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-Cyril Ferry
Vice President India and APAC
Indiagames
DYNAMICS OF THE
INDIAN MOBILE GAMING
INDUSTRY
Mobile Games Growth 2004-2007
After going through a phase of consolidation in 2006, the Indian mobile
gaming market saw some aggressive growth in 2007. In fact the market for
mobile games grew by as much as 43% with the bulk of this growth coming
in the second half of the year. At end user price the industry is currently
valued at approximately US$ 29 million. Our outlook is very positive on the
growth of the industry over the next few years and as per our estimates we
expect the mobile games business to reach US$250 million by 2010, at an
annualized growth rate of 106%.
The growth in
Market Size market size is
l a r g e l y
35 120.00%
30
29 attributed to
100.00%
25 20 80.00%
the changing
20
12 14 60.00% dynamics in
15
10 6 40.00% the industry
5 20.00% such as the
0 0.00% e a s y
Jan-Dec 04 Jan-Dec 05 Jan-Dec 06 Jan-Dec 07 Current - availability of
Annualised
affordable
USD mn Grow th (Rt axis) G P R S
handsets as
well as initiatives
taken at the 2010 Market Potential
operator end such
Game revenues are in as removal of 300.00
252
fact larger than music on subscription 250.00
GPRS with some operators. charges on GPRS
USD mn
200.00
A high end user could spend access. As a result, 150.00 126
as much as US$20 a month there are over 100.00
50
on games – almost 2.5x the 100,000 downloads 50.00 29
average revenue per user in a day at an average 0.00
India. We expect the price point of Rs.30 Current - Jan-Dec 08 Jan-Dec 09 Jan-Dec 10
market to grow (US$0.75). The Top Annualised
aggressively in the coming 100 users download
years with our 2010
on an average US$20 of games per month. Interestingly the unique user
estimates at around USD
250 million. — base is up 85% from 6 months ago. In 2010 we expect the market to have a
5%-6% gamer penetration with 20-24 million gamers generating a gaming
Vishal Gondal - Founder & ARPU of $1 per month at 1.5 game downloads per user. This results in a
CEO, Indiagames market size ranging between US$ 240 – US$ 288 million.
Disclaimer: The data presented in the report may not be an actual representation of the Industry as it is based on Indiagames internal findings and
interviews with key trade professionals. We assume no responsibility for any inadvertent errors.
KEY INDUSTRY STATISTICS
1.Top 3 Operators
Rank Operator
1 Airtel
2 Vodafone
3 Reliance
4 Tata
Traditionally, Airtel has had the largest share in games, but last year saw both
Vodafone and Reliance catch up considerably in market share. Tata has a
considerably large share given the relative size of its subscriber base.
CDMA
31%
2.Revenue Split By Access Technology
Based on revenues, GSM has a share of 79% as
compared to CDMA’s 21%.
GSM
79%
CDMA
We’ve seen aggressive 30%
growth of 43% in the
market in the last one year
with the key genres being 3.Market Share By Downloads
a c t i o n , c r i c k e t a n d Based on downloads, GSM has a share
Hollywood based titles. The of 70% as compared to CDMA’s 30%
surge in unique users by GSM
about 85% in the last 6 70%
months can be largely
attributed to free GPRS The lower price points in CDMA account for this skew in Revenues v/s
access schemes and
Downloads
proliferation of affordable
GPRS handsets. —
Samir Bangara, COO,
Indiagames
Disclaimer: The data presented in the report may not be an actual representation of the Industry as it is based on
Indiagames internal findings and interviews with key trade professionals. We assume no responsibility for any
inadvertent errors.
PRICING
1.Effective End User Price
USD
0.56
20.00 14.45
15.00 0.36 0.40
10.00
0.20
5.00
0.00 0.00
GSM CDMA CDMA ex Rel BREW
The average mobile game download price on the GSM platform is INR 35.5 (US$
0.89) as compared to CDMA's INR 22.25 (US$0.56).
* The CDMA price point is actually significantly lower if stripped of Reliance BREW downloads where
the pricing is as high as 99 per download. This is in sharp contrast to the Java downloads pricing and
R-lite games pricing at INR 5 and INR 7 per play.
Disclaimer: The data presented in the report may not be an actual representation of the Industry as it is based on
Indiagames internal findings and interviews with key trade professionals. We assume no responsibility for any
inadvertent errors.
Downloads By Time of Day
This information would be of great interest to those studying media
consumption patterns.
Percentage downloads by hours
7.00
6.00
% of downloads 5.00
4.00
3.00
2.00
1.00
-
00-1
1-2
2-3
3-4
4-5
5-6
6-7
7-8
8-9
9-10
10-11
11-12
12-13
13-14
14-15
15-16
16-17
17-18
18-19
19-20
20-21
21-22
22-23
23-00
Time of day
Downloads split by time (GSM) are fairly consistent through out the day with
peak download times being between 1pm-5pm and 7pm to 11pm.
Downloads are also influenced by timings of WAP pushes by operators which are
likely to hit customers in off peak hours. Hence as seen in our recent online
gaming report, mobile game downloads also seem to be eating into prime time
TV viewing time bands.
The top 10 games comprise a good mix of Cricket, Hollywood and Action based
games with Cricket being the pre-dominant game, with 4 games in the Top 10 a
true indicator that real life consumer passions also extend to the mobile
gaming front.
Disclaimer: The data presented in the report may not be an actual representation of the Industry as it is based on
Indiagames internal findings and interviews with key trade professionals. We assume no responsibility for any
inadvertent errors.
TOP 10 GAMING HANDSETS
14% 12%
12%
10%
8% 6% 5% 6%
5% 4% 4%
6% 4% 4% 4%
4%
2%
0%
NokiaN73-1
NokiaN73-1
Nokia6030
Nokia6070
Nokia6600
Nokia3220
Nokia6020
Nokia6300
Nokia5200
NokiaN73-
Nokia2626
NokiaN70-
1
1
Nokia continues to be the undisputed leader with all 10 positions being
occupied by Nokia handsets. We hope to see other handset manufacturers
making a serious attempt to break into this Top 10 list in 2008.
Punjab
Tamilnadu
Mumbai
Delhi
Gujarat
Karnataka
Maharashtra
Rajasthan
UP(E)
Andhra
PSYCHOGRAPHIC 6-12
10%
Mobile gaming continues to remain a largely 35+
25%
male bastion, with the largest users in the 22-
35 age bracket which accounts for 40% of all 13-21
downloads. The 13-21 as well as the 35+ age 25%
groups both account for 25% of all game
downloads, followed by the 6-12 which
accounts for the remaining 10%. 22-35
40%
Disclaimer: The data presented in the report may not be an actual representation of the Industry as it is based on
Indiagames internal findings and interviews with key trade professionals. We assume no responsibility for any
inadvertent errors.