
Girish Menon, Partner and Head, Media and Entertainment, KPMG in India, explained, “Online casual gaming saw its tipping point in 2020, with consumption and engagement at an all-time high. It is poised to grow by 29 percent to Rs 169 billion by FY25. In 2020, India saw the world’s second-highest casual gaming downloads (after China) at 7.3 billion (Q1-Q3 2020) or 17 percent of total mobile game downloads globally, according to Sensor Tower.Ī whopping 420 million gamers in India play casual mobile games, and the segment was worth Rs 60 billion in FY21, accounting for 44 percent of total gaming revenues. India skipped a generation of gaming (PC and console-based games popular in developed markets like Japan, South Korea, US, UK) and took to mobile gaming because of significantly lower entry barriers in hardware and gaming titles. Online gaming in 2020: Year of Ludo King, PUBG ban, rapid user growth, increased funding The meteoric rise of casual gamingĬasual gaming, particularly, has defined the sector so far. Additionally, a surge in users and longer hours of engagement helped them reduce customer acquisition costs by 60-70 percent, improving operating margins. Increased funding also helped many local gaming companies achieve scale.


“We are a micro VC dedicated to gaming, and are looking to turn on the capital to unlock a lot of innovation, creativity, and talent needed to build breakout successes,” Salone Sehgal, Co-founder and General Partner, Lumikai, told YourStory in an earlier interaction. The year also saw the launch of Lumikai, India’s first gaming-focused fund, which looks to unearth local winners like Ludo King.

In contrast, between 20, Indian gaming startups drew total investments of just $350 million, according to Maple Capital Advisors. Between August 2020 and January 2021, the gaming sector saw capital inflows of $544 million. “We’ve been privy to the keen interest from corporates and investors who want to ride the wave of opportunity that the business of online casual gaming has to offer,” Satya added. Satya Easwaran, Partner and Head of Technology, Media & Telecom, KPMG in India, said, “In the last five years, on account of the growth in digital infrastructure coupled with the availability of leading titles, India’s online gaming segment is now a serious business with the gaming market being overwhelmingly mobile first.”

MAUs for the top 100 mobile games are higher by 10-15 percent since March 2020.Īlmost all other metrics, including game downloads, in-app purchases, conversion from DAUs to paid users, etc., are now “ operating at a higher new normal as compared to the pre-lockdown time”, stated the report. Weekly time spent on mobile games also went up from 2.5 hours (or 11 percent of screen time) pre-COVID-19 to 4.1 hours (or 15 percent of screen time) post the lockdown. It is projected to have 657 million gamers by FY25. Armed with online poker, rummy, and fantasy sports, Baazi Games is on a ‘X to 10X’ growth mission The online gaming growth storyīuoyed by a variety of factors like a dearth of recreational options in the lockdown, a tech-savvy young population, supply of high-quality games from local studios, growing 4G penetration, and expanding digital payment infrastructure, India went from having 250 million gamers in March 2018 to 433 million gamers in June 2020.
