Professional Documents
Culture Documents
Mobile Gaming Report v17
Mobile Gaming Report v17
IN INDIA
Market Opportunity Report
2020
Powered By
Table Of
Contents
Scope Of The Report
03 39 Industry Analysis Of Mobile Gaming Market
04 Executive Summary Porter’s Five Forces Analysis
Growth Drivers
With three out of four Indian players enjoying mobile games a minimum of twice a day, the industry is poised to grow at a substantial rate
over the next five years.
Currently pegged at $1.2 Bn (end-2020), India's mobile gaming market is expected to reach the $1.6 Bn milestone in 2025. With a
Covid-19-triggered boost in demand, and the ban on Chinese mobile apps, Indian startups are eyeing a huge market opportunity to build
and scale up.
This report presents an overview of the Indian mobile gaming industry, and the opportunities it possesses.
Before the outbreak of the coronavirus pandemic, India’s mobile game market had drawn plenty of attention, keeping pace with peers in
terms of game development. Over 75% of Indians used the internet every day, with users in the 16-29 year age-bracket as their primary target
audience.
Over the past few years, the mobile gaming market has witnessed phenomenal growth in India, with more than 400 gaming startups,
entertaining around 326 Mn mobile gamers in 2020.
The Indian mobile gaming market is expected to reach $1.6 Bn by the end of 2025. The industry has gained momentum due to a jump in
smartphone users, courtesy growing young population, rising interest in gaming and evolving ease of use.
Mobile game downloads soared in April, reaching a peak of 197 Mn in a single week — a 75% jump compared to the weekly
average of previous quarter
Ludo King, PUBG Mobile, Clash of Clans and Teen Patti–Online Poker were some of the popular products that gained traction
Games in the arcade, casual and casino categories spiked more than 150% in terms of app usage (January-April 2020)
Users of online gaming platform Adda52Rummy from Delhi, Kolkata and Gujarat increased
Paytm Games’ Rummy gained most traction, with both the number of users and gameplays doubling every week
The early growth phase saw many This stage will witness high number of gamers,
revolutionary developments such as launch of game publishers and developers.
The first legendary mobile game was launched
Apple and its app store in 2007, launch of
by Nokia named as Snake Game in 1997 on a
Android play store in late 2008
black and white screen.
Launch of Tap, Tap Revenge in 2008, Doodle
Jump in 2009, Angry Birds in 2010 and Temple
Run in 2011, all proved to be mega hits.
Nokia introduced OS- S40 in 1999 and S60 in
2001 which gave birth to different mobile games
made on Java and in JAR format.
Nokia embedded its first Console and PC gaming Launch of Apple and Tap Revenge (2008), In 2016 alone, more Indian PUBG’s launch in India led
mobile game, Snake, on companies started to Android app stores Doodle Jump (2009), developed games topped to double-digit percentage
its handsets in 1998. invest in the mobile radically changed the Angry Birds (2010) and the local download charts growth in the number of
gaming market. In early mobile gaming market. Temple Run (2011) were on Google Play than ever mobile gamers.
Japan’s success of 2000s, Snake Xenzia was mega hits for the mobile before. Google launched cloud
I-Mode network-based released, and later moved gaming industry. Freemium and Virtual gaming service Stadia
games created a boom to a red-and-white colour Reality Games supported which allowed users to
for WAP-games – users scheme, which gave a The year 2012 saw the growth of the mobile play without a console
could play these games boost to mobile gaming. success of games such as gaming industry.
using WAP browsers CSR Racing, Clash of
installed on their phones. Between 2001 and 2007, Clans, Hay Day, Puzzles & Around 40-50 Mn people
industry giants’ games, Dragons and Candy Crush played games on their
from the likes of Sonic the Saga in terms of smartphones and feature
Hedgehog, Tiger Woods monetization. In early 2013, phones, at an annual
Golf, Madden NFL, The Supercell announced its growth rate of 40-50% in
Prince Of Persia, Sands of games were generating 2015.
Time and Splinter Cell, $2.4 Mn in revenue a day.
found their way to mobile At $206.5 Mn (2016),
devices for the first time. augmented reality-based
game Pokemon Go topped
the charts in terms of
gross revenue generation
by any mobile game ever
in the first month.
China enjoys a leadership position, followed by the US, Japan, South Korea and the UK
China India
6.33
on gaming
(hours/week) 6.35
US Indonesia
1% 3.3%
Ranking According
1 2 3 4 5 6
To Market Size
Matchington
Arknights Black Desert
Mansion Lineage 2 Star Trek Fleet Coin Master
Command
CrazyRacing
Professional
KartRider Homescapes Langrisser Rise of Kingdoms
Baseball Spirits A Rise of Kingdoms
Purchases
Revenue Share
Mobile Carriers Realignment of entities/stakeholders
Promotion/Payment along with addition of multiple revenue
streams has led to the development of
the mobile gaming ecosystem
Online/
Payment
Offline Media
Ad Networks
Ad Spend Payment Fee
Branding/ Viral
Network Operator
Publishers
Channels PK GAMERS
OEM
Payment Gateways
Ad Networks
In a shift from the past, Indian makers now develop games for the Indian audiences, instead of targeting western markets first,
and subsequently enhancing their reach back home
In 2019, 5.6 Bn mobile gaming apps were downloaded in India - the highest around the globe
The number of mobile gamers in India is estimated to increase from 85.9 Mn in 2017 to 326.0 Mn by the end of 2020
Indian gaming industry’s revenue growth is pegged at 24.5% (CAGR) during 2017-2020
Indian developers are dominating the gaming market, with local games such as Online Rummy, Teen Patti, Ludo, Snakes,
Checkers and Chess
Most homegrown developers are focusing heavily on the localisation of games, adding unique Indianised features
Online games are not limited to just two but multiple players; players can win more money by playing rummy for cash at
multiplayer tables, which are more popular among them
PUBG has boosted the Indian mobile gaming market; originally a PC game, PUBG was shifted to mobile platforms in March 2018;
it crossed 50 Mn users in India by May 2019
Publishers have gained popularity by rolling out mobile versions of their games; PUBG Mobile, Fortnite, Asphalt Legends, Alto’s
Odyssey and Call of Duty are some of the most successful names in this context
2,000.0 15.00%
13.38%
1,500.0
Market Size (In $ Mn)
10.00%
Growth rate in %
1,000.0
5.00%
500.0
0.0 0.00%
2020 2021 2022 2023 2024 2025
Source: Statista
Note: Data as of July, 2020
© Inc42 Media | not for distribution 17
Mobile Games Classification By Genres
Genre Description Popular Mobile Games
Crossy Road
RBI Baseball 20
Temple Run 2
Puzzle
Action
Strategy
Genre
Sports
Adventure
Action
Gaming genres with more than 20%
Puzzle
Puzzle
Puzzle
Arcade
Adventure
Racing
Action Arcade
Puzzle
Adventure
Arcade Adventure
Adventure
Sports
Racing Action
Action
Strategy
Average number
of games on
mobile phone
5 4 3 2
7.0%
Chance Based
12.0%
12.0%
Skill Based
17.0%
14.0%
Strategy
30.0%
18.0%
Sports
31.0%
22.0%
Racing
34.0%
23.0%
Arcade
37.0%
26.0%
Adventure
40.0%
30.0%
Action
49.0%
37.0%
Puzzle
54.0%
Source: Statista
© Inc42 Media | not for distribution 24
Understanding Indian Gamers' Profile
60 Mins+
Amongst
25% 10-30 minutes
Source: Kantar IMRB, 2018 Source: Kantar IMRB, 2018; Pokkt survey, 2018
© Inc42 Media | not for distribution 25
Mobile Gaming: Redefining Family Time
Gaming Takes Over TV Owned Prime Prime time is no longer restricted to TV thanks
to the constant evolution of media landscape
Time In India and the exposure of consumers to a wide
variety of touch points. Traditionally, it is
defined as the time slot between 6 pm to
50%
midnight, characterised with highest TV
viewership.
39%
The definition of prime time, however, also
seems to be evolving, considering the highest
degree of mobile gamer engagement during
25% 25% these hours. By and large being a solo activity,
mobile gaming has impacted the family time
17% in a more typical sense, which involved
13% consumption of the same content by family
13% members of different age groups in case of
TV.
56% 56%
44%
41% 48%
40%
Early Morning Afternoon Late Evening Night Late Night Early Morning Afternoon Late Evening Night Late Night
Morning Afternoon Morning Afternoon
Free To Play With Upgrades These are initially free to download but require payment for various upgrades provided in the game
Freemium The user can download and play these for free, but small, in-game purchases, also called
micro-transactions, are applicable; popular examples are Clash Royale, Candy Crush Saga and
Fortnight Battle Royale
Advertising In this model, the user is not charged but the game contains ads, with an aim of generating revenue
Display ads: Static ads, dynamic display ads, banner ads, video ads, pop-up ads etc.
Interstitial ads: These are commonly placed in games with a level-based progression; ads are
displayed between levels, utilising a natural break in the gameplay, therefore relatively less intrusive
Incentivised ads: These ads come with in-game incentives, like a play currency or a boost, in
exchange for viewing or interacting with an ad
Contextual ads: These are integrated into games, often as branded virtual items or storefronts within
the scope of gameplay
Shareware This model allows users to play a free trial/demo version of the game, but requires them to make a
payment to unlock the full game; it provides a limited gameplay with the goal of enticing the player to
purchase the full version
125.0 20
110.6 16
100.0
15
88.2
Amount In $ Mn
Deal Count
75.0
10 73.7
10
8
50.0
4 5
25.0 4
3 3
23.3
0.7 1.2 8.6
0.0 0
2014 2015 2016 2017 2019 H1 2020
2018
Esports
0.3%
Casual
5.1% Fantasy
Strategy
58.9%
3.7% Funding Amount
Social
3.7%
Others
25.9%
100.0
75.0
Amount In $ Mn
50.0
25.0
0.0
125.0
1.7
100.0
100.0
1.8
79.0
Amount In $ Mn
3.3
75.0
70.4
50.0
0.3
25.0
0.2
23.0
0.7 1.2
7.4 8.8 8.4
0.0
Hyderabad 2018 $1 Mn
Bengaluru 2019 $6 Mn
Dream 11 112.4
-131.0
Junglee Games 26.3
-23.3
Moonfrog Labs 18.7
-11.3
Nazara 7.8
-7.3
99Games 3.8
-4.8
Startups
HalaPlay 3.1
-7.2
0.6
Winzo Games
-1.2
0.4
MPL -12.5
0.2
9stacks -0.7
Expense In $ Mn Revenue In $ Mn
Note: Exchange rate, 1INR =0.014 USD
Note: Standalone Financials For FY19 Are Considered © Inc42 Media | not for distribution 37
Dream 11 : Mobile Gaming Startup Outlier
Mobile gaming startups struggle to gain revenue
150.0
100.0
Revenue (In $ Mn)
50.0
0.0
0 25 50 75 100
Expense (In $ Mn)
Industry Rivalry High Large Number Of Companies: The mobile gaming industry has a large number of companies competing
with each other, which means high industry rivalry.
Low Switching Costs: A low switching cost for the consumer increases rivalry among competing
companies in the industry.
Low Level Of Product Differentiation: Products sold to the consumers are very much alike.
Diversity Of Rivals: Players in the portal provisioning industry hail from different backgrounds, such as
websites, TV stations, game development and mobile delivery, which makes it more difficult to judge a
rival’s moves and, in turn, intensifies competition.
Buyer Power High Multiple Portals: The presence of a large number of companies rivaling to win consumers in the mobile
gaming industry necessitates the need to please the buyer, leaving the consumer with greater power.
Low Switching Costs: A low cost for switching between different portal provisioning companies leaves the
customer with a higher bargaining power.
Fragmented Buyers: Buyers have their own, unique needs for mobile gaming which must be taken into
account.
Entry Barriers High Low Technical Skills Required: Starting a company to foray into mobile gaming does not require any
special technical skills, as the games can be purchased directly from the publishers and aggregators
through websites, and hosted at wireless application service provisioners.
A company needs to purchase a transportation service from mobile delivery companies to be able to
provide the game to the consumer. Existing internet portals expand by adding more mobile games to
their content portfolio.
Easy Access To Distribution Channels: This entails low barriers for new entrants, as a company only
needs a webpage to to start distributing the product.
Brand Franchise: Consumers do not give preference to any special brands, which also ensures that entry
barriers remain low.
Threat Of High Mobile Entertainment: Often viewed as a substitute to mobile gaming, mobile entertainment includes
Subsitutes news, chat, video streaming, and even horoscope.
Electronic Games: Also viewed as a substitute to mobile gaming, electronic games address the user’s
need for playing games alternatively, through another platform. MSN Gaming and Yahoo Gaming are
examples of electronic games available on the Internet, whereas CounterStrike and Hitman are of those
played on a computer or a portable console, such as GameBoy.
Supplier Power Low Low Switching Costs: The cost of switching between different suppliers is fairly low for portal provisioning
companies, since the application developer gets paid each time the game is downloaded, and is not
arrived at based on a contract. That leaves the supplier with little power.
High Buyers Power: The buyer commands a higher power compared to the supplier, which means the
portals have to deliver services the customer demands, without any need for negotiating with the
supplier.
Concentrated Purchases: Many of the portal provisioning companies make concentrated purchases
either through bundled game packages or by requiring all games from one supplier. This concentration
of purchases weakens the supplier’s power.
Gamezop has an unconventional way of engaging its target audience; it integrates its games inside popular apps, offering
more than 250 HTML5 games from third-party developers to users
Dream 11 combines fantasy gaming with some of the most popular sports in the world; endorsed by MS Dhoni, Dream 11 allows
users to leverage their knowledge of a sport and compete with other users during the course of a live match, be it football,
cricket, kabaddi, basketball or hockey
Creation Of Funds
Earlier, mobile games were published predominantly by smaller independent companies, such as Jamdat, Gameloft, I-play and
Glu. However, in recent years, a slew of established publishers have entered the mobile gaming business to leverage their success
in the console and PC segments. The ways in which console- and PC-game publishers have acquired a stake in the mobile
gaming business include a fund of undisclosed amount, launched in August by Delhi-based venture capital firm Lumikai. The fund
looks to invest in 15-20 early-stage gaming and interactive media startups in India.
Rural Uptake
With mobile internet becoming increasingly cheaper and more accessible, industry statistics reveal that up to 80% of regular
gamers are from outside metros, and 40-60% of India’s overall gaming population resides in Tier II and Tier III cities (2019). Cities
such as Mangalore, Guwahati, Jaipur and Bhubaneswar are reportedly home to a significant portion of online gamers in the
country, promising valuable support to its mobile gaming market.
Limited Funding
To provide customers with cutting-edge services, gaming companies operating in India require adequate funding for the
development of IP and infrastructure. Constraints in funding emanating from the global meltdown and credit crunch are likely to
affect the Indian gaming industry in the projected period.
Currently, the country does not have well-defined laws on online gaming, gambling and fantasy sports. Segments such as online poker,
rummy and lotteries are still not governed by any dedicated law. The result is inevitable: online card games in India are also in limbo,
struggling against poorly-defined legal boundaries.
Online gaming, gambling and lottery websites currently do not comply with norms on internet intermediaries under the Information
Technology Act 2000. Similarly, almost all online poker websites in the country are in violation of one or more laws.
The Public Gambling Act 1867, which deals with premium fantasy sports in the country, criminalises gambling in a public forum,
but fails to distinguish between a game of skill versus a game of chance.
Roulette or three-card games such as Flush are games of chance. Betting on horse racing has been defined as a game of skill
by Indian courts, but again, the law varies from state to state.
Fantasy sports are legally permitted almost throughout the country, barring Assam, Odisha and Telangana.
Games involving a considerable and substantial degree of skill (mathematically, more than 50%) don’t fall within the betting
category, and are legal in India.
A GST of 18% is applicable on games that are based on skill, such as Dream11, which comes under the fantasy sports gaming category.
Sikkim is the only state in India to have enacted a law for online gambling and sports-betting. The state government amended the Sikkim
Online Gaming (Regulation) Act 2008 in August 2015.
The Act restricts licensed online games and sports games to the physical premises of gaming parlors within the geographical boundaries
of the state through intranet gaming terminals.
Nagaland recently passed The Nagaland Prohibition of Gambling and Promotion and Regulation of Online Games of Skill Act 2016, which
allows a licensee to offer games of skill in the other parts of the country subject to the condition that such games are not classified as
gambling in the target state. The Act also acknowledges the power of each state to regulate the gaming activity within its jurisdiction.
Dream 11 is the Official Fantasy Game Partner of the International Council of Cricket (ICC), VIVO Pro Kabaddi League (PKL), Hero Indian Super
League (ISL), National Basketball Association (NBA), Hero Caribbean Premier League (CPL), International Hockey Federation (FIH) and Big Bash
League (BBL).
Company Inception Key Investors Sports Available Format Business Model Users (Mn.)
When it comes to gaming, CX is an integral part of the gaming experience. Players want to be able
to contact the game publishers for bug fixes, game-related queries and billing issues without
having to leave their game, especially competitive games where every second counts. This is where
in-game support services are vitally important in keeping players engaged. Connecting players
with support agents within the game not only gives players a more seamless experience, but it also
KT PRASAD provides agents with valuable context. This ultimately speeds up resolution times, which makes for
MD and RVP Sales, a happy player.
India & SAARC, Zendesk
AI-powered chatbots provide gaming companies with a quick, efficient solution to keep their users
engaged - especially during peak hours. They not only deliver interactive answers to any number of
players simultaneously with no wait time, but improve responses over time by learning from data
generated from past customer service interactions. This in turn frees up the agents’ time to handle
more complex queries. With such benefits, it’s not surprising that the use of AI and machine learning
Going hand in hand with chatbots is self-service. Customers tend to only seek agent support when they can’t find answers themselves. Having
a comprehensive knowledge base can help level up your customer experience. A good starting point is to look at your customer data to
pinpoint what information they often seek. To do this, you need to understand what your players really need from you to be able to solve their
issues without opening a ticket. Using these insights, you can then deploy that information at the right place and at the right time.
Many gaming giants concur with the importance of placing their customers at the center of everything that they do. Rovio, for instance, has
service agents from within the game. This gives agents valuable context related to user experience and thus speeds up resolution times. On
the other hand, Riot Games have developed a Player Support Integration tool that detects player information and history much faster and
accordingly directs them to relevant information.
Gamers tend to be extremely vocal about what they need, which gives gaming companies the extra challenge of providing a top-notch
support experience in addition to the game itself. Incorporating a CRM like Zendesk goes a long way in giving gamers the memorable gaming
experience they seek — by delivering quick, seamless customer service; all while keeping them engaged in their virtual world.
7,500 about 6-7 weeks into the lockdown - a bit later than
other sectors which saw their peaks closer to the
lockdown date.
0
0 5 10 15
Weeks into lockdown
*In the above chart, lockdown refers to India lockdown date / week
Source: Zendesk
© Inc42 Media | not for distribution 54
Preferred Medium Of Communication
Text WhatsApp
Source: Zendesk
© Inc42 Media | not for distribution 55
WhatsApp Dominated In Terms Of Customer Support Tickets With
Over 400% Jump
500%
400.7%
Increase in support tickets from Feb 2020 to Aug 2020
400%
300%
200%
100%
0%
-15.3%
-28.6%
-36.8%
-42.7%
-100%
1250
1000
750
500
250
Customer Service Rule Based & Transparency Point System Monetary Gains Bonus and Offers
20.0%
27.0%
8.0%
₹ 501- ₹ 1000
18.0%
₹ 301- ₹ 500
10.0%
Free User
54.0%
₹ 101- ₹ 300
11.0%
₹ 0- ₹ 100
9.0%
Desktop
7.0%
Mobile App
Mobile Website
85.0%
8.0%
80%
71%
60%
54%
40%
20%
6% 5% 4%
0%
Cricket Football Kabaddi Basketball Others
Emergence Of Esports
Esports will continue to gain traction on mobile phones, with an increase both in the number of players and participation - local as well as
international - in tournaments. Over the next five years, esports will continue to attract young crowds, with a larger number of global
teams setting up their India operations as well as media companies foraying into the space.
Higher Investment
The real money gaming industry is likely to receive significant investment, which is expected to continue for the coming 3-4 years.
Venture capital firms Makers Fund and A16Z are focused on interactive entertainment.
Game As A Service
It is easy to lose customers to competition because of the availability of a vast variety of free games. Companies successfully able to win
consumer loyalty use techniques such as calendar and daily rewards to motivate players to return to the game at regular intervals. The most
important part that determines an effective retention rate is the continuous updation of a game, and introduction of new characters, events
and in-game items.
Channels
In addition to rewarding ads and in-game purchases, companies should also work with merchandise channels. A prime example of this is
Canadian e-tailer Shopify.
Good Practices
Publishers must ensure good quality by removing any annoying features with a clear focus on highly enjoyable experience. Companies
should offer users the most affordable packs to boost their gaming experience once they start to seek personal value in the game.
Besides, the company should not put all options and offers on the table at an early stage of gaming experience. It is only after purchasing an
inexpensive pack that a user would even consider more advanced items.
Rewarding ads work well. Of course the user does not like ads, still a vast majority remains loyal to rewards ads, which allow the consumer to
earn in-game currency. It is good to set a limit to rewarding ads for players, to make them feel like they might miss an opportunity to earn
something for free.
This report also covers the aspect of understanding Covid-19 behavior and assessing how the landscape of mobile gaming has changed with
the pandemic and how this will bring about a change in the mobile gaming sector in coming years by 2025.
Users
Users are the number of active paying mobile gamers in millions.
User Penetration
User penetration indicates the number of active paying mobile gamers out of the total population of that country
Mobile gamers
All the gamers (irrespective of whether they are paying or not for the game) who prefer mobile for gaming purposes.
https://www.scribd.com/document/407788384/The-Evolving-Landscape-of-Sports-Gaming-in-India-pdf
https://technology.siliconindia.com/viewpoint/ceo-insights/does-india-require-a-regulatory-body-for-the-mobile-online-games-nwid-1718.html
https://mediakix.com/blog/how-do-mobile-games-make-money/
https://www.androidauthority.com/best-sports-games-android-534550/
https://www.gamesindustry.biz/articles/2014-10-22-report-mobile-to-become-gamings-biggest-market-by-2015
https://www.business-standard.com/article/companies/indias-gaming-market-dominated-by-mobile-games-with-revenue-of-150-mn-report-115110600794_1.html
https://www.sutori.com/story/the-history-of-mobile-phone-games--oxYN51N1pfW8DYbAe2CGG3yL
https://newzoo.com/products/reports/global-games-market-report/
https://www.volanews.com/portal/article/index/id/7165/%E3%80%90Exclusive%E3%80%91Real+Money+Games+India+Investment+Landscape/language/en.html
https://www.iis.sinica.edu.tw/~swc/pub/mobile_game_recommendation_using_gestures.html
https://www.animationxpress.com/wpcontent/uploads/2016/11/Mobile_Gaming_India_EN_17112016.pdf
https://www.nasscom.in/knowledge-center/publications/mobile-gaming-rise-india
https://www.researchgate.net/publication/257162673_Mobile_gaming_Industry_challenges_and_policy_implications
https://www.dotcominfoway.com/blog/mobile-gaming-revenue-in-india-expected-to-reach-1.1million-dollar-by-2020/
http://lighthouseinsights.in/state-of-mobile-gaming-in-india.html/
https://www.gsma.com/membership/wp-content/uploads/2012/03/Comviva_WP_MobileGaming.pdf
https://www.firstpost.com/tech/sports/easy-affordable-and-varied-how-no-frills-mobile-gaming-industry-thrives-in-india-8598931.html
Credits
www.inc42.com/inc42plus AUTHOR
Vaishnavi Dayalani
Over the past few years, India has become the focal point for the global tech
economy. Amid the growing information overload, Inc42 has led the charge on DESIGN & INFORGRAPHICS
cutting through the noise and delivering what matters to our readers.
Sabith
Inc42Plus our membership programme helps our members get ahead with
unlimited access to the Inc42 platform, member-only stories and newsletters, ADDRESS
premium research & reports, invites & discounts to Inc42 events, member-only
Inc42 Media, 59/16, 4th Floor, Jujhar Tower,
perks and much more.
RD Marg, Kalkaji, New Delhi, Delhi 110019
As a member, you’ll receive exclusive, in-depth commentary. You’ll join
meaningful discussions with editors and writers from our newsroom and network. Contact : plus@inc42.com
This report has been prepared in good faith on the basis of information available at the date of publication without any independent
verification. Ideope Media Pvt. Ltd. does not guarantee the accuracy, reliability or completeness of the information in this publication.
Readers are responsible for assessing the relevance and accuracy of the content of this publication. While this report talks about various
individuals and institutions, Ideope Media Pvt. Ltd. will not be liable for any loss, damage, cost or expense incurred or arisi
ng by reason of any
person using or relying on any information in this publication.
This document makes descriptive reference to trademarks that may be owned by others. The use of such trademarks herein is not an
assertion of ownership of such trademarks by Ideope Media Pvt Ltd and is not intended to represent or imply the existence of anassociation
between Ideope Media Pvt Ltd and the lawful owners of such trademarks. Information regarding third-party products, services and
organisations was obtained from publicly available sources, and Ideope Media Pvt. Ltd. cannot confirm the accuracy or reliability of such
sources or information. Its inclusion does not imply an endorsement by or of any third party. The views and opinions in this report should not
be viewed as professional advice with respect to your business.