Indians have access to amongst the cheapest data services in the world. Cheap data, in conjunction with a significant young population, has translated into the fast adoption of digital video games software in India.
Smaller cities and towns sat on the fence over the last few years, merely observing the boom in video games in India, while having limited capability to be part of the growth story. However, with growing awareness of such products and rising disposable incomes, demand for video games was generated from smaller cities as well.
After Sony’s PlayStation 4 had led static consoles for many years, the release of PlayStation 5 allowed this new model to take the lead in value terms in 2021, with PlayStation 4 slipping to second position. PlayStation is preferred by consumers over its competitor Xbox in India.
In the forecast period, the gaming audience is expected to show continued growth, primarily due to increased exposure to the gaming ecosystem, through easier access to devices such as smartphones, laptops and consoles, along with affordable data plans. Consumers are slowly starting to look at gaming as more than a leisure activity.
Another factor expected to drive growth moving forward is government policies. In the Union Budget of Fiscal Year 2022-2023, the Finance Minister announced the setting up of a new task force in order to build domestic capacity to serve the global demand in the AVGC (Animation, Visual effects, Gaming and Comic) sector after witnessing the significant potential of the industry in terms of employment generation and domestic development capability.
E-commerce is expected to remain the overwhelmingly dominant channel in video games in India. This was already the case even before COVID-19, but growth continued during the pandemic, with digital computer games and console games seeing better growth rates than physical computer games and console games, for instance.
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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.
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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
This report originates from Passport, our Video Games research and analysis database.
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