Competitive Landscape
Top Players Sustain Premium Console Leadership as Fragmentation Deepens
Video games in 2025 remains highly fragmented, with the top three companies accounting for only a low single-digit share of value, indicating minimal concentration. Over the period from 2020 to 2025, concentration has actually declined, as demonstrated by Sony India Pvt Ltd’s share falling from 3% in 2020 to just 2% in 2025, while Microsoft Corp (India) Pvt Ltd held only 0.
Krafton and Garena Drive Engagement with Localised Content and Esports Activations
Product launches and activations in 2025 centre on entertainment-led, non-wagering play following the regulatory reset that excluded real-money formats. Krafton’s Battlegrounds Mobile India continues to build momentum through the use of battle passes, live-service events, and Esports initiatives that sustain user engagement and deepen monetisation.
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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
Companies Adapt as Regulatory Reset Shifts Spending to Entertainment Titles
Krafton’S Bgmi Lifts Revenue per User as Monetisation Deepens
Xbox Accepts Upi as Digital Channels Fuel Console Premiumisation
Mobile Publishers Deepen Engagement as Payments Innovation Lifts Revenue
Esports and Premium Digital Content Gain From Regulatory Clarity
Top Players Sustain Premium Console Leadership as Fragmentation Deepens
Krafton and Garena Drive Engagement with Localised Content and Esports Activations
Amazon and Flipkart Drive Digital Shift as Upi Fuels Sales
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
Toys and Games in India - Industry Overview
2025 Developments
Key Data Insights
Video Games and Regulatory Change Drive Strong Growth
Real-Money Gaming Ban Redirects Value toward Esports, Subscriptions and Upi-Powered Mobile Play
Lego’S Premium Debut Accelerates Formalisation and Quality-Led Play
Brands Harness Digital-First Strategies to Capture Premium Growth
Upi-Powered Payments Drive Mobile Game Growth
Digital Infrastructure and Regulatory Alignment Define Which Businesses Lead
Top Players Sustain Leadership as Fragmentation Persists
Brands Drive Premiumisation with Innovative Launches
E-Commerce Leads as Payment and Assortment Widen
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
Country Reports Disclaimer
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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