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Saturday 26 April 2014

Video Games Market India


Video Games in India



Headlines

·         The market for video games in India is increasing rapidly. Vendors have reduced their prices, which has helped them to penetrate non-metropolitan markets. Industry estimates of the total market for video games in India rose from Rs 4.8 billion in 2007 to Rs 6.2 billion in 2008.
·         Sales of software titles exceed those of hardware, in a ratio of more than 4:1, which is expected to increase over the forecast period.
·         The Indian market in gaming consoles currently involves just three players. Sony and Microsoft have officially launched their latest-generation products in India, while Nintendo’s Wii has not yet been officially launched there, although it is sold through various channels at a substantial discount and also in the grey market.
·         Competition in the video games console market is set to increase in India. Sony’s PlayStation 3 was officially launched in India in April 2007.
·         As the market for gaming consoles is still in its nascent stages within India, it has huge potential for growth. All the experts are bullish about its potential and expect this market to grow at 25–30% per annum in the early part of the forecast period.


Trends

·         The console gaming segment is not very sizeable in India, although expectations of its future growth and increased consumerism are prompting companies to establish themselves in India. Gaming consoles attract high duties, which comprise approximately 35% of the total product price in India, and these higher prices are limiting their legal sales and encouraging the development of the grey market.
·         In 2008, the video games industry in India recorded total revenues of Rs 6.2 billion and growth of 30.0% over its 2007 level. The sector comprises two subsectors – video games hardware and video games software – and excludes the other gaming subsectors such as mobile and online gaming. The market has registered growth rates of more than 25% throughout the review period and is expected to continue to follow the same growth trend throughout the forecast period.
·         Sales of software titles were much higher than those of hardware, and software sales are expected to grow rapidly in the short term. The market for hardware in India is yet to pick up, as their prices are quite high. Sony PlayStation 3 is priced at Rs 39,990 for a 60 GB model, which is too high for a normal Indian household. Other gaming consoles such as the PlayStation 2 and PSP are also priced at more than Rs 10,000.
·         Experts report that maybe 1 million consoles are used by serious gamers in India, but it is online or PC platforms that will draw the largest revenues in the Asia–Pacific region. Zapak, which entered the market in 2006, claimed to have 1 million registered users already and was expected to register 10 million users by the end of 2008. There has been a decline in content providers’ reliance on international game titles and increased use of Indian developers during the review period, which are expected to continue. Almost 70% of the content sold today comprises international titles or is based on borrowed formats, which restricts its appeal to the mass market.
·         The online gaming market is growing, and India will have 40 million Broadband connections by 2010, so it is just a matter of time before gaming companies start making substantial profits. To help overcome the primary problem of reaching out to the masses with its gaming products, Zapak plans to launch up to 50 gaming cafes, following a model that has been perfected by a number of countries including China.
·         Among the 15-odd game development and distribution companies, the outlook for mobile games looks the most promising. The mobile gaming market is currently worth about US$200 million in the US and US$3 million in India. The fact that India has more than 170 million mobile phone subscribers is a good enough bait for most game developers, since they are downloading 1.3–1.5 million units of songs, ring-tones and other value-added services per day, including some 30,000 game downloads per day. This represents a good start, but not yet a significant income stream. Most popular mobile games are based on Bollywood movies, in the Rs 50–150 price range.


Competitive Landscape

·         Sony has emerged as leader of the hardware subsector with a market share of 56.7% in 2007, while Microsoft held second place with 33.4%, leaving just 9.9% divided among the other players. Sony operates its chain of Sony World retail stores, through which its products are available in most parts of the country, which has helped it to become the market leader.
·         UTV Software Communications is making a foray into the gaming business, acquiring two companies for Rs 1.28 billion to emerge as what it claims is the largest entity in the gaming and animation sectors in India. It also plans to invest Rs 1.35 billion in making animation movies during 2008–2010.
·         In 2006, UTV acquired a 51% stake in Indiagames Ltd, a mobile and Broadband gaming company based in India. In 2007, UTV acquired 70% stake in Ignition Entertainment Ltd, a US$15 million console gaming company based in the UK. UTV has emerged as biggest player in the software subsector, with a market share of 16.8% in 2007.
·         Gaming is not a mainstream activity for India’s young people, so very few advertisements are broadcast that focus on video or other computer games. Nevertheless, gaming shows are broadcast on popular television channels such as AXN and TEN (Taj Entertainment Network) Sports, both of which promote the newest developments in the industry by taking users through the gaming experience using features lasting some 20–40 minutes.
·         The key brands in the gaming console market are Microsoft and Sony. Sony has maintained its leading position with a market share of almost 60%, while Microsoft’s Xbox is also doing well in the market. Their success is largely attributable to the absence of competition from any local or multinational vendor. The third major console manufacturer, Nintendo, has not yet officially launched its Wii in India, and its products are available only in the grey market.
·         Video games are sold through different distribution channels from traditional toys, being sold through specialist stores and modern, large-format retail outlets. As these stores are mainly present in the metropolitan cities and other urban areas of the country, sales in rural areas are almost negligible.


Prospects

·         In India, the market for video games is still at a nascent stage and there is a huge potential for growth. It is expected to record a CAGR of 29.0% over the forecast period and reach Rs 22.2 billion in 2013. The software subsector will be the main driver of this growth as customers purchase many software titles with each console. The market in gaming software will increase from Rs 5.1 to Rs 18.8 billion during 2008–2013, while the market in gaming hardware will increase from Rs 1.1 to Rs 3.4 billion.
·         The household penetration of PCs in India is increasing rapidly, leading to a parallel growth in the gaming industry, which is expected to grow at a CAGR of 29.0% over the forecast period.
·         Increasing penetration of Broadband in Indian households will drive the growth of online gaming and vice versa, as the increased speed and greater bandwidth relative to dial-up connections enhance the gaming experience. The experience of countries such as South Korea and China suggests that online gaming will take off as the in-home penetration of Broadband increases, and ISPs are offering their users packages including games on demand to encourage them to spend more time on line.
·         Entertainment appeals to Internet users of all ages, genders and income levels, and some 54% of active Internet users enjoy access to entertainment-related applications. Online gaming will provide another platform with which to whet the appetites of Indian users, while casual games may be positioned to appeal to non-core segments including women and older men.
·         The mobile gaming market has grown rapidly within India and mobile game downloads account for a fast-growing component in the overall mobile market.. Mobile gaming is serving to introduce gaming to a large customer base, and many users may graduate to online gaming over time to benefit from an enhanced gaming experience.
·         Massive multi-player online games (MMOGs) have finally caught the fancy of Indian game developers and consumers. Zapak and Games2win are investing heavily in building an MMOG platform, in order to increase their retention of existing customers, and the market for MMOGs is expected to register increased growth over the forecast period.
·         Localisation of games and content will better address the demands of the target audience. Although most of the development work undertaken in India is directed towards the overseas market, the focus will shift to the domestic market in future. Several Indian companies are currently starting to focus on customising content for the Indian market using local themes and icons for their games, and on modifying the available international content/idea to appeal to a larger audience within India. A special mention should be made of Kreeda Games India Pvt Ltd and Games2win Pvt Ltd, both of which are focusing on customising the online gaming experience to suit Indian tastes.


Sector Data



Rs million
                                                                       2003               2004               2005               2006               2007               2008

Video games hardware                           282.3              362.0              473.2              625.0              875.0          1,137.5
Video games software                         1,249.9          1,565.9          2,001.3          2,599.9          3,899.8          5,069.7
Video games                                          1,532.2          1,927.9          2,474.5          3,224.9          4,774.8          6,207.2
Source:           Official statistics, trade associations, trade press, company research, trade interviews, Euromonitor estimates



% current value growth
                                                                                                             2007/08        2003-08 CAGR       2003/08 TOTAL

Video games hardware                                                                         30.0                            32.1                          303.0
Video games software                                                                           30.0                            32.3                          305.6
Video games                                                                                            30.0                            32.3                          305.1
Source:           Official statistics, trade associations, trade press, company research, trade interviews, Euromonitor estimates



% retail value rsp
                                                                       2003               2004               2005               2006               2007               2008

Store-based retailing                                  99.6                99.4                98.9                98.3                97.8                96.8
Grocery retailers                                            4.6                  4.0                  3.7                  3.2                  4.2                  5.6
Non-grocery retailers                                  68.9                67.8                65.8                64.5                64.0                63.3
Mixed retailers                                             32.0                31.6                30.2                29.4                29.0                28.5
Leisure and personal                                 36.9                36.2                35.6                35.1                35.0                34.8
    goods retailers                                                                                                                                                                        
Other store-based                                       26.1                27.6                29.4                30.6                29.6                27.9
    retailing                                                                                                                                                                                    
Non-store retailing                                         0.4                  0.6                  1.1                  1.7                  2.2                  3.2
Vending                                                               -                       -                       -                       -                       -                       -
Homeshopping                                                  -                       -                       -                       -                       -                  0.3
Internet retailing                                             0.2                  0.3                  0.6                  0.9                  1.2                  1.6
Direct selling                                                   0.2                  0.3                  0.5                  0.8                  1.0                  1.3
Total                                                             100.0              100.0              100.0              100.0              100.0              100.0
Source:           Official statistics, trade associations, trade press, company research, store checks, trade interviews, Euromonitor estimates



% retail value rsp
Company                                                                           2004                         2005                       2006                       2007

UTV Software Communications                                           -                                 -                          6.0                        13.7
Electronic Arts Inc                                                              16.2                          16.2                          7.2                        11.0
Sony India Pvt Ltd                                                             17.8                          18.2                        11.0                        10.4
Take-Two Interactive Software Inc                                       -                                 -                          6.8                          8.9
Konami Corp                                                                            -                                 -                          7.8                          7.7
Microsoft Corp (India) Pvt Ltd                                                -                                 -                          6.0                          6.1
Activision Inc                                                                         5.7                            5.7                          8.6                          5.6
Dhruva Interactive                                                                    -                                 -                          2.8                          4.9
Ubisoft Entertainment SA                                                  4.1                            4.0                          7.8                          4.6
Atari Inc                                                                                  9.7                          10.5                          4.4                          4.0
Infogrames Entertainment SA                                          8.9                            8.9                          5.6                          3.8
THQ Inc                                                                                  6.5                            6.5                          3.6                          3.3
Vivendi Universal SA                                                          8.1                            8.9                          4.1                          3.1
Microsoft Corp                                                                      8.1                            8.1                          3.5                          2.8
Eidos Plc                                                                               3.2                            3.2                               -                               -
Others                                                                                  11.5                            9.9                        14.7                        10.0
Total                                                                                   100.0                        100.0                      100.0                      100.0
Source:           Trade associations, trade press, company research, trade interviews, Euromonitor estimates



Rs million
                                                                       2008               2009               2010               2011               2012               2013

Video games hardware                        1,137.5          1,442.4          1,827.5          2,288.0          2,782.2          3,355.3
Video games software                         5,069.7          6,651.5          8,813.2        11,536.5        14,824.4        18,797.4
Video games                                          6,207.2          8,093.8        10,640.7        13,824.5        17,606.6        22,152.7
Source:           Official statistics, trade associations, trade press, company research, trade interviews, Euromonitor estimates



% constant value growth
                                                                                                            2008-13 CAGR                                 2008/13 TOTAL

Video games hardware                                                                                     24.2                                                    195.0
Video games software                                                                                       30.0                                                    270.8
Video games                                                                                                        29.0                                                    256.9
Source:           Official statistics, trade associations, trade press, company research, trade interviews, Euromonitor estimates