Video Games in India

August 2026
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in India with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in India, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in India report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in India?
  • Which are the leading brands in Video Games in India?
  • How are products distributed in Video Games in India?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in India?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in India - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Companies Adapt as Regulatory Reset Shifts Spending to Entertainment Titles
Chart 2 India's 2025 Gaming Law Bans Real-Money Play
Krafton’S Bgmi Lifts Revenue per User as Monetisation Deepens
Chart 3 Krafton's Bgmi
Xbox Accepts Upi as Digital Channels Fuel Console Premiumisation
Chart 4 Xbox's Upi and Game Pass
Chart 5 Value Sales 2020-2030
Chart 6 Value Sales by Category 2025
Mobile Publishers Deepen Engagement as Payments Innovation Lifts Revenue
Chart 7 Analyst Insight for Video Games
Esports and Premium Digital Content Gain From Regulatory Clarity
Chart 8 Forecast Value Sales 2020-2030
Chart 9 Forecast Value Sales by Category 2025-2030
Top Players Sustain Premium Console Leadership as Fragmentation Deepens
Krafton and Garena Drive Engagement with Localised Content and Esports Activations
Chart 10 Company Shares 2025
Chart 11 Brand Shares 2025
Amazon and Flipkart Drive Digital Shift as Upi Fuels Sales
Chart 12 Retail Channels 2020-2025
Localisation as a Product Discipline and Payment Infrastructure as a Design Feature Redefine the Innovation Agenda
Xbox Game Pass and Garena's India-Hosted Server Infrastructure Represent Commercially Significant Product Innovations
Arpu Improvement over User Base Expansion Reshapes How Success Is Measured and Rewarded across the Industry
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in India - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Video Games and Regulatory Change Drive Strong Growth
Chart 21 India's 2025 Gaming Law Bans Real-Money Play
Real-Money Gaming Ban Redirects Value toward Esports, Subscriptions and Upi-Powered Mobile Play
Lego’S Premium Debut Accelerates Formalisation and Quality-Led Play
Chart 22 Lego Certified Store in India
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
Brands Harness Digital-First Strategies to Capture Premium Growth
Upi-Powered Payments Drive Mobile Game Growth
Chart 25 Analyst Insight for Toys and Games
Digital Infrastructure and Regulatory Alignment Define Which Businesses Lead
Chart 26 Forecast Value Sales 2020-2030
Chart 27 Forecast Value Sales by Category 2025-2030
Top Players Sustain Leadership as Fragmentation Persists
Brands Drive Premiumisation with Innovative Launches
Chart 28 Pop Mart Labubus
Chart 29 Company Shares 2025
Chart 30 Brand Shares 2025
E-Commerce Leads as Payment and Assortment Widen
Chart 31 Retail Channels 2020-2025
The Kidult Consumer, Wellness Positioning and Drop-Commerce Mechanics Define the Innovation Agenda
Ultra Soft Toys and Garena Offer Contrasting but Equally Deliberate Recent Innovations
Formalisation Benefits Concentrate among Organised Players While Digital-First Brands Capture Premium Sales
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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