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Video Game Industry In
India
By
Melvin Babu
Jenifer John Gilbert
Contents
 Video Games
 Video Game Industry
 Biggest Gaming Companies
 Platforms
 Video Game Industry In India
 Advantages In India
 Quick Glance At Gaming Sector In India
 E-sports
 Conclusion
Video Games
 A video game is an electronic game that involves interaction with a user interface
to generate visual feedback on a video device such as a TV screen or computer
monitor.
 The electronic systems used to play video games are known as platforms;
examples of these are personal computers and video game consoles.
Video game industry in india
History Of Video Games
In October 1958, Physicist William Higinbotham created
what is thought to be the first video game.(Tennis for
two)
Video gaming did not
reach mainstream
popularity until the
1970s and 1980s
 the second generation (1976 to 1992):
 Video arcades with large, graphics-decorated coin-operated
machines were common at malls and popular, affordable home
consoles enabled people to play games on their home TVs.
 early online gaming and handheld LCD games emerged
The third generation(1983 to 1995):
 consoles which were 8-bit units emerged
The fourth generation(1987 to 1999):
 16-bit models
 saw the resurgence and decline of arcades
 the transition to 3D video games, improved handheld
games, and PC gaming
The fifth generation(1993 to 2006):
 32 and 64-bit units
 mobile phone gaming emerged
the sixth generation(1998 to 2013):
 online gaming and mobile games became major aspects of
gaming culture
The seventh generation(2005 to 2012):
 marked by huge development budgets for some games
 launch of the top-selling Wii console
the eighth generation(2013 onwards):
gaming has been holding a large market share in
Asia and Europe for decades and continues to grow
due to digital distribution.
the eighth generation of consoles emerged,
including Nintendo's Wii U and Nintendo
3DS, Microsoft's Xbox One, and Sony's PlayStation
4 and PlayStation Vita.
Biggest Gaming Companies
Microsoft -Net Worth: $560 Billion
Tencent -Net Worth: $522 Billion
Sony -Net Worth: $37.45 Billion
Activision Blizzard -Net Worth: $29.23 Billion.
Electronic Arts - Net Worth: $22.90 Billion.
Nintendo - Net Worth: $20.11 Billion.
Ubisoft - Net Worth: $3.69 Billion.
2K - Net Worth: $3.22 Billion
Platforms
PlayStation:
 It is created and owned by Sony Interactive Entertainment since
December 3, 1994, with the launch of the original PlayStation in
Japan.
 PlayStation home game consoles claim 78% market share of all
home consoles in Japan.
 As of 2015, PlayStation is the strongest selling console brand
worldwide.
Xbox:
Xbox is a video gaming brand created and owned by
Microsoft.
The brand was first introduced in the United States in
November 2001, with the launch of the original Xbox
console.
Nintendo
 Nintendo Co., Ltd.[a] is a Japanese multinational consumer
electronics and video game company headquartered in Kyoto.
 Founded on 23 September 1889
 Japan's third most-valuable company with a market value of over
$85 billion.
Personal Computer:
PC games, also known as computer games or personal
computer games, and video games played on a personal
computer rather than a dedicated video game console or
arcade machine.
Video Game Industry
The video game industry is the economic sector
involved in the development, marketing, and
monetization of video games.
They took in about US$9.5 billion in the US in
2007, 11.7 billion in 2008, and 25.1 billion in 2010
(ESA annual report).
 The largest nations by estimated video game revenues in
2016 are China ($24.4B), the United States ($23.5B) and
Japan ($12.4B).
Video Gaming Industry In India
 The video game industry has been one of the most important avenues of the overall
entertainment industry in India
 Growing personal disposable incomes, penetration of broadband, increasing population of
video game players, rise in the number of new games and increase in the time spent on
video games are some of the factors for the growth of India video games industry.
Value of the gaming industry in India from 2007
to 2021 (in billion Indian rupees)
Top 100 Countries by Game Revenues
Newzoo’s Global Games Market Report, April 2017
Drivers
Increasing Smartphone Users
Enhanced Wireless Connectivity
Acceptance by Masses
Extensive Content Choice across different Platforms
Challenges
Lack of Skilled Manpower
Absence of Funding
Prevalence of Piracy
High Cost of Installation and maintenance
E-Sports
E-Sports
 eSports, also known as electronic sports is a form
of competition using video games.
 The earliest known video game competition took
place on 19 October 1972 at Stanford University
for the game Spacewar.
 Global esports revenue projected to reach
$905.6m in 2018
 ESL acquires minority stake in Indian publisher
Nazara Technologies
eSports revenue growth (2016-2021)
Conclusion
 Mobile Gaming - The Future of Indian Gaming Industry:
mobile gaming registered around 50% revenues in the country’s gaming industry
 Strategy Games - The Fastest Growing Game Type in India:
Majorly Indians spend plenty of time playing strategy games such as Clash of
Clans, Grand Theft Auto, Counter Strike, etc.
 India - A Hub for Outsourcing:
As developing is an expensive and time taking part of the cycle, game
developing companies outsource game development to other countries such as India,
where highly skilled workforce is available at relatively low costs, as compared to
other countries.
 India - A Hub for Outsourcing:
As developing is an expensive and time taking part of the cycle, game developing
companies outsource game development to other countries such as India, where
highly skilled workforce is available at relatively low costs, as compared to other
countries.
Reference
 https://www.gamesindustry.biz/
 https://en.wikipedia.org/wiki/Video_game
 http://www.theesa.com/
 https://www.statista.com/
 https://yourstory.com/
 http://time.com/
 https://www.youtube.com/
Video game industry in india

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Video game industry in india

  • 1. Video Game Industry In India By Melvin Babu Jenifer John Gilbert
  • 2. Contents  Video Games  Video Game Industry  Biggest Gaming Companies  Platforms  Video Game Industry In India  Advantages In India  Quick Glance At Gaming Sector In India  E-sports  Conclusion
  • 3. Video Games  A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.  The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles.
  • 5. History Of Video Games In October 1958, Physicist William Higinbotham created what is thought to be the first video game.(Tennis for two) Video gaming did not reach mainstream popularity until the 1970s and 1980s
  • 6.  the second generation (1976 to 1992):  Video arcades with large, graphics-decorated coin-operated machines were common at malls and popular, affordable home consoles enabled people to play games on their home TVs.  early online gaming and handheld LCD games emerged
  • 7. The third generation(1983 to 1995):  consoles which were 8-bit units emerged The fourth generation(1987 to 1999):  16-bit models  saw the resurgence and decline of arcades  the transition to 3D video games, improved handheld games, and PC gaming
  • 8. The fifth generation(1993 to 2006):  32 and 64-bit units  mobile phone gaming emerged the sixth generation(1998 to 2013):  online gaming and mobile games became major aspects of gaming culture The seventh generation(2005 to 2012):  marked by huge development budgets for some games  launch of the top-selling Wii console
  • 9. the eighth generation(2013 onwards): gaming has been holding a large market share in Asia and Europe for decades and continues to grow due to digital distribution. the eighth generation of consoles emerged, including Nintendo's Wii U and Nintendo 3DS, Microsoft's Xbox One, and Sony's PlayStation 4 and PlayStation Vita.
  • 10. Biggest Gaming Companies Microsoft -Net Worth: $560 Billion Tencent -Net Worth: $522 Billion Sony -Net Worth: $37.45 Billion Activision Blizzard -Net Worth: $29.23 Billion. Electronic Arts - Net Worth: $22.90 Billion. Nintendo - Net Worth: $20.11 Billion. Ubisoft - Net Worth: $3.69 Billion. 2K - Net Worth: $3.22 Billion
  • 11. Platforms PlayStation:  It is created and owned by Sony Interactive Entertainment since December 3, 1994, with the launch of the original PlayStation in Japan.  PlayStation home game consoles claim 78% market share of all home consoles in Japan.  As of 2015, PlayStation is the strongest selling console brand worldwide.
  • 12. Xbox: Xbox is a video gaming brand created and owned by Microsoft. The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console.
  • 13. Nintendo  Nintendo Co., Ltd.[a] is a Japanese multinational consumer electronics and video game company headquartered in Kyoto.  Founded on 23 September 1889  Japan's third most-valuable company with a market value of over $85 billion.
  • 14. Personal Computer: PC games, also known as computer games or personal computer games, and video games played on a personal computer rather than a dedicated video game console or arcade machine.
  • 15. Video Game Industry The video game industry is the economic sector involved in the development, marketing, and monetization of video games. They took in about US$9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion in 2010 (ESA annual report).
  • 16.  The largest nations by estimated video game revenues in 2016 are China ($24.4B), the United States ($23.5B) and Japan ($12.4B).
  • 17. Video Gaming Industry In India  The video game industry has been one of the most important avenues of the overall entertainment industry in India  Growing personal disposable incomes, penetration of broadband, increasing population of video game players, rise in the number of new games and increase in the time spent on video games are some of the factors for the growth of India video games industry.
  • 18. Value of the gaming industry in India from 2007 to 2021 (in billion Indian rupees)
  • 19. Top 100 Countries by Game Revenues Newzoo’s Global Games Market Report, April 2017
  • 20. Drivers Increasing Smartphone Users Enhanced Wireless Connectivity Acceptance by Masses Extensive Content Choice across different Platforms
  • 21. Challenges Lack of Skilled Manpower Absence of Funding Prevalence of Piracy High Cost of Installation and maintenance
  • 23. E-Sports  eSports, also known as electronic sports is a form of competition using video games.  The earliest known video game competition took place on 19 October 1972 at Stanford University for the game Spacewar.  Global esports revenue projected to reach $905.6m in 2018  ESL acquires minority stake in Indian publisher Nazara Technologies
  • 24. eSports revenue growth (2016-2021)
  • 25. Conclusion  Mobile Gaming - The Future of Indian Gaming Industry: mobile gaming registered around 50% revenues in the country’s gaming industry  Strategy Games - The Fastest Growing Game Type in India: Majorly Indians spend plenty of time playing strategy games such as Clash of Clans, Grand Theft Auto, Counter Strike, etc.  India - A Hub for Outsourcing: As developing is an expensive and time taking part of the cycle, game developing companies outsource game development to other countries such as India, where highly skilled workforce is available at relatively low costs, as compared to other countries.
  • 26.  India - A Hub for Outsourcing: As developing is an expensive and time taking part of the cycle, game developing companies outsource game development to other countries such as India, where highly skilled workforce is available at relatively low costs, as compared to other countries.
  • 27. Reference  https://www.gamesindustry.biz/  https://en.wikipedia.org/wiki/Video_game  http://www.theesa.com/  https://www.statista.com/  https://yourstory.com/  http://time.com/  https://www.youtube.com/