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The Power of Play: Exploring the Growing Gaming Market

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BRC BYTES

The Power of Play:
Exploring the Growing
Gaming Market

Aug 2024

Sector Research

Executive Summary

The Indian and Global Gaming Market: A Rapidly Evolving Landscape

The Indian gaming market is set to grow substantially, projected to reach $8.6 billion by 2027, while the global market is

expected to hit $340 billion.

From FY 2020 to FY 2023, the Indian gaming industry has experienced a remarkable 28% CAGR.

Regulatory Challenges and Industry Responses

However, the introduction of a 28% GST on total deposits for real-money gaming (RMG) companies, up from the

previous 18% GST on gross gaming revenue, has created significant challenges, including:


Geographical diversification by RMG companies seeking more favorable tax regimes


Shutdowns and stalled revenue growth for some firms


A funding winter and layoffs across the industry

Evolving Business Models and Regulatory Advocacy

In response, RMG companies are making structural changes to their business models to ensure viability.

They are also actively advocating for regulatory authorities to devise taxation standards similar to those in other

countries, which typically tax based on gross gaming revenue rather than total deposits.

Emerging Opportunities in Gaming

The segments that have the potential for significant growth in the coming years:


Blockchain in gaming


AR/VR gaming


Generative AI in gaming

Understanding the Gaming Landscape

To provide a broader context, the deck covers the gaming sector’s parlance, value chain, and three key metrics

relevant to every gaming company:


Engagement


Genre


Monetization

Bright Spots in the Gaming Ecosystem

Despite the challenges, certain segments of the gaming industry have shown promising growth in engagement, user

base, and investor interest:


Esports


Indie game studios (“estudios”)


Mobile-based casual games

Executive Summary

Evolution of the Gaming Industry:
Past to Present

A Basic Roots Consulting Deck

Which
Segment

of the Entertainment Industry is the

Largest?

Gaming Industry (GI)
~$200 Bn
(3)

OG* of Entertainment Industry

* OG – Original Gangster

Hollywood ~$40 Bn
(2)

Music Industry ~$25 Bn
(1)

Gaming industry is 8x of Music Industry,

5x of Hollywood

1989

Beginning of new tech

race: Nintendo

entertainment system

releases Mario, revives

console

1977

1983-85

A Journey through
Decades

7

1972

Rise of Arcade: Pong

becomes first

commercially successful

arcade

1975

1982

1985

Release of first

Home console: Atari

releases first home

version of Pong

Sales through the roof:

Atari sell million units of

home console
(4)

Raining Money: Arcade

making more money than

pop music and box office

The video game crash:

Eager to capitalise on a

growing market, companies

flood market with poor

quality devices and games

6

5

4

3

2

1

Gameboy:

Release of first

handheld

90s

2001-2020

10

Early ‘90s

1997

PC emergence:

PC games started

gaining popularity

The battle for market

dominance: Market split

between PC, Console,

Handheld and Arcade

The new beginning: Nokia

release cell phone with

“Snake”

The Mobile gaming

revolution: Mobile and

internet is set to change the

way games are played

forever

11

10

9

8

At Present

Mobile games

dominates the Industry:

capturing >50% of

Market

The Gaming Industry takes the World by Storm

A Market on the Rise

$198 Bn
(3)

$340 Bn
(3)

2022

2027

Gaming Market Set to Fly

~50%
(3)
Share

Source : EY

India has a long way to go

Beyond Gaming: Exploring the Emergence of a
Robust

Supporting Network

$ 39.3Bn

PC Gaming

Hardware

$ 39.7Bn

Mobile Devices

$ 9.3Bn

Gaming Video

$ 12.0Bn

Gaming Accessories

$ 1.3Bn

eSports

$ 100Bn+
(3)

Gaming Industry –
Value Chain

IP/Brand Owner:

Owns the brand/IP for the game | Receives licensing fee as a share of revenue

Developer/Game Studio:

Designs, develops and tests the game |Undertakes live ops (updates, fixes)

Publisher:

Takes the game to target audience through distribution and marketing | Partners with

developers for game tweaks, market needs

Distributor:

Offers games through platforms for end-gamers | Majority of casual games through

play/app stores | PC and console games also through console stores and platforms

Advertising agency/network:

Serves advertisements through their networks | Ad requests sent directly to

networks/mediation platforms |Publisher earns revenue for displaying ads

Gamers:

Individuals playing games } Categorized as casual, mid-core, hard-core, professional

Example: Candy Crush players, Fortnite players, Esports athletes.

1

2

3

4

5

6

Evolution of Indian Gaming Industry

A Basic Roots Consulting Deck

A Quick Glimpse on how the Last Few Years looked like

in India

Number of Gamers

FY 22

FY 23

FY 24E

397M

425M

443M

FY 22

FY 23

FY 24E

22%

25%

28%

% Share of Paying Gamers

Online Gaming Market Size

$ 2.6 Bn

Current

$ 8.6 Bn

By 2027

Investments in Gaming Cos

~$ 2.8 Bn

Investments since FY 20

Key Stats

~90%
gamers in India are

mobile gamers

India has captured only

~1.5%
of the global

market by revenue

10-12 Hours

Average time spent by per

active
user on gaming in a week

RMG comprises of
~82.8%
of

market share in FY 23 with more

than
400 RMG startups

Source : EY, GT, Blume & BRC Research

RMG – Real Money Gaming

India has Mix of
Homegrown & Global Players
,

Competing across Value Chain (1/2)

Players

Place in Value

Chain

Enablers

Enablers

Content

development

Role

Game Tech

Game Tech

Independent

IP owners

Content

development

Content

development

Players

Place in Value

Chain

Role

Independent

IP owners

Independent

IP owners

Content

development &

Marketing

Studios &

Publisher

Content

development &

Marketing

Studios &

Publisher

Content

development &

Marketing

Studios &

Publisher

Content

development &

Marketing

Studios &

Publisher

Content

development &

Marketing

Studios &

Publisher

Content

development &

Marketing

Studios &

Publisher

Content

development

eSports Team

Players

Place in Value

Chain

Marketing &

Distribution

Role

Gaming

platforms

Players

Place in Value

Chain

Role

Content

development

eSports Team

Marketing &

Distribution

Gaming

platforms

Marketing &

Distribution

Gaming

platforms

Marketing

Ad networks

Marketing

Ad networks

Distribution

Esports

League

Distribution

Esports

League

Other

Enablers &

Interface

App Stores

Payment Gateways

Devices

Social Media

Platforms

India has Mix of
Homegrown & Global Players
,

Competing across Value Chain (2/2)

When the Industry Showed a lot of
Promise
, What

Changed the
Trend
?

9.5 Bn
game

downloads in

2023,

capturing
16%

of the global

market share in

downloads

The number of

gamers was

projected to

grow

significantly

Changes in

Regulations:

Instead of 18%

GST on GGR,

28% GST will be

charged on

the total

deposits

Substantial

Funding

Decline

from
INR 12,740

Crs
in FY 22

to
INR 796 Crs

in FY 23

Resulted in

Layoffs

Tax Notices

Shutdowns

Hit on Margins

GGR – Gross Gaming Revenue

Source : EY

The
Impact
of the Change in Numbers

Before

After

GST @18% on Gross Gaming Revenue

GST @28% on Total Deposits

Rounds

Contribution by Player X

Contribution by Player Y

Platform Fee @

11%

GST on Platform Fee

@ 18%

Prize Pool

Winner

Round

1

100

100

22

3.96

174.04

X

Round

2

100 (from Winning Pool)

100 (Additional

Contribution)

22

3.96

174.04

Y

Round

3

74.04 (from Winning Pool)

+ 25.96 (Additional

Contribution)

100 (from Winning Pool)

22

3.96

174.04

X

Round

4

100 (from Winning Pool)

74.04 (from Winning

Pool) + 25.96 (Additional

Contribution)

22

3.96

174.04

Y

Round

5

74.04 (from Winning Pool)

+ 25.96 (Additional

Contribution)

100 (from Winning Pool)

22

3.96

174.04

X

Final Cashflow Position

Net Contribution

(A)

Net Amount Won

(B)

Difference

(B – A)

Player X – wins 3 rounds

151.92

174.04

22.12

Player Y – wins 2 rounds

225.96

74.04

-151.92

Rounds

Contribution by Player X

(Inclusive of GST)

Contribution by Player Y

(Inclusive of GST)

Platform Fee @

11%

GST on Deposits @

28%

Prize Pool

Winner

Round

1

128

128

22

56

178

X

Round

2

100 (from Winning Pool)

128 (Additional

Contribution)

22

28

178

Y

Round

3

78 (from Winning Pool) +

28.16 (Additional

Contribution)

100 (from Winning Pool)

22

6.16

178

X

Round

4

100 (from Winning Pool)

78 (from Winning Pool) +

28.16 (Additional

Contribution)

22

6.16

178

Y

Round

5

78 (from Winning Pool) +

28.16 (Additional

Contribution)

100 (from Winning Pool)

22

6.16

178

X

Final Cashflow Position

Net Contribution

(A)

Net Amount Won

(B)

Difference

(B – A)

Player X – wins 3 rounds

184.32

178

-6.32

Player Y – wins 2 rounds

284.16

78

-206.16

A
t the end of 5 games, the net outcome for both the players stands negative indicating

that both the players are losing money irrespective of whether they are winning or losing

the game.

One Way Outcomes : Winners May Lose Losers Lose More

Under the new GST regime,
winners may end up losing money in some cases
, while
losers incur losses that are 35.7% more
, as

illustrated below.

Has RMG Adjusted to 28% and this is the
New Normal
?

Strategic adjustments and business pivots by online gaming companies post the GST amendment

Evaluating the

tradeoffs:

Impending wave of

industry consolidation

Product innovation

and diversification

Whether or not to absorb the GST

impact:


absorb the entire GST liability


pass on the burden partially or

completely to the users

Smaller companies either winding

up or undergoing acquisitions

Considering innovative strategies to

reduce CAC, improve unit

economics and exploring non-RMG

gaming alternatives could provide a

means to diversify revenue streams

Geographical

diversification

Cost rationalization

measures

Advocating for the

Policy Change

The GST amendment provides further

impetus for RMG firms to diversify

operations into other geographies,

offering a viable growth lever

RMG companies are prioritizing

cost-cutting measures to combat

the challenging unit economics

and achieve sustainable growth

Industry bodies like FIFS, EGF, and

AIGF have been actively engaging

with policymakers to highlight the

adverse impact of the GST

amendment

Source : EY

International Standards
for

Regulating and Taxing Online

Games

By studying and potentially adopting best practices from these international models, India could create a more favourable

environment for its online gaming industry, aligning with global standards and attracting more international investment.

Source : EY

How does the Gaming Industry Operate?

A Basic Roots Consulting Deck

3 Dimensions
of Modern Gaming

Engagement

Genre

Monetization

Higher multiplayer

interaction seen in

action and strategy

type games

IAPs are more viable in

complicated action or

strategy type games where

users are more invested

Multiplayer gamers, on avg. spend

2-3x more than single player gamers.

Game IP also monetized through

people engaging as “spectators”

Source : BCG

IAPs- In App Purchases

Engagement:
Multiplayer sees Higher Time Spent

Source : BCG

Introduction of new gaming genres

Positive Impact of Rise in Smartphone and Tablet

Ownership

Casual /

Hyper-casual

Classic

Mid-core

Hard-core

Action

Casino

Sport

Multiplayer

Battle

Adventure

Board

Strategy

Shooting

Puzzle

Word

Racing

Massively

Multi Player

Game Genres

Smartphone

Users

Internet

Users

Gamers

Paying

Users

~1.1 Bn

~759 Mn

~120 Mn

~450 Mn

Market Expansion Fueled by
Emerging Game Genres
and

Increasing Smartphone Adoption

Casual / Hyper-Casual &

Classic

Mid-core

Hardcore

Mobile

PC

Console

Source : Blume Gaming Bluprint

Indian Games

Comprehensive Gaming Ecosystem:
User Types and

Platform Preferences

Global Gaming Devices: A Breakdown of
Mobile, PC,

and Console Popularity

3 Bn users

1.2 Bn users

Presents most

lucrative revenue

opportunities

Leading way to

cloud gaming

Mobile Gaming

PC Gaming

Acting as an enabler to

other opportunities like

e-sports, sports video,

accessories

Console Gaming

600 Mn+ users

Generally dominated by casual gamers

Dominated by hardcore and

midcore gamers

The Device Selection Depends on the Budget and Gaming Preferences of the User.

Mobile Gaming – Packed With
Casual Gamers

India’s mobile gaming industry is growing, with ~
90%,

of 450+ Mn users playing casual games

Key Characteristics


Played across devices


Simple and easy-to-learn

gameplay


Free-to-play or low cost

Casual / Hyper-casual

Mid-core

Hard-core

Professional

Key Statistics


Google Play store has ~18,000

games published by Indian

distributors.

Breaking it down based on skills

Casual Games


Players who enjoy video games

designed for ease of gameplay

without devoting significant time

to it.


Playing it spontaneously and

irregularly


Players with a wider

range of interest

than casual gamers

but would not

dedicate as much

time as a hard-core


Players who spend

considerable time

and effort, typically

in complex games.


A full-time

competitive player

who plays games for

a salary or prize

money

Rise of
eSports

eSports
is
competitive video gaming where teams participate in organized tournaments for games like Call of

Duty, Fortnite and a variety of game genres like real time strategy, first time shooters, battle royale etc

eSports

Game Developers & Publishers

Tournament Organizers

Games

Infra / Accessories

Teams

Streaming Platforms

eSports represents the intersection of gaming and competitive sports, combining elements of both to create a unique and rapidly growing

global industry.

India’s Gaming Paradox:
High Downloads
,
Low

Monetization

Despite leading in global game downloads, India’s
monetization
rates lag significantly, highlighting the

untapped potential

and the
long journey ahead for Indian gaming companies

Source : Blume

Monetization
majorly Led by
Real Money Games

Real Money Games (RMG) – Card and

casual based


Includes any type of game played

online


Real money is wagered on outcome

of the game

Real Money Games (RMG) – Fantasy

League


Players make virtual teams online


Monetary rewards from the overall

prize pool based on points accrued

Characteristics

Beyond Casual

Gaming

After huge success of RMGs, now traditional casual games and new categories are enabling sachet size

betting, fading the line between casual games and RMG.

RMG Contributes ~
82%

of total revenue of the Gaming Sector in India

Gaming Companies across Sub-Segments are Focusing

more on
Monetization

Subscription

Ad Revenues

In-App

Purchases

Commission

The Indian market is heavily skewed towards revenue

from the top 20 apps, with 90%
(5)
of user-generated

revenue coming from these applications.

Companies Are Typically Opting for
More Than 1

Monetization Model

Brands recognize the high engagement levels

of gaming company TG, leading to significant

ad revenue.

Despite being a small percentage, subscription

revenue is becoming a promising revenue

model for hyper-social games.

The emergence of real-money games has

significantly increased the potential revenue

from commission.

IAP are projected to grow at the highest rate at

around 35% CAGR with the rise of paying users

being across casual and core genres

How much do the Established Companies make

Players

Revenue 2023/2024 (in

USD Bn)

27.5

HQ

Year of Establishment

Japan & US

China

24.0

13.4

15.5

Japan

China

US

9.8

US

8.5

1993

2003

1974

1997

1974

2008

15+ Companies are generating
over a billion dollar in

revenues.

..And They are only
Getting Larger

Historically gaming sector has seen large consolidation, and it continues to see the same trend.

Acquired in 2020

~ $7.5 Bn All Cash Deal
(7)

Acquired in 2022

~ $68 Bn – All Cash Deal
(8)

50+ Deals in 2021
(12)

Over 20 Investments in Last 3

Years
*

* Despite being under regulatory scanner

Acquired

in 2022

~ $3.6 Bn
(9)

Acquired in

2022
(10)

Acquired in

2022
(11)

Acquired

in 2023
*

* Tracxn

Investments in Indian Gaming Startups and Companies

A Basic Roots Consulting Deck

Source : Blume & Tracxn

India’s Gaming Industry:
High on Gamers, Low on

Funding Love

Recently

Funded Indian

Gaming Companies

Blockchain

Casual Mobile Game

Streaming

Content

Community

Casual game has remained favorite pick for the Investors

eSports

Total Fundraise

Last Fundraise

Total Fundraise

Last Fundraise

$8.5 Mn

$8.5 Mn,

Seed – Apr 24

$5.25 Mn

$5.25 Mn,

Seed – Mar 24

$2 Mn

$2 Mn,

Seed – Sep 23

$1.5 Mn

$1.5 Mn,

Seed – Oct 23

$700 K

$1.5 Mn,

Seed – Oct 23

$3.91 Mn

$2.2 Mn,

Seed – Jun 23

$1.54 Mn

$1 Mn,

Seed – Apr 24

Real

Money

Gaming

$396 Mn

$2.6 Mn,

Tranche

of Series E

– Aug 23

Studios

$20 Mn

Undisclosed,

Series A – Jul 24

$50 Mn

$20.3 Mn,

Series B – May 23

$38 Mn

$22 Mn,

Series A – Sep 23

$3.91 Mn

Undisclosed,

Seed – Apr 24

$84.9 Mn

Acquired

$1 Mn

Undisclosed,

Angel – May 23

$1.1 Mn

Undisclosed,

Angel – Dec 23

Where does the
Opportunity
lies Next?

The gaming industry is about to undergo significant transformations in the next 3-4 years

AR and VR in Gaming

Integration of AR and virtual reality

solutions in mobile and wearable

devices and people’s craving for

immersive gaming experiences

propel this growth

Generative AI in Gaming

Generative AI revolutionizes gaming,

enabling dynamic, responsive

experiences with AI-generated

content and characters that adapt

to player actions in real-time

Competitive Multiplayer

Mobile Gaming

Multiplayer mobile games, fueled by

the esports phenomenon and titles

like PUBG Mobile, are set to dominate

the gaming landscape in 2024 and

beyond

Blockchain-Based Gaming

Gaming could gain benefits from this

technology in making in-game

purchases safer

Studios

Studios innovate gaming

experiences, driving advancements

in graphics, gameplay, and

storytelling, making them pivotal for

the industry’s growth through

immersive content.

1

2

3

4

5

Who is
Investing
?

Some of the Top Tier Funds Are Investing Across the Value Chain Collectively

Thank You

A Basic Roots Consulting Deck

Basic Roots Consulting | teambrc@basicroots.in

1.
https://sonosuite.com/en/blog/ifpi-global-report-2022-streaming-drives-recorded-music-sales-to-record-25-9-billion/

2.
https://variety.com/2023/data/news/global-box-office-in-2022-1235480594/ – Peak revenue 2019

3.
https://newsroom.accenture.com/news/global-gaming-industry-value-now-exceeds-300-billion-new-accenture-report-finds.htm

4.
https://en.wikipedia.org/wiki/Atari_2600

5.
https://www.bcg.com/mobile-gaming-market-opportunity-in-india

6.
https://en.wikipedia.org/wiki/Video_game_publisher

7.
https://news.microsoft.com/2020/09/21/microsoft-to-acquire-zenimax-media-and-its-game-publisher-bethesda-softworks/

8.
https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-every-device

/

9.
https://arstechnica.com/gaming/2022/01/sony-to-acquire-bungie-destiny-series-for-3-6-billion/

10.

Sony acquires Savage Game Studios, announces new PlayStation Studios Mobile Division

11.
https://www.theverge.com/2022/7/18/23268693/sony-investing-esports-repeat-gg-tournaments

12.
https://gamedaily.biz/article/2043/tencent-has-already-closed-51-games-related-deals-in-2021

13.
https://kpmg.com/in/en/home/insights/2021/06/digital-mobile-casual-gaming-in-india.html

14.
https://www.lumikai.com/post/india-s-gaming-market-hit-2-6-billion-in-fy22-and-is-projected-to-reach-8-6-billion-in-fy27

15.
https://www.google.com/search?q=India+witnessed+~+2+Bn(15)+Cumulative+MAUs&oq=India+witnessed+~+2+Bn(15)+Cumulative+MAUs&aqs=chrome.

.69i57.609j0j4&sourceid=chrome&ie=UTF-8

16.
https://www.statista.com/statistics/1327738/india-number-of-mobile-game-downloads/#:~:text=Overall%20number%20of%20mobile%20game%20downloa

ds%20India%202018%2D2021&text=India%20was%20among%20the%20leading,billion%20downloads%20across%20the%20country.

17.
https://www.ibef.org/blogs/india-s-booming-gaming-industry

18.
https://newzoo.com/insights/articles/games-market-engagement-revenues-trends-2020-2023-gaming-report

19.
https://en.wikipedia.org/wiki/Blockchain_game#History

20.
https://startuptalky.com/mpl-success-story/

21.
https://www.ey.com/en_in/media-entertainment/new-frontiers-navigating-the-evolving-landscape-for-online-gaming-in-india

Source

& citation