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Casual Gaming in India
Summary of Findings
Casual Gaming Industry Overview
Casual Gaming in India
Mobile Casual Gaming
PC Casual Gaming
Consoles and DTH Casual Gaming
The Road Ahead
Presentation Plan
Casual Gaming in India
1. Industry Overview
2. Market Drivers and Inhibitors
3. Business Models
Casual Gaming revenue to quadruple by 2015
Casual Gaming in India is at a nascent stage but is
expected to grow significantly at a CAGR of 32% over
2010-15 period
76%of casual gaming revenue (on an
average) will come from Mobile over
2010-15
4X
% Break-up in 2010
% Break-up in 2015
… while the number of casual gamers will increase eight times over 2010-15 period
8 X
CAGR: 51.3%
% Break-up in 2010
% Break-up in 2015
By 2015, 12.4% of the total
online consumers will be casual
gamers
By 2013, Mobile Gamers (53.4%)will outnumber
the PC Online Gamers (46.8%)and will form the
largest segment
Casual Gaming in India
1. Industry Overview
2. Market Drivers and Inhibitors
3. Business Models
Four factors will be driving the Casual Gaming Market in India
Wireless Broadband is the catalyst for Broadband penetration
Wider choice of content across multiple platforms
Aggressive Marketing by Telecom Companies
Increasing penetration of devices
Availability of low-cost handsets will increase
the target market that can be addressed by the
gaming companies
Increasing penetration of netbooks and tablet
PCs will lead to higher number of people
accessing internet for online games
Launch of wireless broadband networks (3G
and 4G) will drive internet penetration. The
number of broadband users is expected to
reach 285.1 million by 2015, sharply up from
8.65 million in 2010
Given the low voice ARPU, telecom companies
are actively promoting games to encourage
their subscribers to switch to 3G, which is in
turn helping create interest in even the 2G
subscriber base.
Leading telecom companies have launched
app-stores offering games and application in
the last one year and a few more are in the
pipeline.
In India, all segments, namely, Consoles,
Mobile,
PC/Online and DTH are being promoted and
evangelized by different stakeholders, giving
consumers multiple choices to entry
Aggregated libraries of well known
international games are available across
multiple platforms – mobile devices, tablet PCs,
consoles etc.
… while three factors act as major growth challenges
Ease of Payment
Lack of local
Content
Piracy
Non-availability of a one-click
payment mechanism acts as a
deterrent for the sale of games
Indian consumers are not
comfortable in using credit card
for online transactions other than
air/rail ticket bookings
Gaming companies partnership with
Telecom companies for billing is
not mutually beneficial as
operators retain approx. 70% of the
revenue.
Piracy is a critical issue for the downloadable casual games on PCs, Consoles and Mobile
devices which heavily impacts the revenues for game development companies.
In Indian gaming market it is reported that for every one unit of legitimate copy sold there are
more than 10 pirated copies sold. Sideloading of pirated games when smartphnoes are
purchased is common
Majority of the games available
today are based on
international themes and
story-lines and invoke limited
interest from Indian consumers
Lack of casual games based on
Indian environment, society,
lifestyle and culture inhibit the
adoption in Tier-2 and Tier-3 cities
Casual Gaming in India
1. Industry Overview
2. Market Drivers and Inhibitors
3. Business Models
Indian casual gaming industry going towards a Freemium model
Business Model Adoption Trend for Mobile Casual Gaming
Present
Majority of the casual gaming companies have
adopted Ad supported/In-game advertising
and Pay-per-download business models
Future
Pay-per-Use, wherein the gamers pay for the
content as they use, and Ad-supported
business models are expected to be preferred
models in the near future
Expected M-commerce laws to have an
impact in the near future
Present
Majority of the casual gaming companies have
adopted Ad supported/In-game advertising
and subscription based business models
Use of Payment gateway is the preferred
mode for transactions
Future
Micro-transactions, Ad-supported and
Subscription based (all you can consume)
business models are expected to be preferred
models in the near future
Cash-cards which can be purchased at retail
outlets in lieu of cash is expected to gain
traction in the near future
Business Model Adoption Trend for PC Casual Gaming
‘Micro-transactions’ is a well tested and successful concept in Indian market
‘Sachet’ marketing in FMCG and retail segment
• ‘Micro-transactions’ as a concept has been successfully adopted by FMCG and retail
companies in India by launching most of their products in smaller packages
(‘sachets’).
• The concept has high awareness among Indian consumers who have adapted to the
process of buying goods in small and incremental quantities.
Cashing on the initial trial behaviour
• Indian consumers are highly conscious about ‘value-for-money’ and have a preference
to try-out the products initially before becoming a regular customer.
• The micro-transactions approach allows consumers to use and feel the product before
they buy the larger quantities of the same product or service.
Increasing product penetration in lower income groups
• A majority of Indians are in middle or lower income groups in Tier-2 and Tier-3 cities.
Given the high dependence and variability in the monthly family earnings, Indians
prefer to divide their purchases in multiple smaller amounts. This is unlike western
countries where people have the preference of buying products in bulk.
• The micro-transactions concept allows the product companies to target the middle
and lower income groups and increase the product penetration.Micro-transactions is an existing concept in India. The task ahead for Casual Gaming
companies is to identify the micro- transactable items and market them effectively
to the consumers.
Mobile Casual Gamers in India
Mobile Casual Gaming Revenue expected to grow at CAGR 27.5% over 2010-15
Up-gradation of infrastructure (3G and LTE) leading to availability of affordable
and stable mobile internet services will be the driving factors for mobile casual
gaming revenues.Note:* The total mobile gaming revenue is based on FICCI-KPMG report
3.4 X
Mobile Casual Gaming Revenue
Mobile Casual Gaming contributed
80% of the total gaming revenue in
2010 …
… however, this contribution is
expected to decrease to 60% by 2015,
which can can be attributed to the
higher adoption of the hard core
games over casual games
… while Mobile Casual Gamers are expected to grow at a CAGR of 60.4%
10 XMobile Casual Gamers
Ratio of the total online mobile subscribers to the mobile casual
gamers is expected to increase from 10% in 2010 to 20% by 2015.
3G will overtake GPRS as the preferred technology for mobile gamers by 2015,
primarily driven by higher speed, affordable 3G-enabled handsets, and decrease in the
prices of 3G services.
PC Online Casual Gamers in India
PC Online Casual Gaming Revenue expected to grow at CAGR 29.9% over 2010-15
3.7 X
PC Online segment will have a moderate increase in revenue in contrast to a higher increase in number
of users because of the lower ARPU, which can be attributed to the fact that games on PC are largely ad-
funded .
Majority of the growth in the PC online casual gaming revenue will come from the increasing adoption of
net-books and tablet PCs.
By 2015, 3% of the total online PC Gamers are expected to indulge in
Micro-transactions contributing 70% of the total PC Casual Gaming
revenue
… while PC Online Casual Gamers are expected to grow at a CAGR of 41.2%
~5.6 X
Approximately 80% of the total PC
Online Gamers in India are Casual
Gamers.
By 2015, the wired PC Online Gamers will decrease to
16% and more than 57% of gamers will use 3G network
due to the higher penetration of low cost 3G dongles.
LTE (4G), expected to be rolled out in the country by
2012, will further boost the shift to wireless broadband
network and will be used by 13% of the casual gamers.
Console Casual Gamers in India
Number of Console Casual Gamers is expected to grow over 100% on a year-on-year basis (2010-15) which
will provide a strong platform to casual gaming companies.
Casual gaming companies are marketing console casual games as a family activity thus expanding their reach
beyond individual gamers.
Average price of retail boxed games is currently USD 22 and is expected to decline to USD 16.47 by 2015
Console Software Gaming Revenue expected to grow at CAGR 79.9% over 2010-15
17 X
One of every three console
games purchased in India is a
casual game.
Direct-To-Home (DTH) Casual Gamers in India
Direct-To-Home (DTH) – An Emerging Segment for Casual Games
DTH segment is at a nascent stage but revenue from this segment is
expected to grow significantly at a CAGR of ~69.3% over 2010-15 period
3.3 X
2010 2015 E
DTH Casual Gaming revenue was USD 0.79
million (or 1.3% of the total casual gaming
revenue) in 2010 and is expected to reach
USD 10.98 million (or 4.5 % of the total casual
gaming revenue) by 2015. However, the
changes in ARPU can impact the projected
revenues
Telecom companies offering DTH services
such as Airtel are using their existing
relationships with Casual Gaming companies
and also, partnering with international gaming
companies to tap the library of the business
The Road Ahead
The Road Ahead (1/2)
Women Centric Games Localized Content
Current Scenario Current Scenario
Majority of the gamers currently are males
and the female segment has largely been
left untapped
Majority of the games available in the
market are in English language and based on
international themes.
Opportunity Opportunity
Higher proportion of women in India, are
housewives, who have spare time during day
hours, which they utilize for entertainment
Development of women centric games such
as based on TV-soaps – which have huge fan
following, will help the gaming companies to
target housewives in not just Tier-1 cities but
also Tier-2 and Tier-3 cities
Game creators can take cues from
Television, where incorporating local
language and socio/cultural context by
shows such as Indian Idol, Who wants to be a
Millionaire, India’s Got Talent have proved to
be hugely successful.
Development of games in local languages,
which are based on demographic, cultural
and social topics, can positively impact the
adoption and penetration of casual games.
The Road Ahead (2/2)
One-click Payment Mechanism New genre of Games
Current Scenario Current Scenario
Gamers are uncomfortable about revealing
credit card details for online transactions in
India
Majority of the games are arcade or puzzle
based games or adventure based games in
the 2D format
Opportunity Opportunity
Casual Gaming companies can partner with
banks to enable net-banking for online
transactions.
Operators and casual gaming companies
need to agree on revenue share which is
more realistic with global averages
Mcommerece , Google ‘s one click payment ,
pay pal are looking at Indian market to
enable payments and this will have positive
impact.
Casual gaming companies can partner with
content providers to develop games in
different genres – Augmented reality,
edutainment, event based games, location
based etc.
Development of games that provide near
real, interactive and engrossing experience
to users. This will help the gaming
companies in ensuring sustained interest of
the gamers.
Leading Companies in Casual Gaming in India
Note: The companies have been listed in alphabetical order and an Indicative List
IronCode
Thank you