Number of gamers in India expected to reach 700 million by 2025: Dentsu Gaming

Published on:

A recent report by Dentsu titled ‘Gaming Report India 2022 – For the Game’ predicted that the number of gamers in India will reach 700 million in FY25 from 507 million in 2021. The number is rising at a compounded annual growth rate (CAGR) of 12%.

According to the survey, 46% of Indian gamers are females. Overall, ‘Real Money Game’ revenues presently account for 57% of the market size, but more growth in future is expected to be fueled by in-app purchases expanding at a 34% CAGR. 120 million paying users, or around 24% were active in FY22.

“Gaming’s growing cultural impact, combined with the promise of the metaverse, has generated endless opportunities for advertisers. With the meteoric expansion of esports and streaming platforms, gaming has shifted from solitary play to spectator sport. Gaming platforms are now the main avenue for social connections and self-expression. One cannot follow the cookie-cutter approach anymore given the fluidity & dynamism of the industry,” said Anita Kotwani, CEO of Carat India & lead at Dentsu Gaming.

She also talked about the rise of online gaming apps like Rummy and Teen Patti contributing to the cultural influence of gaming. Games like Uno and other board games have become increasingly popular with players of all ages and genders. But playing video games regularly is a costly pastime.

While most of the population comes under casual gamers, there are a lot of hardcore gamers too that loves gaming as a hobby. A dedicated gamer typically invests about Rs 6,500 in peripherals and accessories to improve their gaming experience.

Gamers nowadays are also updated on current trends and changes through social media and TV. It is believed that on average a person spends around 28 hours on these entertainment media.

“The COVID-19 pandemic has acted as the biggest recruiter in the gaming pool and that around 45% of the Indian population started playing games during this period. Cheaper internet and one’s need to kill time and connect with people were the biggest drivers,” Kotwani added.