Академический Документы
Профессиональный Документы
Культура Документы
Forecasting (2008-2012)
Vijay kr. Singh “singhnsingh” (BITM, Pune 2008-10)
Animation & Gaming Industry forecasting(2008-2012)
Vijay kr. Singh “singhnsingh” (BITM, Pune 2008-10)
12000
10000
10000
8000
6800
6000 2008
2012
4000
2000 1096
495
0
INDIA(in mn) GLOBAL(in mn)
Fig.1
REVENUE(2008)
7.28%
92.72%
Fig.2
2008 (INDIA VS GLOBAL Animation industry revenue)
REVENUE(2012)
11%
89%
Fig.3
2012 (INDIA VS GLOBAL Animation Industry revenue)
Revenue in million(2008)
67
107
Animation Entertainment
65
Web Designing
VFX
Animation Education
256
Fig.4
Animation Entertainment=21.6%
Web Designing=51.7%
VFX=13%
Animation Education=13.5%
Total=495mn (revenue) in 2008. (source- V&D, DoT)
Revenue in million(2012)
173 207
Animation Entertainment
Web Design
174
VFX
Animation Education
542
Fig.5
Animation Entertainment=18.88%.
Web Designing=49.45%.
VFX=15.87%.
Animation Education=15.78%.
Total=1 bn (revenue) in 2012 in INDIA.
(using Gartner forecasting formula) (source- VSPAI, DoT)
Conclusion:-
The VFX(Virtual effect) sector will take the front step in 2012, as it increases from
65 million(2008) to 174 million (2012), the MOVIE industries using VFX are
responsible for its growth over other sectors.
Also Animation Education sector see percentage growth in 2012 upto 17%,
regardless of percentage decline of animation entertainment.
GAMING INDUSTRY FORECASTING & COMPARISON BETWEEN
INDIAN & GLOBAL GAMING MARKET.
6000
5360
5000
4000
1000 830
167
0
INDIA GLOBAL
Fig.6
7.95%
93.05%
Fig.7
2008 (india vs global Gaming industry revenue)
Revenue 2012(in %)
15.48%
84.50%
Fig.8
Revenue in mn(2008)
21.7
37
Online Gaming
Mobile Gaming
Console Gaming
65.13 43.42 PC Gaming
Online gaming=22%
Mobile gaming=26%
Console gaming=39%
PC gaming=13%
Revenue in mn (2012)
91.3 124.5
Online gaming
Mobile Gaming
Console gaming
323.7 290.5
PC gaming
Online gaming=15%
Mobile gaming=35%
Console gaming=39%
PC gaming=11%.
(using Gartner forecasting formula) (source- VSPAI, DoT)
Gaming consumer Market-
700
610
600
500
400
300 Revenue of Gaming
consumer market (in mn)
200
105
100
0
2008 2012
250
220
200
150
0
2008 2012
Conclusion:-