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VIDEO GAMES IN INDIA

Euromonitor International October 2011

VIDEO GAMES IN INDIA

PASSPORT

LIST OF CONTENTS AND TABLES


Headlines ..................................................................................................................................... 1 Trends .......................................................................................................................................... 1 Competitive Landscape ................................................................................................................ 2 Prospects ..................................................................................................................................... 3 Category Data .............................................................................................................................. 3 Table 1 Table 2 Table 3 Table 4 Table 5 Table 6 Table 7 Table 8 Table 9 Table 10 Table 11 Table 12 Table 13 Table 14 Sales of Video Games by Category: Value 2005-2010 ................................ 3 Sales of Video Games by Category: % Value Growth 2005-2010 ............... 4 Video Games Software by Type: % Value Breakdown 2005-2010 .............. 4 Video Games Company Shares by Value 2008-2010 .................................. 4 Video Games Brand Shares by Value 2008-2010 ........................................ 5 Video Games Hardware Company Shares by Value 2008-2010 ................. 6 Video Games Hardware Brand Shares by Value 2008-2010 ....................... 6 Video Games Software Company Shares by Value 2008-2010 ................... 6 Video Games Software Brand Shares by Value 2008-2010......................... 7 Sales of Video Games by Distribution Format: % Analysis 2005-2010 ........ 7 Sales of Video Games Hardware by Distribution Format: % Analysis 2005-2010 .................................................................................................... 8 Sales of Video Games Software by Distribution Format: % Analysis 2005-2010 .................................................................................................... 9 Forecast Sales of Video Games by Category: Value 2010-2015 ............... 10 Forecast Sales of Video Games by Category: % Value Growth 20102015 ........................................................................................................... 10

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VIDEO GAMES IN INDIA


HEADLINES
In 2010 video games category grows 40% in current value terms to reach Rs15,455 million Rising income growth among urban consumers and price drop of consoles have helped video game sales Video games software for static video games consoles represents largest category at Rs7.1 billion, and registered the highest growth at 45% Retail growth and emergence of specialised electronics stores helps video games marketers Video games category expected to see 36% constant value CAGR over forecast period

TRENDS
The Indian video games category in 2010 was driven by the urban middle class/upper-middle class population, who adopted both static and handheld games. Rising income levels, increased availability of international brands such as Sony PlayStation 3, Nintendo Wii and Microsoft Xbox 360 as well as growth in retail chains were primary factors driving the demand for video games in India. The growth witnessed in 2010, at 40%, was higher than the previous years 34% increase. The overall growth 2010 was helped by the increased number of video games products available in India. Static video games consoles have been relatively niche items in India in the past, with few shops carrying them, and sales used to be limited to few fragmented urban markets. The growth in demand for static video game consoles in recent years was largely due to the fact that the overall price has fallen, and more households are beginning to afford them. Static consoles offer different kinds of games that are particularly appealing to casual gamers. Handheld video games remained strong due to their better availability and lower prices. Handled video games are popular both in urban and rural areas due to the lower price of hardware. Among all video game categories, video games software for static video games consoles grew the fastest at the end of the review period. Increased demand for static video games consoles, Indias booming software industry drove this category. There were many local companies, such as Indiagames Ltd, FXLabs Studios Pvt Ltd and Faxtel India Ltd, involved in developing games software, providing localised content featuring local characters. The primary customers of video games at the end of the review period remained the teen population. With rising income levels in the average middle class household, teens in India are increasingly able to influence game purchases. Children, especially in urban areas, are becoming more demanding and more market-aware/brand-conscious, and pressurising their parents to spend more on games. The video gaming industry also benefited from increased penetration level of personal computers, which helped marketers to promote their PC and static games effectively. Along with the growth of consoles and related software, the gaming environment in India also witnessed high growth of PC games. PC games simplicity and lower cost attracts many gamers both casual and hard-core and represent a starting point in gaming for many consumers. PC games also benefited from the rise in broadband penetration and demand in both urban and rural India.

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One of the most important retail chains for video games hardware is represented by specialised retail stores such as ezone, Viveks, Girias and Croma, among others. Penetration of these chains grew rapidly in India, which helped organised video games suppliers such as Sony India Pvt Ltd and Microsoft Corp. Over the review period demand for private label products remained strong due to their ubiquitous presence and low prices. Consumers seeking a good trade-off between price and quality preferred private label products over other offerings for their video gaming needs. Even thought gaming software witnessed healthy growth, piracy remained a major challenge for game developers. Even though India has some stringent regulations related to piracy, their implementation remained a challenge at the end of the review period given the widespread nature of this problem. This substantially brought down the profits of game developers and discouraged investment in this market.

COMPETITIVE LANDSCAPE
Video games are dominated by the big three consoles makers that include Sony, Nintendo, and Microsoft, but local brands such as Mitashi continued to sell well too. Microsoft Xbox 360 appears to be gaining better momentum in retail sales in 2010, taking the lead from Sony, which has been more established in India previously because of the many Sony stores it operates in the country. International players have benefited more than national players in the Indian video games industry due to their innovative products and improved distribution. The companies that witnessed the maximum increase in share in video games in India were Nintendo Co Ltd, Sony India Pvt Ltd and Microsoft Corporation. There were few national domestic players in the video games industry, which continued to be highly fragmented. Domestic companies such as Mitashi Edutainment Ltd introduced many hardware games over the review period, but could not impact the growth of international players such as Sony India Pvt Ltd due to their more limited range of video games software available for their consoles. Domestic players still enjoy a price advantage over their international counterparts. Accessories for video games consoles were launched in India in 2010 as marketers sought to differentiate themselves on the basis of added gaming experience that make consoles games different from PC games. Accessory products such as Microsoft Kinect, and Sony Move motion controllers and Sony SIXAXIS Wireless Controller (PS3) launched in India over the review period. Video games promotion was based on adoption of different current local themes. For example, many developers offered cricket games due to the World Cup Cricket 2011 in India. Similarly, many video games marketers also used local mythological characters such as Rama and Hanuman to differentiate themselves. Many marketers also used store-based product launches and promotions extensively to promote both hardware and software. There are also gaming championships (Gillette Mach3 India Gaming Championship 2010) organised to promote gaming culture in India. Innovation and quality of graphics remained the two most differentiating factors which consumers were willing to pay more for. This made it imperative for both domestic and international players to offer the latest products.

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PROSPECTS
Over the forecast period video games overall are likely to continue to grow at a healthy rate due to the likely increase in the number of products and growth in the number of gamers in India. Per capita income levels are likely to further rise, giving consumers more money to spend, and this is likely to further help demand for video games in India. The growth in static console hardware is likely to accelerate due to their innovative features and more collaborative gaming experience they provide that allows more than two people play the game connected to a TV set. Further price cuts to gaming consoles would contribute to the future growth of the category. Over the 2011-2015 forecast period the gaming environment is likely to witness more growth than seen over the 2005-2010 review period. Healthy review period growth is likely to be surpassed even further due to continued demand for gaming software for both static and handheld consoles, as piracy levels decrease due to stricter regulation and more affordable pricing of original games. There is also likely to be improved demand for gaming accessories such as the Sony Move, due to the increased availability and awareness of these products. Retail growth is likely to expand further and help games marketers reach a wider audience, and offer these accessories even in smaller towns. For gaming software piracy is the largest threat, and unlikely to be completely removed over the forecast period. The implementation of piracy regulations in the country is likely to remain a challenge affecting business profitability and growth. The forecast period is likely to see the further expansion of international players such as Sony India Pvt Ltd and Microsoft Corporation due to their superior quality and expected increase in reach through specialised retail chains. Even though the number of hard-core gamers is likely to increase further over the forecast period in India, price and localisation are likely to remain major differentiators for video game hardware providers and developers. Affordable hardware and software for games will go a long way in improving the gaming market in India and help reach an increasing number of people. Aided by the growing middle class, India is well positioned to achieve the largest increase in the population that plays video games over the 2011-2015 forecast period, with more and more people playing video games than ever before.

CATEGORY DATA
Table 1 Rs million 2005 Video Games Hardware - Hand-Held Video Game Consoles - Static Video Game Consoles - Video Games Hardware Accessories Video Games Software - Games for Hand-Held Video Game Consoles 1,470.6 996.2 426.2 48.2 1,985.9 50.0 2006 2,004.5 1,374.9 566.9 62.7 2,673.4 58.0 2007 2,540.1 1,667.5 788.0 84.6 3,664.6 67.3 2008 3,331.0 2,127.7 1,087.4 115.9 4,906.4 76.7 2009 4,213.7 2,558.5 1,493.0 162.2 6,860.7 87.8 2010 5,721.5 3,444.8 2,045.5 231.2 9,733.9 101.0 Sales of Video Games by Category: Value 2005-2010

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- Games for PCs/MACs - Games for Static Video Game Consoles Video Games
Source:

613.9 1,322.0 3,456.5

804.2 1,811.2 4,677.9

1,061.6 2,535.7 6,204.7

1,406.6 3,423.1 8,237.4

1,877.8 4,895.1 11,074.4

2,535.0 7,097.9 15,455.4

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 2

Sales of Video Games by Category: % Value Growth 2005-2010

% current value growth 2009/10 Video Games Hardware - Hand-Held Video Game Consoles - Static Video Game Consoles - Video Games Hardware Accessories Video Games Software - Games for Hand-Held Video Game Consoles - Games for PCs/MACs - Games for Static Video Game Consoles Video Games
Source:

2005-10 CAGR 31.2 28.2 36.8 36.8 37.4 15.1 32.8 40.0 34.9

2005/10 TOTAL 289.1 245.8 379.9 379.7 390.2 102.0 312.9 436.9 347.1

35.8 34.6 37.0 42.5 41.9 15.0 35.0 45.0 39.6

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 3 % retail value rsp

Video Games Software by Type: % Value Breakdown 2005-2010

2005 Board Games Fighting Music/Dance Platform Puzzle Racing Role Playing Shooter Simulation Sports Strategy Survival Horror Others Total
Source:

2006 2.3 8.4 0.7 0.4 5.3 13.9 6.5 8.0 0.6 5.5 0.6 0.7 47.1 100.0

2007 2.5 8.5 0.9 0.6 5.5 14.1 6.7 8.1 0.8 5.7 0.8 0.9 44.9 100.0

2008 2.7 9.0 1.1 0.7 5.8 14.4 7.0 8.5 0.9 6.0 1.0 1.1 41.8 100.0

2009 3.0 9.1 1.2 0.8 6.0 14.5 7.1 8.7 1.1 6.1 1.1 1.2 40.1 100.0

2010 3.1 9.2 1.3 0.1 6.5 14.7 7.4 9.0 1.2 6.3 1.2 1.3 38.7 100.0

2.2 8.1 0.6 0.2 5.2 13.7 6.3 7.7 0.5 5.4 0.5 0.6 49.0 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 4 % retail value rsp Company

Video Games Company Shares by Value 2008-2010

2008 9.7 9.8 6.6

2009 15.6 12.6 8.2

2010 18.5 14.5 9.4

Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd Sony India Pvt Ltd

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Atari India Ltd Sega Corp E-xpress Interactive Ltd Activision India Ltd Mitashi Edutainment Pvt Ltd The Walt Disney Co (India) Pvt Ltd Private Label Others Total
Source:

3.9 1.4 1.2 1.3 0.3 3.1 62.8 100.0

5.1 1.5 1.7 1.5 1.4 0.4 3.2 48.9 100.0

6.4 2.4 2.1 1.8 1.5 0.5 3.1 39.9 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 5 % retail value rsp Brand Wii Xbox

Video Games Brand Shares by Value 2008-2010

Company Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd Atari India Ltd Sony India Pvt Ltd Nintendo Co Ltd

2008 3.0 3.2 2.5 2.2 2.7 0.8

2009 4.4 3.9 3.7 2.9 3.4 1.1

2010 4.9 4.2 3.6 3.4 3.3 1.7

Nintendo DS Atari Sony PlayStation Wii-nintendo Harry Potter & The Half Blood Prince Wii-nintendo Furu Furu Park Sony PlayStation 3 Mitashi Wii-nintendo Fifa Soccer 09 Fable Sega Wii-nintendo Ice Age 2 Wii-nintendo Ferrari Challenge Age of Empires Wii-nintendo Spiderman 3 Ubisoft Avatar Wii-nintendo Tiger Woods Pga Tour 10 Wolfenstein Sony PlayStation 2 Wii-nintendo Candy Factory Disney Iron Man The Incredible Hunk Sonic Unleashed Yakuza 2 Kinect Wii Remote Private label

Nintendo Co Ltd Sony India Pvt Ltd Mitashi Edutainment Pvt Ltd Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd E-xpress Interactive Ltd Nintendo Co Ltd Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd E-xpress Interactive Ltd Nintendo Co Ltd Activision India Ltd Sony India Pvt Ltd Nintendo Co Ltd The Walt Disney Co (India) Pvt Ltd Sega Corp Sega Corp Sega Corp Sega Corp Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd Private Label

0.8 0.8 1.3 0.8 0.8 0.9 0.8 0.5 0.5 0.3 0.3 0.5 0.3 0.1 3.1

1.1 1.0 1.4 1.1 1.1 1.0 1.0 0.9 0.8 0.9 0.7 0.4 0.5 0.4 0.5 0.4 0.2 0.3 0.2 0.1 0.1 0.1 3.2

1.6 1.6 1.5 1.4 1.4 1.3 1.3 1.1 1.0 1.0 0.7 0.7 0.7 0.7 0.6 0.5 0.5 0.3 0.2 0.2 0.1 0.1 3.1

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Others Total
Source:

73.8 100.0
Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

63.2 100.0

57.4 100.0

Table 6 % retail value rsp Company

Video Games Hardware Company Shares by Value 2008-2010

2008 13.2 10.8 8.2 3.1 7.3 57.5 100.0

2009 20.3 14.8 10.9 3.7 8.0 42.4 100.0

2010 21.7 17.5 12.1 3.9 8.0 36.8 100.0

Nintendo Co Ltd Sony India Pvt Ltd Microsoft Corp (India) Pvt Ltd Mitashi Edutainment Pvt Ltd Private Label Others Total
Source:

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 7 % retail value rsp Brand Xbox

Video Games Hardware Brand Shares by Value 2008-2010

Company Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd Nintendo Co Ltd Sony India Pvt Ltd Sony India Pvt Ltd Mitashi Edutainment Pvt Ltd Sony India Pvt Ltd Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd Nintendo Co Ltd Sony India Pvt Ltd Private Label

2008 7.9 6.3 6.2 6.8 1.9 3.1 0.6 0.1 0.1 7.3 59.7 100.0

2009 10.3 9.7 9.7 8.9 2.7 3.7 1.0 0.2 0.2 0.1 0.1 8.0 45.3 100.0

2010 11.3 10.7 9.8 8.8 4.2 3.9 1.8 0.3 0.3 0.2 0.2 8.0 40.4 100.0

Wii Nintendo DS Sony PlayStation Sony PlayStation 3 Mitashi Sony PlayStation 2 Kinect Wii Remote Wii Fit Sony PlayStation Move Private label Others Total
Source:

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 8 % retail value rsp Company

Video Games Software Company Shares by Value 2008-2010

2008 7.3 11.0 6.5 3.7 2.3

2009 12.7 13.6 8.2 4.2 2.4 2.7

2010 16.6 15.9 10.2 4.6 3.8 3.3

Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd Atari India Ltd Sony India Pvt Ltd Sega Corp E-xpress Interactive Ltd

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Activision India Ltd The Walt Disney Co (India) Pvt Ltd Private Label Others Total
Source:

2.0 0.6 0.2 66.4 100.0

2.5 0.7 0.2 52.9 100.0

2.9 0.8 0.2 41.8 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 9 % retail value rsp Brand

Video Games Software Brand Shares by Value 2008-2010

Company Atari India Ltd Nintendo Co Ltd

2008 3.7 1.4

2009 4.6 1.8

2010 5.4 2.6

Atari Wii-nintendo Harry Potter & The Half Blood Prince Wii-nintendo Furu Furu Park Wii-nintendo Fifa Soccer 09 Fable Sega Wii-nintendo Ice Age 2 Wii-nintendo Ferrari Challenge Age of Empires Wii-nintendo Spiderman 3 Wii Ubisoft Avatar Wii-nintendo Tiger Woods Pga Tour 10 Wolfenstein Wii-nintendo Candy Factory Disney Iron Man The Incredible Hunk Sonic Unleashed Yakuza 2 Club Penguin Private label Others Total
Source:

Nintendo Co Ltd Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd E-xpress Interactive Ltd Nintendo Co Ltd Nintendo Co Ltd Microsoft Corp (India) Pvt Ltd Nintendo Co Ltd Nintendo Co Ltd E-xpress Interactive Ltd Nintendo Co Ltd Activision India Ltd Nintendo Co Ltd The Walt Disney Co (India) Pvt Ltd Sega Corp Sega Corp Sega Corp Sega Corp Nintendo Co Ltd Private Label

1.4 1.4 1.4 1.4 1.4 0.9 0.7 0.9 0.6 0.8 0.6 0.1 0.2 83.2 100.0

1.8 1.8 1.8 1.6 1.6 1.4 1.4 1.4 1.1 1.1 0.7 0.8 0.9 0.7 0.4 0.4 0.3 0.2 0.1 0.2 74.0 100.0

2.6 2.3 2.2 2.1 2.0 1.8 1.6 1.5 1.5 1.2 1.1 1.0 1.0 0.8 0.7 0.5 0.4 0.4 0.1 0.2 67.0 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 10 % retail value rsp

Sales of Video Games by Distribution Format: % Analysis 2005-2010

2005 Store-Based Retailing 99.1

2006 98.9

2007 98.6

2008 97.9

2009 96.4

2010 94.9

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- Grocery Retailers - - Discounters - - Hypermarkets - - Supermarkets - - Other Grocery Retailers - Non-Grocery Retailers - - Electronics and Appliance Specialist Retailers - - Mixed Retailers - - - Department Stores - - - Mass Merchandisers - - - Variety Stores - - - Warehouse Clubs - - Leisure and Personal Goods Specialist Retailers - - - Traditional Toys and Games Stores - - - Media Products Stores - - - Other Leisure and Personal Goods Specialist Retailers - - Other Non-Grocery Retailers Non-Store Retailing - Vending - Homeshopping - Internet Retailing - Direct Selling Total
Source:

7.4 2.5 2.2 1.0 1.7 91.7 14.7

7.8 2.6 2.5 1.2 1.5 91.1 15.0

8.4 2.7 2.9 1.5 1.4 90.2 15.3

8.9 2.8 3.1 1.6 1.4 89.0 15.7

9.1 2.9 3.3 1.8 1.1 87.3 15.5

9.2 3.0 3.4 1.9 0.9 85.7 15.6

12.8 10.8 2.0 29.5

13.1 10.9 2.2 30.0

13.1 10.8 2.3 30.4

13.2 10.8 2.4 30.8

13.1 10.6 2.6 30.8

13.0 10.3 2.7 30.9

5.2 7.6 16.7

5.4 7.9 16.6

5.8 8.5 16.0

6.1 8.8 15.9

6.4 9.3 15.1

6.7 9.6 14.6

34.7 0.9 0.9 100.0

33.1 1.1 1.1 100.0

31.4 1.4 1.4 100.0

29.3 2.1 2.1 100.0

27.8 3.6 3.6 100.0

26.2 5.1 5.1 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 11

Sales of Video Games Hardware by Distribution Format: % Analysis 20052010

% retail value rsp 2005 Store-Based Retailing - Grocery Retailers - - Discounters - - Hypermarkets - - Supermarkets - - Other Grocery Retailers - Non-Grocery Retailers - - Electronics and Appliance Specialist Retailers - - Mixed Retailers - - - Department Stores - - - Mass Merchandisers - - - Variety Stores - - - Warehouse Clubs - - Leisure and 99.4 4.0 2.2 1.8 95.4 23.0 2006 99.1 4.4 2.3 2.1 94.7 22.7 2007 98.8 4.9 2.4 2.5 93.9 23.0 2008 98.4 5.2 2.5 2.7 93.2 23.5 2009 97.5 5.5 2.6 2.9 92.0 23.1 2010 96.5 5.7 2.7 3.0 90.8 23.5

19.2 17.5 1.7 40.5

19.2 17.3 1.9 40.6

19.0 17.0 2.0 41.1

19.0 16.8 2.2 41.6

18.9 16.5 2.4 42.1

18.5 16.0 2.5 42.2

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Personal Goods Specialist Retailers - - - Traditional Toys and Games Stores - - - Media Products Stores - - - Other Leisure and Personal Goods Specialist Retailers - - Other Non-Grocery Retailers Non-Store Retailing - Vending - Homeshopping - Internet Retailing - Direct Selling Total
Source:

3.0 1.9 35.6

3.1 2.4 35.1

3.4 2.7 35.0

3.7 3.1 34.8

4.0 3.5 34.6

4.5 3.7 34.0

12.7 0.6 0.6 100.0

12.2 0.9 0.9 100.0

10.8 1.2 1.2 100.0

9.1 1.6 1.6 100.0

7.9 2.5 2.5 100.0

6.6 3.5 3.5 100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 12

Sales of Video Games Software by Distribution Format: % Analysis 20052010

% retail value rsp 2005 Store-Based Retailing - Grocery Retailers - - Discounters - - Hypermarkets - - Supermarkets - - Other Grocery Retailers - Non-Grocery Retailers - - Electronics and Appliance Specialist Retailers - - Mixed Retailers - - - Department Stores - - - Mass Merchandisers - - - Variety Stores - - - Warehouse Clubs - - Leisure and Personal Goods Specialist Retailers - - - Traditional Toys and Games Stores - - - Media Products Stores - - - Other Leisure and Personal Goods Specialist Retailers - - Other Non-Grocery Retailers Non-Store Retailing - Vending - Homeshopping - Internet Retailing - Direct Selling 98.9 9.9 2.7 2.5 1.8 2.9 89.0 8.6 2006 98.8 10.4 2.8 2.8 2.1 2.7 88.4 9.2 2007 98.5 10.9 2.9 3.2 2.5 2.3 87.6 10.0 2008 97.5 11.4 3.0 3.4 2.7 2.3 86.1 10.4 2009 95.7 11.3 3.1 3.6 2.9 1.7 84.4 10.8 2010 94.0 11.3 3.2 3.7 3.0 1.4 82.7 11.0

8.1 5.8 2.3 21.3

8.5 6.1 2.4 22.0

9.0 6.5 2.5 22.9

9.3 6.7 2.6 23.4

9.6 6.9 2.7 23.9

9.8 7.0 2.8 24.2

6.8 11.8 2.7

7.1 12.1 2.8

7.5 12.5 2.9

7.7 12.7 3.0

7.9 12.9 3.1

8.0 13.0 3.2

51.0 1.1 1.1 -

48.7 1.2 1.2 -

45.7 1.5 1.5 -

43.0 2.5 2.5 -

40.1 4.3 4.3 -

37.7 6.0 6.0 -

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10

Total
Source:

100.0

100.0

100.0

100.0

100.0

100.0

Euromonitor International from official statistics, trade associations, trade press, company research, store checks, trade interviews, trade sources

Table 13 Rs million

Forecast Sales of Video Games by Category: Value 2010-2015

2010 Video Games Hardware - Hand-Held Video Game Consoles - Static Video Game Consoles - Video Games Hardware Accessories Video Games Software - Games for Hand-Held Video Game Consoles - Games for PCs/MACs - Games for Static Video Game Consoles Video Games
Source:

2011 7,814.2 4,671.1 2,812.5 330.6 13,614.8 126.3 3,409.5 10,079.0 21,429.0

2012 9,996.3 5,652.1 3,881.3 462.9 18,925.4 145.2 4,568.8 14,211.4 28,921.6

2013 12,811.3 6,799.4 5,375.5 636.4 26,235.6 169.4 6,099.3 19,966.9 39,047.0

2014 16,449.7 8,118.5 7,472.0 859.2 36,203.1 198.3 8,051.1 27,953.7 52,652.8

2015 21,344.6 9,782.8 10,423.4 1,138.4 49,675.8 232.9 10,587.2 38,855.7 71,020.4

5,721.5 3,444.8 2,045.5 231.2 9,733.9 101.0 2,535.0 7,097.9 15,455.4

Euromonitor International from trade associations, trade press, company research, trade interviews, trade sources

Table 14

Forecast Sales of Video Games by Category: % Value Growth 2010-2015

% constant value growth 2010-15 CAGR Video Games Hardware - Hand-Held Video Game Consoles - Static Video Game Consoles - Video Games Hardware Accessories Video Games Software - Games for Hand-Held Video Game Consoles - Games for PCs/MACs - Games for Static Video Game Consoles Video Games
Source:

2010/15 TOTAL 273.1 184.0 409.6 392.4 410.3 130.6 317.6 447.4 359.5

30.1 23.2 38.5 37.6 38.5 18.2 33.1 40.5 35.7

Euromonitor International from trade associations, trade press, company research, trade interviews, trade sources

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