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Leveling Up - India's Gaming Market 2021 - Lumikai X Redseer
Leveling Up - India's Gaming Market 2021 - Lumikai X Redseer
November 2021
Solve. New
Leveling Up
INDIA’S
GAMING
MARKET
2021
Inside Digital Entertainment’s
Fastest Growing Sector
Knowledge Technology
Partner Partner
India’s gaming market is due to surpass $2.2B in value in 2021, growing 3x to over $7B in 2026. The
market is also maturing faster than expected across all key markers — in user sophistication, propensity to pay,
quality of talent, capital inflows, and exits. This represents enormous upside for founders and investors in this
Justin Keeling space over the coming decade.
General Partner, Lumikai.
Monetisation has always been the billion-dollar question for India’s mass scale audience. We map out
remarkable inflection points for the fastest growing gaming market in the world. India for two years running has
seen the highest proportion of first-time paying gamers (over 50% YoY) out of any country in the world. At a scale
of ~10B gaming apps due to be downloaded in 2021, this represents a once in a generation growth opportunity
across India’s entire gaming value chain.
We also include never-been-seen-before insights from the largest panel of Indian gamers ever surveyed. Over
2,000 domestic mobile gamers were interviewed across 30 categories on their habits, preferred features,
motivations, and propensity to spend — split across multiple demographic and socio-economic profiles.
We’re thankful to all our partners and LPs who continue to support us on this journey, and we look forward to
sharing future insights as the market continues to grow and matures.
Salone Sehgal
General Partner, Lumikai. Team Lumikai, October 2021
©RedSeer 2
Preface
The Indian gaming market is coming of age. Restrictions imposed in COVID lockdowns led users to explore alternate forms of entertainment. This,
in turn, was provided by mobile and digital games. The growth and user-base of games surpassed that of popular OTT & Video-on-Demand
services by as high as 4-times, during the period.
India's demographic dividend, with its large young population and increasing income, shows a strong potential for gaming, a market growing
exponentially as the mobile internet penetration sky-rocketed in 2020. The lockdown encouraged new users to pay for games, which saw an
unprecedented growth in “First-time payers”. Several other factors have further driven the growth of the sector; and resulted in a large gamer base
of 400-450 Mn, which is expected to reach to 700 Mn by the end of 2025.
New formats such as HyperCasual, Social games and eSports are expected to outperform the market growth rate in the next 5 years. As gamers
mature, the monetization streams are also expected to evolve with the proportion of In-App Purchases and Ad revenue increasing to the overall
revenues of Gaming companies.
We at RedSeer, with Lumikai - India’s first and most active gaming and interactive fund, have also been able to dissect the complex gaming sector
in various categories; and analyze the consumer behavior by surveying over 2000 gamers in India. Amongst other findings, we gathered that while
the average monthly spend on games is around $1.5, it is as high as $3.5 for Real-Money games.
We hope that the report will help the reader gain a perspective of the sector, and help developers and publishers in their game development
and management.
Anil Kumar
Founder & CEO
RedSeer
©RedSeer 3
Executive
Summary
©RedSeer 4
India’s gaming market is at a once in a generation inflection point exceeding previous estimates
on sophistication, scale, growth, and propensity to pay (1/2)
CAGR ‘21-’26
25-30
27% Casual & Hyper- 30-35%
Casual
Market Size: $2.2 $7B market -- more than 3X in the next 5 years.
25%
19%
Bn growing to $7B
22%
RMG 25-30%
India is transitioning from a net importer of 8% 50%
in five years
52%
©RedSeer Note (s): For this report, we have included all games played or viewed on mobile, PC, Consoles and any other digital medium. 5
India’s gaming market is at a once in a generation inflection point exceeding previous estimates
on sophistication, scale, growth, and propensity to pay (2/2)
Executive Summary
Gaming market in India: Trend by Revenue Streams
$~0.8 Bn $~1.8 Bn $~2.2 Bn $~7 Bn
CAGR ‘21-’26
In-app purchases now constitute 27% of RMG
Revenue growth
25-30% (53%)
3
~3.7
driven by new
~2.1
(31%)
Purchases
~1.2 (IAP)
(54%)
With RMG remaining in a regulatory grey zone,
forms of ~40%
~0.9
formats, and over 60% expressing interest Esports, Streaming & Social gaming are rapidly growing in
a demand (user) and in more Indian themed games. India; especially in regional & vernacular markets.
supply (developer) The number of gaming companies has India Themed Games : Players surveyed indicated a strong
perspective seen a geometric increase, from 25 studios preference towards games with Indian central themes or
in 2015 to over 500 in 2021. characters.
©RedSeer Note (s): For this report, we have included all games played or viewed on mobile, PC, Consoles and any other digital medium. 6
CONTENTS 1. Gaming in India: Context & Introduction
2. Dynamics and Opportunity
3. Market, Business Model and Segments Deep-dive
4. Technology Disrupting Gaming
5. Investment trends enabling growth in Gaming
6. Appendix
©RedSeer 7
India Gaming market is witnessing an unprecedented growth phase
fueled by various social, economical and technological factors
India is emerging as one of the world’s largest gaming markets, especially post the COVID 2020/21 lockdowns;
with multiple macro drivers, domestic market is expected to grow to $~7 Bn by FY2026.
~500 Mn individuals in the World’s cheapest data rates Income increased ~45% Sophisticated gamers with
age group of 15-35 years at just $0.1/GB in last 5 years exposure to Western games
Large ‘target segment’ and Lower barriers to Increased ability to Strong culture of games and
potential user base access games spend when motivated social motivations for users
Note (s): For this report, we have included all games played or viewed on mobile, PC, Consoles and any other digital medium.
©RedSeer Source(s): RedSeer Analysis, Secondary Research. 8
Gaming is increasingly becoming the more popular medium of recreation in India;
with the growth in time spent four times higher than time spent on OTT Video during lockdown
+44% +12%
30% 19%
Decreased
69% Remained
62%
the same
3.3
3.6
3.9
3.1
3.5
2.5
8% 11% Increase
Gaming on smartphones has grown in popularity especially during the COVID lockdowns. The time spent on gaming has increased ~45%, which is higher than other forms of
entertainment consumption such as video-streaming services
Approximately 30% of users also claim that their usage of mobile games has increased during the past 12 months and for ~20%, it is likely to increase going forward as well.
Note (s): Pre-Covid : 13Jan-2Feb ’20 ; Lockdown Week 1 – 21-27 Mar ’20 ; Lockdown Week2 – 28Mar-1Apr ‘20.
©RedSeer Source(s): RedSeer Analysis, Survey Results, Nielsen SmartPhone Panel, BARC report. 9
The Indian Gaming Market has accelerated post-Jio, with Covid lockdowns boosting
experimentation and social gaming; along with a rise on spending through RMG
Emergence of Experimentation phase Monetization Phase Adoption & Crystallization Phase Launch of Jio
Digital Gaming A Led to growth in game
A Growth of Free-to-play Games downloads and online
Improved gaming. Also thrusted India
hardware allowed Early adoption of
evolution of downloading games B Emergence of Real money games from an experimentation
complex games on phones; especially phase to a monetization of
like Bounce & with popularity of games phase.
Android; started.
Prince of Persia on
mobile etc.
C Growth of Social/Multiplayer games
Emergence of RMG
PC & Console games B Real Money Games (RMG)
Pre-installed like Age of Empires, Adoption of Esports & Game streaming portals
Access to affordable like Rummy, Fantasy Sports
games like Snake and FIFA were popular. data encouraged
gamers to explore, and Poker became popular;
were popular on
mobile phones.
download and play proving the viability of
more games on their COVID-19 lockdowns &
mobile phones. social distancing encouraged
monetization models.
PC & console the growth of users exploring
games were social & multiplayer games
including RMG
considered
Growth of Social Gaming
aspirational. C COVID-led lockdowns
encouraged a growth in
Age of Empire, FIFA, Social/community gaming
Counter Strike, etc.
Note (s): The trend in India gaming reflects the inflection points in customer behaviors
©RedSeer Source(s): RedSeer Analysis, Secondary Research 10
India’s gaming market is segmented into three major categories:
Mobile games, PC & Console, and Esports & Streaming
Gaming Market Structure
Hyper-casual Casual Mid Core Hard Core Real-Money (RMG) Competitive Gaming Spectatorship Game Streaming
Time to fun <20 Simple, easily Simple to start Complex, Games played Popular Tournaments Viewing game
secs, visually repeatable and with features multi-faceted, with real money multiplayer games run and attended streams on
simple, higher accessible for long tail games for based on skill or usually played or broadcast by channels like
churn. games. retention. enthusiast users. chance. professionally. media houses. Twitch & Loco.
Soap Cutting, Crowd City, LudoKing, CandyCrush, Battlegrounds Mobile India, Genshin Impact, DOTA,
Online Poker, Rummy, TeenPatti, & Fantasy sports. Tournament & competitions Twitch, Loco, Youtube
HelixJump etc. AngryBirds Free Fire, Mobile. League of Legends
Note(s): Game/Player examples are illustrative for respective categories; and follow no order or preference whatsoever.
©RedSeer Source(s): RedSeer Analysis. 11
AGENDA 1. Gaming in India: An Introduction
2. Dynamics and Opportunity
3. Market, Business Model and Segments Deep-dive
4. Technology Disrupting Gaming
5. Investment enabling growth in Gaming
6. Appendix
©RedSeer 12
With 400 Mn gamers in 2020, India’s gaming market is the world’s 2nd largest by volume;
and is expected to house ~700 Mn gamers in next 5 years
D Technological innovations
+150 Several OEM & supply side advancements have boosted the usage
of smartphones, apps & games
E COVID-19 lockdown
Govt. imposed Covid lockdown accelerated the organic growth of
400
450
700
250
Note (s): “Gamer” is someone who has played at least 1 digital game in the last 1 month. ^ P = Projected
©RedSeer Source(s): RedSeer IP & Analysis. 13
A Over the past 5 years, the number of internet users in India accelerated significantly
100
~950
India’s internet users grew ~15%
during the past one year; with a ~750
strong growth from rural areas
80 ~680
560
60
COVID Lockdown-led boost
500
460
Jio - Affordable 4G LTE
368 882
40 323
Low cost 3G enabled smart phones 634 688
278
Internet enabled 2G phones 515
Desktop Internet 441 445
20
48 80 201
0 24
CY05 CY06 CY07 CY08 CY09 CY10 CY11 CY12 CY13 CY14 CY15 CY16 CY17 CY18 CY19 CY20 CY21 CY25
Mobile Internet Users (% internet user) 50% 82% 96% 89% 92% 94% 95% 98%
Note(s): Personal electronics are shared & also have dual sim- slots, which results in identical number of mobile & internet users.
©RedSeer Source(s): RedSeer Analysis, TRAI, Datareportal. 14
B Moreover, the number of smartphone users in India has increased to over 500 Mn;
driven by strong demand from Tier-2+ cities and increasing affordability of high-quality smartphones
Note(s): P = Predicted
©RedSeer Source(s): RedSeer IP & Analysis, Secondary Research. 15
C India has the world’s cheapest data tariffs resulting in increased data consumption
per unique connection; in-turn improving access to games and media
13.5
Cheapest Data 11.7
Tariff in the world
9.8
$1.08
7.6
4.1
1.1 0.1 0.1 0.1 0 0.1
0.4 0.2
After the launch of Jio in 2016, India consistently had lowest data-tariffs in the world, enabling data consumption to become 4X within a year.
Currently, the data consumption is at 13.5 GB/month. As rural penetration grows, the average monthly data consumption is expected to almost double by 2025.
Note(s): 1. Time spent active consuming media, surfing or playing games (Active screen time)
©RedSeer Source(s): RedSeer Analysis, TRAI & DataReportal Secondary Reports 16
C.1 In parallel, India has emerged as the fastest growing gaming market in the world
in terms of growth in new paying users (NPUs); now at over 50%
20
31
45
55
gaming platforms
Better Storage capacity of mobiles have enabled users to store larger, complex
hardware games, encouraging developers to build games with better graphics.
62%
22%
10%
6%
Modern screen technologies allows a superior experience and longer
screen time even on phone.
<10k 10k-20k 20k-25k >25k
Penetration With the introduction of 4G, mobile internet speed have increased from ~3
3.5
0.1
Mbps in 2015 to ~18 Mbps in 2021.
2015 2021
Internet Speed ~3 MBPS ~18 MBPS
Jan ‘21
July ‘21
Feb ‘21
Dec ‘20
June ‘21
Mar ‘21
Apr ‘21
Oct ‘20
Sep ‘20
May ‘21
Jan ‘20
Apr ‘20
Feb ‘20
Nov ‘20
May ‘20
July ‘20
Aug ‘20
Mar ‘20
June ‘20
Segment Popularity1 Observations
5X increase registered in the In-app purchases (IAP). Inactive users returned to platforms organically
Casual Gaming Medium
Casual games with social gaming feature performed better than games that didn’t have the feature
Midcore and
Hardcore Low Specific games in Hard core & Midcore games grew significantly, but the sector was relatively lower compared to the other segments
The segment saw up 2X increase in userbase (a considerable increase in new users came in from Northern India)
Real Money Games High Increase in number of tournaments with a large growth from Tier 2+ cities
Daily revenue increased to over 1.8X at its peak.
India saw a spike in adoption and growth in the social games; especially during the COVID lockdowns
Social Gaming Very High
Friends and family took to social gaming to maintain social connections
Note(s): 1. Relative Popularity based on customer interaction & usage figures for the game segments
©RedSeer Source(s): RedSeer Analysis & Secondary Research 19
F Further, introduction of vernacular languages and Indian themes on various apps and games
are expanding the addressable user base to non-English speaking clusters.
Drivers of Growth
Vernacular Current internet growth driven by new rural users in India at 13% (vs 4% urban growth) that prefer vernacular content
Monetizable vernacular user base is estimated at ~400 Mn (by 2023)
Offerings
Streaming of esports tournaments in Hindi is growing in popularity.
In 2020, PUBG tournament’s Hindi stream peaked at 449K viewers, highest in India (PMWL 2020)
7% 6%
8% 13% Highly Likely
Emergence of
“India-first content”
As penetration for gaming is increasing beyond Metro cities and towards mid-to low-income individuals
focused games
i.e. “audience of the future”, preference for games with “India-first content” are increasing
due to “relevance and familiarity”
Multiple gaming studios have emerged and are building “India-first content” to tap the growing opportunity
mythologies or popular 6% 6% 7%
domestic sports with midcore, 3% 3% 4%
social gameplay. These titles How likely would you play Will not play
are targeting increasingly 9% 10% 9%
a game if the central theme or Least likely
sophisticated Indian gamers
and are build to monetise character is from Indian themes / 17% 17% 18% Less likely
primarily via IAPs versus ads. mythology / celebrities? Indifferent
53 53 53
N = 2180 53% 54% 53% Likely
Very likely
Leading Studio
19% 8% 7%
Access to Internet
Total population 675 100% 720 100% -~950 100%
with access to internet
Gamers
Users who play atleast 400 80% ~450 70-75% ~700 75-80%
one game
Playing Gamers
Users who have paid for a ~80 20% ~96 21-23% ~234 30-33%
digital game or In-app
purchases
# of Gamers
CAGR 16%
©RedSeer 23
India’s gaming market is estimated at $2.2 Bn in FY2021 and is projected to become $7 Bn
in next 5 years, with in-app purchases (IAP) being the fastest growing segment
CAGR ‘21-’26
Mobile Games
25-30% (53%) ~3.7 RMG A Most prevalent and rapidly rising mode of playing digital
~30%
games, especially for casual & real-money games.
PC & Console
(31%)
~2.1 In App
~40%
B Developing a niche amongst serious gamers for mid &
Purchases
~1.2 (IAP) hard-core games.
(54%)
~0.9
Pre-2019, the gaming sector was at an early stage & was dominated by international publishers and developers.
RMG will be expected to contribute a significant source of revenue with growing expectation of regulatory clarity.
IAPs are projected to grow ~40% by FY26 with the rise of paying users across casual and core genres
~$120 Mn revenue from ads is currently booked outside of India in addition to the ad revenue shown for 2021.
Gaming Segments
Description and profile Characteristics
Very-Short
Hyper-casual Simple mechanics which are very easy to pick up. Flat Negligible
(2 min)
Helix Jump, Ball Blast, Baseball Boy,
Driven by multiple, very-short session times. Car Merger, High Heels!
Simple game mechanics and rules, easily picked Hero Wars, Envoy-The King
Gentle Short
Casual up. Better graphics and gameplay than Negligible
(~5 min)
returns, Carrom Pool, 8 ball Pool,
hyper-casual games. Ludo King, Yalla Ludo,
CAGR ‘21-’26
25-30%
Casual &
27%
Hyper-casual 30-35%
19%
Mid & Hardcore 25-30%
24%
25%
19% 25-30%
22% 50%
8% RMG
12% 52%
49%
72% ~10%
1%
3% 3% PC & Console
7% 1% 2% 3%
Esports 40-45%
Real Money Games have historically been the largest revenue source for India’s gaming. This segment is expected to grow at 25-30% CAGR with growing
expectation of regulatory clarity.
Non-RMG gaming segments are expected to grow faster, driven by growth in In-app purchases, subscriptions and virtual gifting.
Esports & streaming is a nascent market but is witnessing strong adoption in the market. It is expected to grow at ~40% over the next 5 year period.
What type of games do you pay for? What type of feature do you pay for?
% Respondents, N = 485 % Respondents, N = 485
22%
Yes
RMG 41% 72%
Real Money
Gaming
Casual 33%
Google Pay and PhonePe are the most popular means of payment for games
Monthly Average
INR 107 INR 10 INR 46 INR 54 INR 176 INR 249
Spend (N= 2180)
$1.5 $0.1 $0.6 $0.7 $2.4 $3.5
4% 7% 6% 1% 1%
< INR 50
6% 1% 9%
25% 5% 3%
INR 50
13%
17% 12%
INR 100-200 22% 20%
27%
18%
Notes: Monthly Average Spend is the average spend across the total gamer sample
©RedSeer Source(s): RedSeer Survey & Analysis 28
Mobile PC & Console Esports & Streaming
A India’s mobile gamers are primarily young males; Casual & Hyper-casual formats
are witnessing growing adoption amongst women
12%
22% 15%
37%
28% Female 38% 48% 40% 34%
Metro
53%
29% 33%
87%
Male 22% 30%
77% 84%
71% 22%
62% Tier 1
32% 28% 28% 32%
23%
Tier 2+
Overall Hyper- Casual Midcore RMG Overall Hyper- Casual Midcore RMG
casual casual
1% 3% 1% 1% <18 22%
16% 23% 22% 21%
18-24 29%
North
32% 30% 30% 30%
28%
30% 16%
51%
44% 31% South
42% 42%
25-34
44% 42% 28%
24% 6% 26%
27% East
Overall Hyper- Casual Midcore RMG Overall Hyper- Casual Midcore RMG
casual casual
A Across mobile gaming segments, India’s gamers are active users of social media, messaging
and online shopping – these channels are the primary sources for gamer acquisition.
Shortform
41% 39% 48% 26%
content
A Hyper-casual games offer a quick and easy means to pass time and have become
a popular entry point for India’s first time mobile gamers.
Hyper-casual games are easy to learn, and encourage players to come back for multiple short-durations.
These games typically focus on a single task/activity, like running, parking a car or dunking a basketball etc.
Arcade Puzzle Users who will increase gaming in next 12 months 14%
Note(s): Player & game examples are for reference and not in any order or preference, Key Usage Characteristics refers to average metric figures for the Top 100 players in Q1-2021
©RedSeer Data on weekly hours spent playing, increased gameplay, and future outlook on gameplay based on survey data. Source(s): RedSeer Analysis, Primary & Secondary research. 31
Mobile Hyper-Casual Casual Core RMG
A India’s Hyper-causal gamers play to relax and past time; they discover new games through
recommendations coming from friends and advertisements.
Time kill/
Playstore/Appstore
54% distraction
68%
recommendations
Self-expression/
creativity
45%
In App
advertisements
26%
Socialise with
other gamers/ like- 29%
minded people
Advertisement other
than apps
22%
Competition /
thrill-seekings 28%
Game reviews from
11% Personal growth
various media 19%
A India’s casual gaming sector was previously dominated by globally successful titles,
although culturally resonant domestic games continue to grow.
Casual games typically have simple game mechanics and rules, and can be picked up quickly. Audiences for casual games
also spend less time playing than mid-core and hardcore audiences- playing more spontaneously or irregularly.
Candy Crush Ludo King Carrom Pool Temple Run Subway Surfer
~ 30 Mn
Activision Blizzard Gametion MiniClip Imangi Studios
Note(s): Player & game examples are for reference and not in any order or preference, Key Usage Characteristics refers to average metric figures for the Top 100 players in Q1-2021
©RedSeer Data on weekly hours spent playing, increased gameplay, and future outlook on gameplay based on survey data. Source(s): RedSeer Analysis, Primary & Secondary research. 33
Mobile Hyper-Casual Casual Core RMG
A India’s casual gamers play to relax, but a large section seeks to socialize with other users
and enjoys the thrill these games provide.
Casual games typically have simple game mechanics and rules, and can be picked up quickly. Audiences for casual games
also spend less time playing than mid-core and hardcore audiences- playing more spontaneously or irregularly.
Time kill/
Playstore/Appstore
47% distraction
57%
recommendations
Self-expression/
creativity
42%
In App
advertisements
24%
Socialise with
other gamers/ like- 39%
minded people
Advertisement other
than apps
24%
Competition /
thrill-seekings
29%
Game reviews from
16% Personal growth
various media 18%
Higher % of gamers
Influencers/ as compared to hyper-
To make money
Celebrities 15% 16% casual games who seek
to socialise & compete
Mid-core games exhibit a significant considerable learning curve, game loops, and detailed graphics. They usually feature a multi-player experience
and resource management skills which means that session durations are longer and there are monetization opportunities via in-app purchases.
Note(s): Player & game examples are for reference and not in any order or preference, Data on weekly hours spent playing, increased gameplay, average spends, and future outlook on gameplay based on survey data.
©RedSeer Source(s): RedSeer Analysis, Primary & Secondary research. 35
Mobile Hyper-Casual Casual Mid-Core/Core RMG
Time kill/
Playstore/Appstore
45% distraction
53%
recommendations
Self-expression/
creativity
44%
In App
advertisements
33%
Socialise with
Indicates a preference & other gamers/ like- 40%
need for research before minded people Gamers might indicate
Advertisement other
than apps
22% starting a new game an unmet need of “social
Competition / gaming” which is recently
thrill-seekings
37% growing
Includes all skill-based games that involvement of real money such as fantasy, rummy, poker, and competitive gaming platforms.
Card Casino Fantasy Users who will increase gaming in next 12 months 27%
Note(s): Player & game examples are for reference and not in any order or preference, Key Usage Characteristic refers to average metric figures for the Top 100 players in Q1-2021
Data on weekly hours spent playing, increased gameplay, and future outlook on gameplay based on survey data. MAPU: Monthly active paying users
©RedSeer Source(s): RedSeer Analysis, Primary & Secondary research. 37
Mobile Hyper-Casual Casual Core RMG
A Indian RMG users are non-traditional gamers relying on friends and ads to choose their new games;
Making money is one of the key motivation to play
To make money
Playstore/Appstore
51% 70%
recommendations
Socialise with
other gamers/ like- 58%
Game reviews
from various media
42% minded people
Self-expression/
creativity 35%
Influencers/
Celebrities
37%
Time kill/
Distraction 26% Gamers seek to earn money
but refrain from competition
In-App as this is usually their
35% Personal growth
Advertisements 14% past-time activity
Advertisement Competition/
other than apps 22% Thrill seeking
10%
Emerging themes across gaming in India - Social Gaming and Live Game Streaming
Social distancing in COVID lockdown led individuals and gamers to Livestreaming of games provide gamers a unique experience of watching
remain confined to their households and need for social connection led their favourite game played by experts.
to rapid adoption of social games.
There is an emerging segment of gamers that enjoy the "vicarious" offering
Adoption of games (e.g. Ludo, Teen Patti and Poker) with social feature of live game streaming. Indian gamers increasingly consume live streaming
skyrocketed during COVID lockdown. content offered by their favorite influencers instead of traditional media.
Social gaming features continue to be a key driver of retention and new Commentary by live streamers are another key driver for growth as
usage for domestic, regional language gamers, including female streamers provides reviews, commentary, humor, giveaways, and game tips.
audiences (e.g. Eloelo).
Key Games/
Platforms
B PC & Console based games serve a premium and growing set of users in India who value
high-quality gameplay, graphics and fidelity
PC & Console Games includes all video games played on computers (laptops, desktops etc.) and
dedicated gaming consoles (PlayStations, Xbox, Switch etc.)
78.33 Playstation
82.76
74.25
58.52
Other
Note(s): Player & game examples are for reference and not in any order or preference
©RedSeer Source(s): RedSeer Analysis, Primary & Secondary research. 40
Mobile PC & Console Esports & Streaming
C PC & Console based games serve a premium and growing set of users in India who value
high-quality gameplay, graphics and fidelity
Esports includes all viewing, streaming and professionally competing in popular games.
Prize Pool (USD) Announced & Predicted Prize Money from Esport Tournaments
USD Mn
ESL and Nodwin- One Mumbai 300k
Battlegrounds Mobile India Series 2021 134k
14.3
3.6
1.1
0.5
0.2
Free Fire India Championship 100k
ESL India Premiership 150k 4x growth
expected
Note(s): Player examples are for reference and not in any order or preference
©RedSeer Source(s): RedSeer Analysis, Primary & Secondary research 41
Mobile PC & Console Esports & Streaming
C Live game streaming is rapidly growing as a source of mainstream entertainment for Indian users.
Game Streaming refers to the players recording or playing games live for others to view.
Prominent Streamers
Popular Platforms
Channel Streamer Subscriber Avg. Viewership Games Streamed
Typical # of Subscribers for Top 10 ~ 10 Mn Dynamo Gaming Adil Sawant 9.9 Mn 8.5 Mn Dota 2, GTA V,
Apex Legends, PUBG & BGMI
Note(s): Examples are for reference and not in any order or preference unless specified, Top streamer characteristics are based on metrics for Sept 2021
©RedSeer Source(s): RedSeer Analysis, Secondary research 42
Mobile PC & Console Esports & Streaming
C Live game streamers operate like influencers on social media channels and their major revenue sources
are virtual tipping/ gifting, advertisements and sponsorships
Virtual Tipping / Viewers can directly tip or Tips feature on the Brand recognition Tipping and gifting behaviour in
gift the streamer. channel / Direct sales. Direct sale & revenue the India market are still emerging
Gifting Id of fan base. forms of monetisation
Partnership/ Sponsorship
Highly dependent on brand budgets, can
Popular streamers
Brand are sponsored to Can be both upfront payments be subject to macro-economic fluctuations
.
Sponsorships feature specific and long-term contracts.
Need strong relationships with brands, IP
games or products.
holders and media agencies
Note(s): Share of revenue is indicative of a typical revenue split for a player at the sector-level
©RedSeer Source(s): RedSeer Analysis, Primary research. 43
For non-RMG games, advertisements are a large source of revenue alongside in-app purchases. With an
increasing tendency to pay, in-app purchases are rapidly becoming a significant income source
Revenue Streams Hyper-casual and Casual Mid-core/ Core Real Money Games PC & Consoles Esports Live streaming
Direct to Developer/
~1% - 80-95% 80-90% 10-25% 20-30%
Publisher Revenue Sources
Games Purchases Generally Nil Generally Nil Generally Nil 60-70% - -
Subscriptions - - - 20-30% - -
Tournament Entry Fees - - 20-30% - 10-25%
- - - - 5-10% 5-10%
- - - - <1% <1%
Note(s): Share of revenue is indicative of a typical revenue split for a player at the sector-level
©RedSeer Source(s): RedSeer Analysis, Primary research. 44
AGENDA 1. Gaming in India: An Introduction
2. Dynamics and Opportunity
3. Market, Business Model and Segments Deep-dive
4. Technology Disrupting Gaming
5. Investment enabling growth in Gaming
6. Appendix
©RedSeer 45
Technological innovations are democratising the game development and enhanced gameplay experience;
AI-ML solutions are easing issues faced by Game developers to ensure better performance of games,
improved user targeting and fraud detection
Artificial Intelligence (AI) & Machine Learning (ML) in Game Management.
Note(s): Non-exhaustive feature. AI/ML usage is continuously evolving to utilize the large amount of user data generated.
©RedSeer Source(s): RedSeer Analysis, Primary research. 46
AGENDA 1. Gaming in India: An Introduction
2. Dynamics and Opportunity
3. Market, Business Model and Segments Deep-dive
4. Technology Disrupting Gaming
5. Investment enabling growth in Gaming
6. Appendix
©RedSeer 47
Gaming companies in India have seen a 500% increase in funding received during the last 4 years
4.35
156
135
415
820
34
15
+426%
The sector has attracted $800 Mn in investments in the last 6 months; with approximately $1.3 Bn raised over the last 18 months.
Number of India gaming companies has grown from 25 in 2015 to 500+ gaming companies in 2021; indicating strong potential in the sector.
Note(s): Investments till September 2021. Figures include only publicly disclosed funding.
©RedSeer Source(s): Crunchbase Data, Industry Reports, RedSeer Analysis. 48
Private and public market funding led to emergence of large gaming players in India valued >$1Bn
Indian Gaming Unicorns
Public-led, Indian megahouse for games Rely on love for cricket & traditional MPL is driving the Esports segment in
with active M&A and diversification. sports via fantasy & RMG games. India with its platform-based offering.
Founded in 2000, a leading diversified Founded in 2018, its an online mobile gaming
gaming and sports media platform with Founded in 2008, India’s biggest and Esports platform offering 50+ titles. It has
offerings across casual gaming, Esports, multi-sport fantasy gaming platform been leading the Esports push in India while
RMG, and early-stage learning. with over 100 Mn + users playing. also providing casual, fantasy, & RMG.
Note(s): Market Capital, Funding and valuation is taken as on October 13, 2021 after closing of markets; 1 INR = 70 USD,
©RedSeer Source(s): RedSeer Analysis. 49
The market has seen the successful public listing of Nazara Technologies,
which was one of India’s first gaming companies.
29
26
27
37
IIFL Fund 2x The IPO saw huge interest from foreign and
domestic investors alike, with major anchor
Good Game Investment 2.7x
investors being Goldman Sachs, Fidelity
Seedfund 2 International 1.5x Investments, Nomura, Kotak Securities, SBI
Porush Jain, Azimuth Inv, SeedFund2India 1.5x Mutual Funds, etc.
2016 2017 2018 2019 2020
©RedSeer 51
Glossary of terms used in the document (1/2)
Metro Cities Mumbai, Delhi, Bangalore, Chennai, Hyderabad, Kolkata, Pune, and Ahmedabad (8 cities)
Tier 1 cities Non-metro cities with population more than 1 Mn (20 cities)
Tier 2+ cities Non-metro cities with population less than 1 Mn (4400+ cities)
Gamer A person who has the available resources (internet, mobile, PC/Laptop and/or Gaming console) and has independently played a digital game of any kind
Paying Gamers A Gamer who has explicitly paid for a game, game feature or any other direct form while playing (includes all In-app purchases & real-money gaming transactions
Hyper-casual games Single-core mechanic, easy to pick-up, difficult to master; and uniformly challenging games e.g.; FlappyBird
Casual games Games with engaging but simple mechanics and easy-to-learn rules. Enhanced graphics and gameplay over hyper-casual games; e.g.; Angry Birds, Candy Crush
Mid Core Games with detailed graphics and complex gameplay, often features a multi-player experience and revolves around resource management skills; e.g; Clash of Clans, Call_Of-Duty(Mobile)
Hard Core Intense & complex gameplays, detailed simulation, mechanics and storyline providing a very high engagement for gamers, e.g.; Microsoft Flight Simulator, Genshin Impact etc.
RMG Games related to casino, card or any involvement of real money or tokens against money like Dream11, Rummy Circle.
Esports Competitive digital gaming and live streaming of gaming tournaments & viewership.
Streaming Live or recorded uploading of a game play (on Youtube, Twitch etc.); may also be called “Live-stream”
Streamer Individual person who uploads and/or plays the Live- stream.
©RedSeer 52
Glossary of terms used in the document (2/2)
OTT/ Video streaming Over-the-top media content and videos which can be view on demand; e.g.; Netflix.
Internet Subscribers A person who has access to any form from internet; broadband or wireless.
Mobile Internet User A person who has access and uses non-cabled internet through mobile networks like 3G,4G etc.
Digital Transaction Financial transactions done through various digital channels like GooglePay, PhonePe, etc.
In-app Purchases Refers to purchases made by a user while playing or using an app for additional access, feature or any such activity.
Ad revenue Income earned by displaying paid advertisements on their app/website surrounding their internet-based content.
LTV Lifetime Value : estimated total revenue that can be generated from a user during his/her lifespan as customer.
Lockdown Unless otherwise specified; it refers to the period of complete restriction of businesses and movement imposed by the Indian government during March-May 2020 and
Apr-May 2021 due to COVID pandemic.
IP Intellectual Property.
OS Operating System.
©RedSeer 53
About
RedSeer
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Delhi, Mumbai, Dubai, and Singapore additionally. Though we are focused on the consumer internet space in India, Southeast
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Authors
Anil Kumar is the founder of Redseer Consulting. He has been part of engagements in Internet,
Private Equity, Retail CPG and Healthcare among others. He specializes in growth and
investment strategies. Anil is a believer of the data-driven approach in solving business
problems. His consulting approach leverages Data IP, sector expertise and the client’s core
hypotheses. He holds a B.Tech from IIT-Delhi.
Anil Kumar
Founder and CEO
He can be reached at anil@redseer.com
Mukesh Kumar is the engagement manager at RedSeer and has 7 years of experience in growth
strategy engagement across internet, gaming, education, healthcare, and consumer products
clients across India, MENA, and North America. He holds a B.Tech from IIT Delhi.
Jaladhi Surati is a Senior Consultant at RedSeer; and has over 5 years of experience in strategy
& business consulting. He enables internet businesses in Gaming, eCommerce, FoodTech and
other Platform-businesses across India, South-East Asia and MENA regions. He holds a
Master’s degree in Business Administration from IIM Bangalore.
The authors would like to acknowledge the hardwork and support extended by Akshat Praneet, Muskaan Khetan and all others during the course of this report.
©RedSeer 55
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