Gaming in India: An Evaluation of the Market’s Potential

April 14, 2016

article image
Although Macau’s gaming market is struggling, its reliance on the Chinese gamer still allows it to dominate the global gaming landscape and maintain its role as the largest gaming market in the world. As a result, the global gaming industry remains transfixed by the potential value of the Chinese gaming market. Not surprisingly, gaming destinations throughout the Asia Pacific region, including Singapore, Cambodia, Philippines, Vietnam and South Korea, have opened hoping to capitalize on the market’s potential. Some gaming operators have attempted to target other possible valuable demand segments in Asia like the Japanese. With these large sources of demand capturing the attention of the gaming industry, many gaming operators and markets have yet to fully explore other alternative sources of Asian based gaming demand.So far, few gaming operators have considered China’s democratic and capitalistic neighbor, India, as a potential source of demand. India shares many of the same characteristics that make China such an attractive source of gaming demand. India also has a large, prosperous economy, an enormous population, and favorable consumer/gaming habits. On top of that, India is able to offer a stable and less reactionary government and volatile economy.

Spotlight

IABM

IABM is the authoritative voice of the broadcast and media technology supply industry worldwide. It seeks to further the interests of members through partnership and representation on a range of issues. Activities include Market Research & Intelligence Services, Representation & Mediation, Event Participation Services, Executive Networking Opportunities, Technical & Environmental Standards Reporting and Liaison.

OTHER ARTICLES
VIRTUALIZATION

Watch out Warzone and Fortnite: Ubisoft is coming after free-to-play

Article | May 17, 2021

Ubisoft announced last week that it is adding specific focus on free-to-play, alongside its AAA catalogue. In doing so, it is following a route that has been very successful for Activision with its Warzone strategy. Free-to-play games which draw audiences via big franchise names and monetise via in-game spending are going to be increasingly common among AAA publishers. The focus on in-game spending and particularly on the cosmetic, rather than the progress-related, parts will be the key revenue component. As games become less finite and more perpetual (consumer goal is less about ‘finishing them’ and more and ‘playing/spending time in them’), the opportunity to monetise needs that stem from this perpetual engagement (e.g. socialising or expression) starts to outweigh the mere monetisation of access to a packaged product. Simultaneously, free-to-play games also act as a powerful marketing driver for AAA releases as they come out, as well as streamability and word of mouth for the franchise.

Read More

Six Things Blockchain Can Do For Gaming

Article | April 14, 2020

Since their foundation in the 1970s and 80s, video games have moved from fringe interest to a major media staple. The industry has enjoyed huge revenues from dedicated fans, especially over the past few months, and the growth shows no sign of slowing down. Gaming is also an industry renowned for its commitment to innovation, adopting technological developments and spawning a fair few of its own. Chief amongst technological developments over the last decade has been blockchain technology, the new system of trading and ownership built on transparency and decentralization, the standard-bearer of which is the digital currency.

Read More
MEDIA AND BROADCASTING

The productisation of music rights

Article | June 4, 2021

News that New York-based Pershing Square Tontine Holdings is planning to acquire 10% of UMGis the latest in a wave of financial transactions in the music rights space. Alongside this, Believe’s impending IPO has the potential to be one of the biggest things to happen to the independent music sector in some time, and comes as part of a wave of IPOs (e.g.WMG,UMG), SPACs (e.g.Anghami,Reservoir) and no end of catalogue funds and acquisition vehicles. This trend, with good cause, has been referred to as the ‘financialisation of music’ but that only captures part of what is at play here. This is more than simply an influx of capital and debt; financial institutions are now becoming part of the plumbing of the music business, and in turn they are changing the definition of what constitutes success. This shift in objectives and desired outcomes has the potential to rebalance how the music industry operates.

Read More
VIRTUALIZATION

Marketing a game? Put enough focus on Discord and TikTok

Article | June 7, 2021

TikTok and Discord are essential channels for effective gamer targeting. MIDiA’s Q1 2021 survey states that weekly active user penetration of the two services over-indexes among mobile and console gamers the most of all tracked social media. This is similar with PC gamers, with the exception of Twitter ranking slightly higher than TikTok.

Read More

Spotlight

IABM

IABM is the authoritative voice of the broadcast and media technology supply industry worldwide. It seeks to further the interests of members through partnership and representation on a range of issues. Activities include Market Research & Intelligence Services, Representation & Mediation, Event Participation Services, Executive Networking Opportunities, Technical & Environmental Standards Reporting and Liaison.

Events