Casual Games - India

  • India
  • The Casual Games market in India is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €56.86m in 2022.
  • This indicates a promising future for the Casual Games market in the country.
  • Furthermore, it is anticipated that the Casual Games market in India will experience an annual growth rate of 13.34% (CAGR 2022-2027).
  • This steady growth is predicted to result in a projected market volume of €113.50m by 2027.
  • These numbers highlight the potential and profitability of the Casual Games market industry in India.
  • When examining the revenue distribution within the Casual Games market, it is interesting to note that different sources contribute to its overall income.
  • In-app purchase (IAP) revenue is projected to reach €12.26m in 2022, demonstrating the popularity of such purchases among gamers.
  • Additionally, paid app revenue is expected to reach €2.13m in the same year, indicating the willingness of users to invest in premium gaming experiences.
  • Lastly, advertising revenue is projected to reach €42.47m in 2022, showcasing the significance of advertisements within the Casual Games market.
  • The number of downloads in the Casual Games market is also expected to experience substantial growth, reaching an estimated 2.22bn downloads downloads in 2022.
  • This highlights the widespread popularity of casual games among Indian consumers.
  • When considering the average revenue per download, it is currently expected to amount to €0.03.
  • This figure reflects the average income generated per individual download in the Casual Games market.
  • In a global comparison, it is worth noting that in the United States generates the highest revenue in the Casual Games market, amounting to €5,184.00m in 2022.
  • This showcases the dominance of the US market in terms of revenue generation.
  • Overall, the Casual Games market in India is poised for significant growth, with impressive revenue projections and a strong user base.
  • As the market continues to expand, it presents lucrative opportunities for both developers and investors alike.

Key regions: India, United States, Europe, Japan, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Visión general

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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