenon. etc Advertisers: These are one of the prominent revenue sources for this industry. they play a vital role in the development of gaming in India. educate users and create awareness.Game developers: These individuals actually create the game. They design the features. The cyber café owners are always on the lookout for addictive games which can attract large number of users to the café and also utilize plenty of hours making it a great revenue driver. computer components. It is these developers who help enhance features such as gameplay. China. They look to attract and appeal to the growing urban and tech savvy gamer Cyber café owners: In a country like India with low PC penetration in homes. These are the technical brains behind the game. This consists mainly of console manufacturers. They design the hardware equipment with which the game is essentially played. etc with their valuable modifications. Game publishers: They are the ones who promote and market online games. mobile device makers. These publishers can be stand alone or part of the developers as well. Recently. Telecom and PC hardware manufacturers: These are the infrastructure providers for the industry. outsourcing development work to countries like India.

The distribution model adopted plays a major role in how fast the game actually reaches the gamer. 22 . The four main models used currently in India are depicted in the diagram below. it is time to see how the games are actually made available. Distribution model chosen also plays a crucial role in dissuading piracy by making games more affordable and more conveniently available.Distribution Model ± reaching the gamers Now that we have witnessed the players of the industry.

com from Jagex Limited. In these sites. 23 . These sites often deliberately seek professional online users who are more likely to be interested in games. Additionally. Additionally. ISPs. Ecommerce Sites Certain eCommerce sites sell gaming CDs/DVDs through their websites. or other sites. Indiagames. particularly for mass market content. by showcasing the game on their service.Distribution through Gaming Portals Portals such as Zapak. make their avatar or character and play games. often as a result of their agreements with portals. this is not an effective avenue to distribute gaming software due to lower adoption of eCommerce services. These sites tend to generate substantial traffic. such portals are capable of handling online technical development issues on their own. gamers are expected to register. As of now. and Runescape. These sites score high on advertising spots and hits offering the greatest exposure to the and Yahoo! generally provide the greatest possible by Blizzard dedicated online game sites provide more targeted marketing. Examples include WorldofWarcraft. Dedicated Online Game Site Online gaming companies offer websites that are designed specifically for a particular game.

Retail Shop In this method. In case the game is linked to an event such as movies. the case of ³Ghajini´ game it made more sense to distribute CDs outside movie theatres itself and then expect the buyer to go play the game online. 24 . Such kind of distribution could be simply through promotions or a fee could also be charged. This is method ranks high for convenience factor and is slowly gaining popularity now. The jury is still out on arriving at a concrete decision regarding their acceptance. the distribution could be largely influenced by the offline occurrence. Quite a few branded electronic retail outlets are now stocking game titles. music. For example. Other Forms of Distribution There are certain alternative forms of distribution that are emerging in the gaming market. The gamer purchases the game in the shop and goes and plays it online using the CD/DVD purchased. They have achieved some measurable success till now. the game manufacturer simply stocks the game in regular shops. etc.

Gaming Revenue Models y Subscription based pricing model: These are a very common and popular model where the user generally pay a monthly fee that entitles them to unlimited usage during that month. Microtransactions/Item Purchase: Coupled with the above pricing. A. users pay an hourly/ monthly fee depending totally on the number of hours actually being used B. For example. Time based pricing: In this type of subscription model. incremental revenue for gaming companies is generated in numerous ways. subscription 25 . Flat fee pricing: Here the user is charged once for downloading the game. then is allowed to play the game for free henceforth C.

interstitial advertisements. A good example is the logo of Nike placed on the sidelines of a football match in FIFA. developers further build saleable advertising opportunities through the following: A. y Advertising based pricing model: These generally rely on some sort of sponsorship or advertising. Within the advertising model. some providers charge extra for downloading the same game to play on multiple platforms such as online and mobile. In this model the advertiser s pay for placing their advertisement (usually banner ads) on the website. B.content may be combined with additional payment for special services. Also. In game placement: A brand is placed in a game such that it becomes an integral part of the game and creates many opportunities for the consumer to interact with it. Games are monetized by advertising units sold around the game 26 . Other games may be supported through general advertising. The advertiser pays a fee for this in-game placement. rotating sponsorships. or other types of online advertising. Games derive their revenue from the sponsoring company which pays for the development of the game and generally recognizes value in messaging provided by the game. revenue is generated through sales of banner ads. though not the largest source of revenue. On-site advertising: Internationally the most common revenue model. such as participation in an event or in-game ownership of a specific object.

lesser cost burden on end user. Whether it's taking advantage of the relationship data in social networks to build novel gameplay or building community among people who play games. one type of game or any kind of monotony. the avid gamer is not easily satisfied with one type of content. etc. As per Icube downloads of games from Internet is already done by 48% of gamers which indicates this methodology has some promise for the future. 27 . Social Gaming Social networking and games go hand in hand.Emerging Gaming Formats These days. greater profit margin per game for developers and most importantly tries to tackle the flourishing grey market for games. that s why the great attraction to design. Another very popular feature observed in this format is the global availability of the game for simultaneous launches in different countries becomes much easier. distribution.What does the hardcore gamer actually want? How to make my content applicable for all? The answer to these lies in innovation at every step of the gaming ecosystem. platforms. Or simply newer formats for gaming are required. Game developers are always on the look out for the answer to this one question. marketing. This technique has its many advantages such as reduced distribution time from game development to final usage. Some of the most popular emerging formats have been briefly touched upon below: Digital Downloads Is the latest phenomenon to hit the Indian Gaming market wherein users are allowed to download the games directly using the Internet for a fee. Social gaming is a new genre of gaming which adds the ÄSocial factor to the games.

Such competitions are recently being carried out in certain institutes across the country 28 . MMOGs: Massively multiplayer online game are simply video games where thousands of players simultaneously in a virtual world. has its very own social network for casual gamers. Thirdly they let you create a new identity or become someone else which especially appeals to those users who idolize developers are discovering clever ways to build real communities around the games they're developing. According to a leading publisher there are already around 50. Now people can play and socialize at the same time on their already well established social networks.Nunook which allows users to play games without signing up but also provides lot of exclusive content to those who do sign up and gain sufficient points gaming. Social networking sites such as Orkut and Facebook have multiple applications and games to play for their registered users. Secondly they allow you to continue playing from where you left off last. Firstly they allow users to play among millions of others thus encouraging community.000 Indians in such communities and judging by the growth rate of this format this number could well double over the next year. Sports /Gaming tournaments This kind of format has already become very popular in western nations with gaming championships where many gamers compete to see who is the best gamer for a selected list of games. India too. There are a number of factors shared by most MMOGs that make them unique.

Educational Games They are games that have been specifically designed to teach people about a certain subject. treasure quest. Fantasy Gaming / Real Life simulations/MMORG These games are almost like simulation games or role playing games. These games are also quite often referred as edugames or edutainment due to their intrinsic values. Players can form leagues of their own and compete among each other and against the rest of the world.and are bound to increase in popularity in the near future due to the great prizes being dished out and large number of advertisers already ready to promote such events. understand a historical event or culture. They include board and card games. 29 . Math blaster. and video games. Such games bring together large number of followers of the sport itself and also help all demographics play a part in the gaming experience. expand concepts. An example of one such game is stock market or share simulation games where a person gets to experience the real life scenario in a stock market. multiplayer in nature and existing in a persistent virtual world. reader rabbit are some examples of this type of games. reinforce development. Other popular games among Indians were Cricket super selector and EPL Fantasy league where the user gets to become a manager of a team and select his own players and earn points based on their performances in matches played in real life. or assist them in learning a skill as they play.

CHAPTER-3 Data Analysis 30 .

and often have standardized answers that make it simple to compile data. Primary Data A questionnaire is a research instrument consisting of a series of questions and other prompts for the purpose of gathering information from respondents. such standardized answers may frustrate users.. This questionnaire tries to capture the potential customer and this tries to cover all the factors . Questionnaires are also sharply limited by the fact that respondents must be able to read the questions and respond to them. age.Introduction The analysis will determine the potential customer based on the several factors that will include the demographic factors like sex. Data collection Secondary Data The data collected by various articles by iamai and other organization. The journals and some books are used for the data collection purpose. this is not always the case. However. occupation and the choice of games and money they spend on these games.In this it tries to understand the type of games prefer by these games and the source they like to use for playing like gaming portals etc. 31 . Questionnaires have advantages over some other types of surveys in that they are cheap. A questionnaire for the online gamers is designed. do not require as much effort from the questioner as verbal or telephone surveys. Although they are often designed for statistical analysis of the responses.

a sample population selected because it is readily available and convenient. The most commonly used distribution model for playing online games. The researcher using such a sample cannot scientifically make generalizations about the total population from this sample because it would not be representative enough. It may be through meeting the person or including a person in the sample when one meets them or chosen by finding them through technological means such as the internet or through phone. 32 . y y y Target Population This covers the online gamers in India. That is. Which age group prefer which game . Scope of the Questionnaire To understand the type of online games usually preferred .This questionnaire will help to determine the likes of the gamer and will therefore help the gaming organization to focus on those particular areas. Sample Size A random sample of 100 online gamer is selected . Sampling Technique Convenience sampling (sometimes known as grab or opportunity sampling) is a type of nonprobability sampling which involves the sample being drawn from that part of the population which is close to hand.

Other factors include time for the research and psychological factors. y The sample population size and the geographical area in which the study is conducted is too small to reach a generalized conclusion. Other factors include time for the research and psychological factors.Limitations The mode of Primary Data collection will be Questionnaire. The Questionnaire has a Limitation where the responses from the respondent may be ambiguous and inaccurate. y 33 .

70 percent of the online gamer are men.e.Statistical Analysis Percentage analysis is used for research analysis. age of general Online Gamer 10 to 25 years 25 to 50 year above 50 years 5% 35% 60% 34 .They generally belong to a young age group of 10 to 25 years. The majority of these men and women are either working or student. Demographics based on Survey The survey shows that the majority of the gamers in India are man i.

occupation of a Typical Indian Gamer working busniess student other 7% 34% 52% 7% Gaming Behavior The survey shows that casual games are generally the most preferred online game. But MMOG¶s also have huge share. The survey shows that Type of Game Played by young Men Casual Games MMOG's MMORG's 20% 48% 32% 35 .

type of Game played by people whose age is between 26 to 50 years Casual games MMOGS MMORGS 26% 46% 28% type of Game played by people whose age is above 50 years Casual games MMOGS MMORGS 21% 13% 66% 36 .

type of casual game generally preferred by an online gamer Arcade card Strategy Action & Adventure Puzzle Sports Racing 18% 13% 12% 8% 14% 17% 18% o often does a general online gamer play online game? Daily Weekly Monthly Seldom 25% 27% 10% 38% 37 .

Money spent by an online gamer in a month FREE games Between Rs 150 to 200 Between Rs 50 to Rs100 above Rs 200 Between Rs 100 to Rs150 28% 27% 25% 15% 5% play online games on online portals Dedicated online sites Social sites cyber café other 4% 8% 30% 39% 19% 38 .

The women prefer the casual games over the other two type of games. 39 . ‡ ‡ ‡ The action and racing games are the two most popular casual games in India. The average money spent by online gamer is between RS 100 to 150. The most common medium used for playing is online gaming portals. In case of young men the massive multiplayer online role playing games are becoming more popular.Conclusion ‡ ‡ ‡ ‡ The majority of online gamers are between the age group of 10 to 25 years. Casual gaming is generally the most preferred type of gaming.

40 .RECOMMENDATIONS ‡ The most preferred games are action-adventure and racing games so there is a need to design more of these games. ‡ Gaming industry is growing at a fast rate but there not sufficient there gaming institute so there is a need to construct gaming institutes. ‡ Use of push marketing strategies for online gaming is required.

Questionnaire for Online Gamers Q1 Name of the Person _________________________ Q2 Address of the person _____________________________________________ _____________________________________________ Q3Gender Male Female Q4Age group of candidate 10 to 25 years 25to 50 years above 50 years Q5Occupation Working business student other Q6category of online games you usually play Casual games Massively Multiplayer Online Game¶s Massively Multiplayer Online Role playing Game¶s Q7If casual games. then what type Arcade Puzzle Card Sports Strategy Racing Action & Adventure 41 .

Q8how often do you play online games Daily Weekly monthly seldom Q9For how many hours you play online games Less than 1hr 1 to 2 hrs 2 to 3 hrs more than 3 hrs Q10You play online games on Online Gaming Portals Cyber Café Dedicated online gaming Sites Other________ Social Sites Q11how much money do you pay for online games in a month Free games between Rs50 to Rs!00 above Rs200 Between Rs101to150 Between RS150 to 200 Q12 what type of games you think should be created in future _________________________________________________________ 42 .

com) 43 .com(indiatimes) 7sea Technology Koffii.Some major online Gaming Companies ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ (Reliance) Dhruva Kreeda Games Indiagames. Cha Yo Wo Technology solution(gamezindia.

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