GAMING BUSINESS THE OF - Khanjan Patel

 
CONTINUE READING
GAMING BUSINESS THE OF - Khanjan Patel
THE
BUSINESS
       OF
GAMING
INDUSTRY
 -by Khanjan Patel
GAMING BUSINESS THE OF - Khanjan Patel
Executive Summary
The concept of gaming has been ingrained in the human history with the forms and
platforms of games varying. Right from gladiators in the Roman Colosseum and horses on
track to modern day ju-jitsu fighters in UFC rings and speed cars racing down the circuits,
the way in which humans have perceived games has changed, but the fundamental
emotional connect and hormonal rushes still remain the same. However, there has been a
slow and gradual shift of gaming from outdoor to indoor and then onto our fingers thanks to
the advancements of digital gaming.

The evolution of digital games has been very interesting especially in the recent times of
rapid technological advancements. The growth curve has been nothing but exponential and
it seems to be touching the crowds now. What started off as a kiosk in public places quickly
converted to video games for TVs and then to high-end PlayStations. But with the entry of
smartphones, these games are now available right in the mobile devices of people causing
an explosion of games and game producers jumping into the market.

This research report aims to study the present scenario of the gaming industry, its revenue
model and the future of the same. It dives deeper into this business by looking at the various
stakeholders involved. It analyses the processes carried out during the pre-production,
production, and post-production of the games. The study of the revenue model throws up
interesting insights as the previous models are giving way to new, smarter and disruptive
ways of earning revenues, be it through in-app purchases, freemium games or subscription
models.

Digital games in India have gone through a similar trend but a quicker one thanks to western
influence. The present Indian gamer demographics can be compared to a 24-year-old male
from an urban city. But this is quickly going to change. Due to the high penetration of
smartphones in Indian houses, improved internet connectivity because of 3G/4G and rise of
mobile wallets, the Indian gaming industry is all set to thrive at a very high rate.

The future outlook of gaming industry shows how it is set to enhance its reach further into
the market by setting up good parity, be in terms of gender or the age of the players. With
the freemium model on the rise, the Indian gaming industry is reeking in high revenues
allowing it for more variations in the game development. Adding local flavor has been in
demand as more and more Indianized games are coming in. Given the highly fluid nature of
this industry at present, the game makers are in a constant search for innovation and
keeping the user hooked on to the games. Along with this, more inventive forms of revenue
generation models are being used which has allowed this industry to grow at such an
exponential rate.
GAMING BUSINESS THE OF - Khanjan Patel
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 04

THE HISTORY OF VIDEO GAMING INDUSTRY . . . . . . . . . . . . . . . . . . 05

THE FUNCTIONING OF MOBILE GAMING INDUSTRY . . . . . . . . . . . 08

STAKEHOLDERS IN THE GAMING SUPPLY CHAIN . . . . . . . . . . . . . . 11

THE MONETIZATION OF GAMING INDUSTRY . . . . . . . . . . . . . . . . . . . . 12

MOBILE GAMING INDUSTRY IN INDIA . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

CONSUMPTION PATTERN OF INDIAN GAMERS . . . . . . . . . . . . . . . . . . 19

CONCLUSION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
GAMING BUSINESS THE OF - Khanjan Patel
Introduction
Human evolution has been distinct and multi-pronged. It started with food and security
forming the base, while slowly and gradually moving towards community interactions, self-
realizations behavioral changes. While, it is a matter of great study and debate, as to which
sapiens reached first, not getting into the intricacies, if we just hover our thoughts around
how drastically and unscrupulously we are moving ahead on the evolution curve in a
technologically-dominant world, then the results shall astound us.

Starting from the wheel, the first invention by the humankind, the most primitive
technology that we can boast of has now evolved into technological inventions ranging from
wi-fi networks, cloud computing, atomic fingerprinting, hybrid-driving flying robots to the
latests most talked about Elon Musk's immortalizing-human-Neuralink project. Whilst on
the parallel sides, the evolution of literature, media, films and entertainment as a whole has
not only been haphazard and berserk but has got integrated with technology completely.
The analysis brings out that the vitality of entertainment that has started is been
predominated by the gaming industry as it manages to reach our phones, TVs, consoles and
more. A majority of video games across the world are purchased and played by adults. The
presumption of this industry fostering out of kids' hobbies is no more a fact. The
astronomical amounts of money that the cinema industry across the globe has been easily
surmounted by some of biggest franchises from the gaming world. Many games are
produced and made by multi-billion dollar MNCs that employ thousands of people from
across the globe.

There are games like 'The Last of Us' and 'Bioshock' that have extremely powerful
narratives, even better than any Oscar-winning movies dominating the cinema world.
These games have millions of people hooked, millions of them crying and hooting for more.
Considering the power that such games can have on human psyche, it will be interesting to
see what goes behind the making and the proliferation of these games. More so from the
perspective of business and economics. It shall India be exciting to delve deep into the
'gaming industry'. According to a Global Games Market Report, in 2016 alone, the
worldwide video game industry managed to generate a revenue of $99.6 billion. If you
compare it to movies, Hollywood managed to rake in only $36 billion in 2016, which is quite
trivial when compared to the insane amount of cash games raked in. Bollywood doesn't even
come close to this.

More than the moolah that the industry is raking, what becomes more interesting is to study
how this industry operates and functions. From professional gamers to advertisements, it is
fascinating to study where the money power gets into the games. The more one
understands this industry, the more one starts getting bonkers over the numbers, the
revenue model and the entire business as a whole.

                                              4
GAMING BUSINESS THE OF - Khanjan Patel
The History of Video Gaming Industry
Gaming Industry or Video Games industry            Around the same time during 1971,
to be precise is the economic sector               Atari Inc launched Pong, a commercially
involved in the development, marketing and         successful video game which also boosted
monetization of video games. There was             up the sales of arcade cabinets. This soon
no commercial angle to the video                   saw the introduction of video games to the
game industry until 1970s. However,                home market with the release of early video
advancements in computing were creating            game console, the Magnavox Odyssey. Pong
a base for the future advent of gaming             clones rocked the market up and down, both
commercialization.                                 in arcades and home-based consoles. No
                                                   sooner than later, a creative void was faced
The Beginning (1940s – 1970s)                      and the video gaming industry hit an all-time
                                                   low. The release of Taito's Space Invaders in
The idea of games being a source of mental         1978 sparked a renaissance for the video-
stimulation and eventually entertainment           game industry which started the golden age
was picking up. Many scientists in lieu of         of video games. Space Invaders would go on
cracking codes and letting people solve            to sell over 360,000 arcade cabinets
problems used to program computers and             worldwide and by 1982, generated a
series of algorithms (games) that would act        r eve n u e o f $ 2 b i l l i o n¹ i n q u a r t e r s ,
as challenges and fascinate people's minds.        equivalent to $4.6 billion in 2011². By the
On record, the first computer that allowed          end of 1970s, personal computer game
people to play the first game called Nim, was       industry began taking a leap.
made by American nuclear physicist
Edward Condon, around 1940s. Thousands
played this game, although the computer
would win 90% of the time. This was
followed by Claude Shannon who, after a
decade, wrote the programming guidelines
for a chess-playing computer. Yet another
decade passed by and a war game known as
STAGE was created by the US Department
of Defense. However, the idea that video
games could be played on television was
conceived by Ralp Baer, an engineer by
profession. He created two TV games in the
1960s of which Computer Space became
first video game to be released. And this
video game also started the typical arcade
game frenzy typically defined as machines
deployed in malls, public spaces,
                                                   ¹ Making millions, 25 cents at a time". The Fifth Estate. Canadian
restaurants etc and are coin-operated.             Broadcasting Corporation. November 23, 1982. Retrieved June 6, 2012.
                                                   ² "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved March
                                                   22, 2011.

                                               5
The Golden Age (1980s – 2000s)                       dominated by Japenese companies such as
                                                     Nintendo. During 1987, Blockbuster
The beginning of 1980s witnessed a golden            Entertainment led the enabled games
age of video arcade games reaching its peak.         rentals similar to movies rentals which was a
By 1981, the arcade video game industry              game changer again.
was generating an annual revenue of $5
billion in North America, equivalent to              The Maturing Phase (2000s)
$12.3 billion in 2011, which soon reached
$8 billion in quarters in 1982, the equivalent       In 2000s, the video game industry
of $18.5 billion in 2011. Along with this,           witnessed technological advancements
around $3.8 billion was generated by the             which were then used by other industry
home video game industry the same year.              sectors. Though maturing, the industry was
Collectively both the arcade and home                volatile because of third-party video game
markets added up to a total revenue of               developers quickly cropping up and
$11.8 billion equivalent to over $27.3 billion       disappearing also. Game development for
in 2011. This was the era when Namco's               mobile phones and social networking sites
Pacman was released in 1980, which would             emerged, owing to smartphones, virtual
go on to sell over 3,50,000 cabinets, and            reality and augmented reality acting as
within a year generate a revenue of more             major drivers for game hardware and
than $1 billion in quarters in total. PacMan         development.
grossed over 10 billion quarters ($2.5
billion) during the 20th century.                    Formation of Industry (2010s)

                                                     Games from independent video game
                                                     developers continued to rule the industry
                                                     also exceeding millions of dollars and over a
                                                     million users. The 2010s witnessed a larger
                                                     shift to casual and mobile gaming wherein
                                                     the mobile gaming market is estimated to
                                                     have taken $38 billion in revenues,
                                                     compared to $6 billion for arcade/console
                                                     market and $33 billion for personal
                                                     computing gaming3. It also witnessed the
                                                     professional gaming rise. In late 2000s,
                                                     eSports centered around professional
This was followed with the rise of 8-bit             players in organized competitions and
home computing and home-made games,                  leagues for prize money, drawing hundreds
especially in Europe and Asia. In 1983, the          of millions of viewers reaching nearly $500
North American industry crashed due to the           million in revenue by 2016. This is expected
production of badly developed games.                 to break the $1 billion mark by 20194.
However, soon it got revitalized by release
                                                     ³ van Dreunen, Joost (October 24, 2016). "Welcome to the New Era:
of Nintendo Entertainment System, which              Games as Media". GamesIndustry.biz. Retrieved October 31, 2016.
                                                     4
                                                       Riddell, Don (May 29, 2016). "ESports: Global revenue expected to
resulted in the home console market being            smash $1 billion by 2019". CNN. Retrieved January 16, 2018.

                                                 6
Today – The Mobile Gaming Era                                               create a whole new level of gaming
                                                                            experience. More so, the development of
The video game industry is evolving rapidly                                 cross-platform frameworks and apps has
while getting integrated with the new                                       made it possible to play mobile games on PC
age computers, handheld devices as                                          and vice versa. In fact, some of the popular
well as smart phones, all at once. Some                                     arcade/console based games have already
technologies are aiming at erasing the gap                                  undergone successful mobile porting such
between video gaming and mobile gaming.                                     as Carmageddon, X-COM: UFO Defence,
In past few years, the processors of mobile                                 Tomb Raider, Dragon's Lair, Baldur's Gate,
devices have undergone notable changes                                      Heroes of Might and Magic III, Star Wars:
                                                                                                           5
with the processors becoming more                                           Knights of the Old Republic . This list has its
powerful and RAM sizes increasing at warp                                   own nostalgia which we can now carry in our
speed. Mobile screens are also improvising                                  phones and move along. Other titles have
continually in terms of size and resolution.                                gotten special mobile versions, refreshes or
Those games that were playable only on                                      games set in the original universes some
computers years ago can now be played on                                    them are Grim Fandango Remastered,
smart phones easily. The integration of 4K                                  XCOM: Enemy Unknown, Titan Souls,
technologies in latest monitors and laptops                                 Raiden Legacy, Minecraft: Pocket Edition,
has not only increased vivacity, but is also                                Pokemon GO, Oddworld: Stranger's Wrath,
making mobile devices ready to give the                                     Might and Magic: Clash of Heroes, Hitman
same computer games kind of experience.                                     GO, Need for Speed: No Limits, Rayman
                                                                            Jungle Run, Pacman 256, Bioshock 2D
Lately, most of the mobile devices are                                      among others. Integrating into one another,
compatible with 4K resolutions. Employing                                   this is the rise of the new Digital Gaming era.
the latest trends, such as augmented reality
and virtual reality, it becomes possible to

5
    https://www.innovecs.com/ideas-portfolio/mobile-gaming-vs-pc-gaming-tendencies-in-game-industry-development/

                                                                        7
The Functioning of Mobile Gaming Industry
A typical gaming development process can                        the test plan, finalizing on the right art-style
be classified into three phases viz. pre-                        as well as sorting out the flow and
production, production and post-                                wireframe document. As enumerated in the
production. It is important to understand                       table, a typical gaming production stage
these phases because in this regard, we can                     involves development of the elements,
understand the stakeholders in the supply                       designs, effects, audio, modules, objects and
chain. As the table states, a game in its pre-                  other such things in actual. Post the
production stage revolves around analysing                      development and testing of the games, the
the game concept, preparing the game                            post-production stage typically looks into
design document, listing the software                           integration of software, user acceptance
requirements specification (SRS), breaking                       testing, monetising the game and eventually
down the project plan into milestones,                          leading to the appstore submission.
designing the architecture plan, developing

                                                         REVIEW

                                                                  Pro
                                                e   ts                g   ra
                                             ss
                                                                           m
                                       t-A

                                                                                mi
                                    Ar

                                                                                  ng

    PRE                                                                                                    POST
                          DEVELOP             PRODUCTION                               OPTIMIZE
 PRODUCTION                                                                                             PRODUCTION
                                                                                Mo
                                                                                  du
                                        o
                                      di

                                                                                    le

                                                                         Te
                                             Au                   tin       s
                                                                     g

                                                         ADJUST

               SPRINT 1        SPRINT 2                     SPRINT 3                              SPRINT N

                                                            8
PRE PRODUCTION

        GAME                GAME                         PROJECT-PLAN
                                             SRS                          ART-PIPELINE
       CONCEPT             DESIGN                           WITH
                                          DOCUMENT        MILESTONE
                                                                            SET-UP
       ANALYSIS           DOCUMENT

  GAME             TECHNICAL                                     FINALISING
                                 ARCHITECTURE
 DESIGN              DESIGN        – DESIGN
                                                  TEST-PLAN      THE RIGHT
DOCUMENT           DOCUMENT                                      ART-STYLE

                                                         PRODUCTION
          START          PRIORITISE THE
       DEVELOPING                           START
                         MOST CRUCIAL                        GAME
         ON THE            PARTS AND
                                           CREATING                         BACKGROUND
                                           THE ART-         OBJECTS        /ENVIRONMENTS
         GAMING          MOVE IT ON TO
        MODULES          EARLY SPRINTS.     ASSETS

                                                      UI –          GAME
ANIMATIONS          VISUAL –                       ELEMENTS      BALANCING &
                    EFFECTS       LEVEL-DESIGN
                                                   CREATIONS        DEPTH

                           REVIEW ON                                           START
         AUDIO           EACH SPRINTS &   OPTIMIZATION    INTEGRATION
                                                                           DEVELOPING ON
                          WORK ON THE      & MODULE        OF ALL THE
        CREATION                            TESTING         MODULES
                                                                            THE GAMING
                           FEEDBACK                                          MODULES

POST
PRODUCTION                                          3RD PARTY
                                                      SDK'S
                                                                       QA &
                                                                      TESTING
                                                  INTEGRATIONS

                              FINAL                        APPSTORE         SUPPORT &
             UAT              GAME        MONETISATION
                                                          SUBMISSIONS      MAINTENANCE
                          DELIVERABLES

                                           9
When it comes to the stakeholders involved in a gaming process, there are
 investors/publishers, pre-producers, developers, post-production service providers,
   distribution channels, along side the internet service provides and advertisers.

                                         INVESTOR/
                                         PUBLISHER
                                       Validates the concept,
                                        identifies the target
                                         market and invests
                                               capital

                                                                                     PRE
   DEVICE OEMS                                                                    PRODUCER
   Original Equipment Manufacturers
                                                                                Creates the concept,
  Mobile, PC and Laptop
                                                                                characters and story
    Manufacturers
                                                                                board. Decides on the
                                                                                   Game engine.

                                      THE GAMING
                                       CONCEPT

      ONLINE                                                                     DEVELOPER
   DISTRIBUTOR                                                                  Programming, Coding,
   Distribution Channel                                                         3D Assets building and
                                                                                       more.

                                            POST
                                        PRODUCTION
                                      SERVICE PROVIDER
                                         Sound recording,
                                       testing, special effects
                                            addition and
                                         hardware porting.

       ADVERTISER /                                               INTERNET SERVICE PROVIDER
   ADVERTISING PLATFORM
                                                                  Enables distribution and consumption
Advertises through gaming platforms                                          of online games

                                                   10
Stakeholders in the Gaming Supply Chain

THE GAME PUBLISHER
Mobile game development is a hot market & promises a huge amount of money if your
game works for the gamers. A game publisher provides platform to the game developer,
looks after a long range of tasks that includes negotiating distribution deals, designing
advertising campaigns, conducting market research & clearing any licencing issues a game
has. But in the initial stage a publisher finances or invests in the video game development.

                                                                             THE PRE-PRODUCERS
                       Gamers like challenging games, the once that stimulate thrill or other such emotions in
                      their mind. Therefore, strategizing the game's story, the genre, levels & characters is the
                   most crucial step of the game development. Here the game designers and strategists both
                 sit together and form a story board of the game, keeping the target audience in the mind. In
                       the same way, playability is another aspect that is to be decided by the game designers.

DEVELOPMENT TEAM
Developing a game requires a set of talented people. The development team is a set
of designers, artists and programmers. It works in designing the gameplay, charac-
ter modelling, coding and programming the game. It takes a lot of time to design
and develop the mobile game and involves a great deal of money.

                                                                                POST PRODUCTION
                                          The post production stage mostly involves marketing and selling of
                                                the video game. This typically also involves sound recording,
                                         testing, special effects addition and hardware porting. Once off this
                                                        stage, the game is ready to be launched in the market.

ONLINE DISTRIBUTORS
The distributors typically look in to the viability of different distribution
channels charting them against the profit and loss analysis so as to make the
product available in the market.

                                                                                            ADVERTISER
                                   An advertiser looks into popularizing the game across the target audience
                                                      through its communication efforts at regular intervals.

                                                      11
The Monetization of Gaming Industry
After understanding the stakeholders and                             game milestones, they come across new
the channels, the picture of the gaming                              products and services. Most of the game
industry that monetization models paint is                           developers turn to this form of game
important to know. With increasing                                   monetization to earn revenues. As a larger
internet penetration, Indian mobile gaming                           number of people are turning to mobile
industry is seen as an opportunity with                              gaming, many brands find great scope in
great potential. Revenue that was a huge                             advertising their products in the mobile
challenge in the past, a has got varied forms                        games. This gives game publishers greater
today. There was dependency on the                                   chances of earning money by advertising
investment firms, but now there are                                   various brands in the game.
alternatives that are helping the industry
earn handsome revenue. Some of the                                   In-Game Product or Brand
revenue models of the gaming industry are                            Placement
discussed here ( Refer Figure below )
                                                                     Brand integration has come a long way.
In-App Advertisement                                                 From cinema to television, it has dominated
                                                                     the audience for decades, and so has been
A very popular model, this works akin to the                         with the mobile gaming industry. The Red
TV commercials that dominate the                                     Bull cans that a runner sees while playing his
television industry. An age-old way of                               game is a classic example of branding of the
advertising, this works on the principles of                         product subtly yet effectively. Needless to
cost-per-click via strategic placement of                            say, it works the best for both the product
banner advertisements. When gamers click                             and the audience.
the banners/pop-ups spread across their

                                                  Monetisation models

                 Paid by Ecosystem                                               Paid by Online gamers

    In-app     In-game product Incentive                  Purchase /        Freemium /          In-app          Subscription
 advertisement     or brand      based                     pay-per-          upgrades          purchases
                  placement   advertisment                download
      Banner        Popular brands or Virtual objects / Upfront charge Free download,         Gamer(s) pay to Monthly or annual
  advertisements products placed in      game-play      for download or but a charge to       purchase virtual subscription for
  based on Cost-     the game-play requisite or access    access to the  get full access to      objects or   access to a package
 per-click (CPC) or                   to the game by         game       characters, levels,      currency       (vitual objects,
   Cost-per-mile                        watching an                      equipments etc.                      extended access to
   (CPM) metrics                      advertisement                                                              the game or a
                                                                                                                 combination)

                                                                12
Purchase/Pay-Per-Download                            format, the game developer strategically
                                                     changes the behaviour of a player within the
Putting a price tag to the game right before         game so that a player tends to buy new
the experience or the download is the most           levels or features, characters, equipments
upfront way of raking in some revenue. This          or in-app currency.
also helps in putting the game in a premium
category. However, in a country like India,          In-App Purchases
this model has not worked very well.
                                                     In-app purchases are those in the form of
Incentive-Based Advertisement                        virtual objects and in-app currencies which
                                                     are placed in the mobile game. These virtual
Virtual objects or game-play requisites or           objects can be unlocked or gained only by
access-to-game by watching an advertise-             paying money. This pay-to-win model helps
ment are different incentives that lure the          the game developer earn their revenue. In
gamers into spending some money. Such                2016, apple users spent about 38.5 billion
incentives not only keep the audience                dollars on in-app purchases, while android
engaged but work as an incentive every now           users spent nearly 20 billion dollars.
and then for gamers to achieve.
                                                     Subscription
a)Rewarded Video: In this format, gamers
are made to watch few advertisements to              Subscriptions can be monthly/annual and
earn rewards or unlock new levels.                   work as a profitable model. They can be
                                                     extended to develop a loyal database of
b)Non-rewarded video: Publishers put                 quality gamers. However, interesting
advertising videos in the middle of the game         gaming prepositions should be brought
for a few seconds at certain pauses in the           about in this.
app's flow. They are full screen ads which
offer users the option to exit and skip.             In-app purchases are the most popular
                                                     mode of earning in the developed countries.
c)Display Banners: We do observe ad                  On the other hand, in countries like India,
banners while playing a game. They aren't            gamers are quite conservative about
for free. Publishers charge a good amount of         spending money for mobile games. This
money for the brand promotions and                   leads the game publishers to adopt the
advertisements through display banners.              freemium models and in-app advertising.
This includes standard banners, interstitials
and native ads.

Freemium/Upgrades

In this model, the mobile game need not be
bought but the levels inside the game have
to be unlocked by paying money. In this

                                                13
Mobile Gaming Industry in India
                                                                                                                                     7
The term 'video gaming' is evolving                                      projected to cross the 628 million mark .
continuously. Technically video gaming was
d e fi n e d a s a c o n c e p t o f i n t e ra c t i ve                  This rise is evident owing to ease of
entertainment where video signals are                                    accessibility, where public can download
transmitted to create an image on a CRT                                  any game at tap of a screen on their smart
monitor or television. This however                                      devices. More over, owing to hassle-free
precluded early computer games and                                       payments, cheap data availability, slashed
electronic games where output was seen on                                smart phone prices and localized content,
a teletype display. However, now it can be                               the market is growing seamlessly.
associated with any device that uses
electronic circuit to give the player's output                           The Mobile Gaming Business
results on a display and is interactive in
nature. And hence for understanding of the                               With India getting tapped over its increased
audience, this Video Gaming / Digital                                    potential, there is an increase in overseas
Gaming industry has been referred as                                     investment and partnership, mostly from
Mobile Gaming Industry throughout                                        China. There is more money moving
the report.                                                              through the industry as giants like Alibaba-
                                                                         backed digital-payment-startup Paytm and
The Indian mobile gaming industry is                                     H o n g ko n g ' s AG Te c h H o l d i n g s h ave
growing exponentially with industry giants                               launched a gaming platform called
such as Paytm, Tencent, Youzu and Nazara                                 Gamepind. Others like Tencent having
investing big time into it. Featuring in one of                          stakes in legendary games like League of
the top five countries for mobile gaming in                               Legends, Call of Duty and World of Warcraft
the world, the industry is already worth                                 are planning to invest in gaming in India this
                    6
over $890 million . India is also witnessing                             year along side the Chinese gaming
atleast two startups coming up every month                               company Youzu which has already launched
in this industry, apart from more than 250                               locals casual strategy games.
game development companies already in
the sector. This is 10 fold an increase since                            On the other hand, between 2014 and
2010. It is suggested that Indian mobile                                 2016, game downloads in India has more
gaming market will be worth $1.1 billion by                              than doubled because in terms of
2020, and the number of users are

6
https://www.forbes.com/sites/suparnadutt/2018/03/09/how-online-gaming-in-india-is-growing-fast-into-a-billion-dollar-market/#5b5e73b955b6
7
same as above

                                                                    14
downloads, casual and sports genre games             championship held in China and India.
perform very well. In fact, a survey reveals
that mobile gaming is part of daily lives of         American gaming technology company has
more than one-third Indians. (40% men and            also organized some GamerConnect
35% women play mobile games at least five             symposiums across India. Such is the fan
days a week.)                                        following of eSports that there are
                                                     thousands turning out to watch gamers play
According to the KPMG, mobile gaming                 live and millions more watching on the
revenue is estimated at Rs 4380 crores in            internet. That day is not far that eSports
the year 2018, which will be tripled in next         shall become a daily dose for the TV Sports
five years. The booming smartphone                    channels. Esports plays a huge part in
market, cheap mobile internet data and the           gaming with $696 million market and
increasing audiences are the key drivers             whopping 385.5 million viewers watching
behind the flourishing online mobile game             their favourite teams and players fight for
market.                                              glory. That's thrice as many subscribers
                                                                8
                                                     Netflix has .
eSports (Gaming Tournaments)
                                                     Gaming as a Career
The business of mobile gaming has become
serious. Gamification has brought about a             Though, India may be slow in catching up the
new trend on which firms are capitalizing             bus of the much buzzing mobile gaming
quickly. Nazara Technologies, a mobile               industry, it is managing to catch up well. As
game publishing company, has seen growth             on today, India has 253.2 million gamers of
in eSports and has acquired a 55% stake in           which 81% belong to the age group 16-30.
gaming solutions company Nodwin Gaming.              Not only this, there are professional teams
It plans to invest $20 million to develop            in India who compete globally. There are
eSports over next five years. eGamers                 many who are making a career out of gaming
Arena, a start up on eSports also runs Indian        in reality. They have taken game streaming
League Gaming, partnered with World                  as their jobs and are giving tough
Cyber Arena to host qualifiers for a                  competition to the people around.

8
https://www.entrepreneur.com/article/313541

                                                15
Game Localization: That Indian                                        fans could result in major implications on the
                                                                      sales. Also the mobile games that bring
Taste
                                                                      nostalgia are the most downloaded ones by
We remember playing Bollywood Version                                 the Indian gamers.
of Street Fighter on our gaming consoles?
                                                                      For instance, Ludo King was the most
That's game localization. A video game that
                                                                      popular game of 2017. According to POKKT
is built on the Indian entertainment brands
                                                                      Research, Ludo King beat Subway Surfer
does well in the Gaming market. Indeed,
                                                                      and Temple Run by almost 50% more
99Games holds a specialization in
                                                                      downloads. Ludo king was downloaded by
developing such mobile games. Dhoom 3:
                                                                      10 million Daily Active Users (DAU) while
The Game by 99Games was a big hit in the
                                                                      Subway Surfer and The Temple Run were
ye a r 2 0 1 3 by a c h i ev i n g 1 0 m i l l i o n
                                                                      downloaded by 5 million DAU and 2.5 DAU
downloads in just 3 months.
                                                                      respectively.
This explains that there is lot of scope in
                                                                      Though published by an international Game
India for game localization, a mobile game
                                                                      p u b l i s h e r, L u d o K i n g w a s a b l e t o
with local Indian language works well! The
                                                                      immediately catch the attention of the
idea of building on local entertainment
                                                                      Indian audience, because it could offer a
brands to grab the attention of local Indian
                                                                      sense of nostalgia to the gamers. Teen Patti
                                                                      and Rummy are the most downloaded and
                                                                      popular mobile games for the India Players.
      OCTRO
      Launched in 2006, Octro is the fastest growing
      mobile gaming company in India, their online
      games viz. Teen Patti, Indian Rummy and Tambola
      are topping the charts on various platforms.

      NAZARA TECHNOLOGIES
      With its Headquarters in India, Nazara is a well-established game                                TOP
      developer with its offices in Dubai, London, Africa and Singapore. It is a
      pioneer of e-Sports in India. It bought the major stakes of Nextwave who
      is the developer of the most popular world cricket championship.
                                                                                                  GAMING
                                                                                                COMPANIES
      DREAM 11
                                                                                                  IN INDIA
      Sports is the only genre of games developed by Dream 11. With 3 crore plus users
      playing Fantasy Cricket, Football, Kabaddi, and NBA; Dream11 is India's biggest
      sports game developer.

      99 GAMES
      It has published over 18 game titles since its launch and has clocked in 50 million
      downloads globally till date.
      It's Dhoom:3 The Game is India's most downloaded game.

      CREATIOSOFT
      It has developed a wide range of games serving all the genres of the mobile games.

                                                                 16
Different Genres of Mobile Games                     basic rules of the sports with football, tennis
                                                     and lastly cricket being some of the most
There are different types of games that are          popular games. With the aim of making the
popular with the gamers and give us an               gameplay easy, lot of tweaks are made to the
insight on the thriving variety and                  way of playing as compared to the real
positioning of games in the country.                 game. Another version of sport game is
                                                     betting, which one rather termed as fantasy
These game genres are driven by the offline           league tournaments. They get more popular
gaming industry and certainly by the board           during when world cups or other major
games, street games, sports, mind games etc          tournaments.
that ruled our childhood. These genres
range from puzzles based on language,                One of the easiest gameplays is offered by
maths, science, logic or for that matter any         racing games. Be it Need for Speed or
other mental-stimulation that keeps the              Asphalt or MotoxGP, their popularity is
gamer occupied. It works on providing                boosted by the fact that they are easy to
instant gratification and timely                      play and they give an adrenaline rush. While
achievements to the gamer.                           the major players have been continuously
                                                     upgrading themselves, smaller players are
Action-based games, needless to say are              also coming up with niche racing games.
powerhouses of adrenaline rush and uses
the psycho-motor skills of the gamer. These          Skill-based games have picked up lately
games are popular with youth and bring out           given their short game span. At the same
the competitive spirit in them.                      time these games tend to be quite
                                                     interesting with the inbuild puzzles. On the
Games involving strategies work as mental            other hand, chance-based events are more
stimulation and enhances the decision-               prevalent as they do not require much
making power of the gamers. These games              brainwork from the players and stir their
are the best when it comes to online gaming          gambling instincts.
competitions and eSports.

Adventure games got popular for inducing
the spirit of survival instincts and breaking
free from the mundane life. They transport
the gamers to another world and hence
remain popular once and always.

Arcade games are more person based as
they include short levels, spontaneous
control schemes and generally an increasing
difficulty level algorithm. They tend to be
more addictive than the other games as the
player gets a sense of victory at all levels.

Sports game are generally based on the

                                                17
PUZZLE
Problem-solving skills including logic, pattern recognition, sequence
solving, word completion etc.

ACTION
Physical challenges including hand-eye coordination and reaction time

STRATEGY
Gamer(s) uninfluenced decision making skills have high impact on
outcome of the game

ADVENTURE
Interactive story based games, usually played as an individual protogonist

ARCADE
Mostly single player games with short levels, intuitive control schemes
and increasing difficulty levels

SPORTS
Sports based simulations

RACING
Racing competition with land, air or sea based vehicles

SKILL BASED
Games in which outcome is dependent on a gamer’s mental skills

CHANCE BASED
 Games in which outcome is determined by chance

                            18
Consumption Pattern of Indian Gamers
A recent survey conducted by KPMG                      players. However, experienced gamers
regarding the Indian gaming pattern had                generally shift to larger screens for
brought out interesting insights. According            better gameplay experience. The recent
to the report, the average Indian gamer is a           development of online wallet system has
below 24-yearsof age male who plays                    facilitated the purchases of these games.
mainly for stress relief and social                    These systems are providing a very
interaction. His initiation to gaming is out of        conducive platform for in-game purchases
peer pressure from friends or family. Word             and making the market flourish a lot. While
of mouth is found to be the most effective             playing the game, the users are in a good
way of marketing the games apart from                  flow and it gets easy for the game publishing
doing it through in-app ads of relevant                to sell them their packages. Mindshare and
applications.                                          Wallet share are some of the payment
                                                       portals that have witnessed high growth
Puzzle, action and adventure are the most              over time.
preferred genres in India across
demographics and engagement levels.                    In terms of maximum downloads, Subway
Female players prefer puzzle games while               Surfer, Candy Crush Saga and Temple Run 2
action and adventure genres are preferred              have been the top games in that order.
by male players. Maybe this is the reason              While in terms of revenue, Clash of Clans,
why they are always concerned about                    Clash of Kings and Candy Crush Saga
data and memory consumption while                      dominate the industry. All of these games
playing the games. Thanks to a better                  have been 'freemium' which is a revenue
set of smartphones, this worry is slowly               model quickly picking up in the industry. The
decreasing. Female players are generally               catch is that these games are free to
concerned about getting regular updates                download from the relevant app store and
and upgrades of the game.                              many of the levels are free to play. But the
                                                       game then pushes users to buy certain
The most preferred device is still mobile              products/services within the game and this
phone as this is most used by average game             is how they generate their revenue.

                                                       This also goes out to show that a casual
                                                       gameplay, along with free access, can easily
                                                       drive volumes but the revenue is largely
                                                       driven by engagement levels of the games.
                                                       Designing the hook which keeps the players
                                                       engaged with the game has always been the
                                                       heart of freemium games. Along with this,
                                                       keeping the game system requirements to a
                                                       minimum so that the games can run on any

GAMES                                             19
                                                       smartphone is also a strategy used by them
                                                       to drive volumes.
Conclusion
If the present trends are to believed, the      days as this model is proving its worth in the
future of gaming in India seems to be very      western countries. People would be
bright. Apart from the evolution of the         allowed to download the game for free and
gaming industry worldwide and in India,         play it and then as soon as they get used to
there are external factors which are going to   the game and its features, they would be
act as a catalyst for the growth. The deep      asked to do in-app purchases. This revenue
rate of penetration of smartphones is           model will see a good growth in India. This
increasing the potential user base for the      has been possible due to the convergence of
game makers. A gradual shift is visible from    technologies for mutual growth.
urban market to rural market, as game
downloads are picking up in all parts of the    Though betting has not been legalized in
country. Another major factor is the switch     India, gambling and sports-betting games
to 4G networks by majority internet users.      with no monetary implications are on a rise.
This allows speedier downloads along with       Game makers have always found a way
possibilities of frequent updates. At the       around in this by providing various types of
same time data heavy games are also finding      virtual currencies to attract more and more
takers because of this.                         players. E-Sports will emerge as a good
                                                sector for developing games. Given the fan
Mobile wallets are being extensively used in    following of cricket, occasions like Indian
India today. Post the demonetization drive      Premier League and world tournaments will
in India, the government itself has been        further boost the use of these games.
pushing hard on online transactions. This
has allowed major players like Paytm,           More emphasis will be laid uponn
Mobikwik and other mobile wallet                “Indianizing' the game by adding local
companies to grow at a stupendous rate.         flavors in the gameplay, be it through maps
This provides a high ease for the user to       or characters or even music. There will be a
carry out online transactions for either        rise in such games which will attract urban
purchase of games or in-game purchases.         as well as rural markets. All in all, the Indian
All these factors have been facilitating the    gaming industry is looking forward to a very
mobile gaming industry in India.                bright future given the current trends and
                                                the facilitating factors for it.
Going forward, there will be an improved
parity in terms of age and gender in the
gaming population. With more puzzle and
arcade type games, the female ratio of
players is also increasing. Games like Candy
Crush have found their way in the mobile
phones of people above the age of 40 given
the simple gameplay. Freemium games will
be attracting more traction in the coming
Freemium                  Convergence of
                        games to                  stakeholders
                create better economics              to drive
                 for gaming companies          adoption and stage of
                                                 mobile internet

     Content                                                                Emerging
customization for                                                         technologies
the ‘Indian’ taste:                                                        to become a
   Local brand                                                          commercial reality
                                                                              in India

    Enchanced                                                              e-Sports
customer lifecycle                                                       to augment
  at every stage:                                                       engagement
  Power of data                                                    levels in online gaming

                      Improved age and              Gamification
                        gender parity          to offer opportunities
                         in the online            across business
                      gaming population        functions and sectors

                                          21
You can also read