India- the next e-gaming hub?
India, one of the fastest paced
countries on earth has always been in light due to its active participation in
almost every field. But is it really much into the gaming industry that
has its deep roots in almost every developed country?
The first thing that contributes is the
crowd that is targeted by a sector, which in this case is youth. India has
more than 50% of its population below the age of 25 and more than 65% below the
age of 35. So is it all that a market need, I guess not because an economy of
a country is also a clamp that needs to be taken care of. And in this case, India has always been struggling.
Gaming as an entertainment needs
gadgetry that could loosen up some pockets, so for some it was a nightmare.
But this was taken care of, when some popular games like PUBG(players unknown
battleground), Clash of Clans and other battle royale games were introduced on
mobile platform.
Acknowledging India's increasing
contribution in gaming, now companies are trying to syringe the Indian themed
games into the market like "Teen Patti" and rummy. This is a new era
in gaming that allowed gamers to participate in PVP(player vs player) battles
and acted as a catalyst and jump-started the sector.
According to a recent KPMG report - a significant population of heavy gamer(s) uses mobile phones as the primary
device to play online games. Higher tendency to recreate and utilize idle time
through gaming drives this trend. So the analysis of device preference was
plotted as
This demographic strengthens the point
of mobile devices that are dominant among online gamers. Larger screen size in
low-cost mobile devices increased the compatibility of games with mobile screens
and mobility factor are key reasons for the popularity of mobile phone gaming in
India. This further boosted when some of the mobile manufacturing companies
like Xiaomi, realme, and others were able to make quick fortunes by serving
cheaper handsets with optimized performance for gaming.
Gamification ( gaming applications used
in non-gaming activities) is a trend among some corporate industries, which
are trying to use games as a tool to create simulations of real-life scenarios
to enhance the operations and employee to customer relations. In India, gamification has opened windows for the gaming industries to develop a new
genre of games. Globally gamification has proved a valuable platform for
companies, some examples include
- E-commerce sector used games such as spin a wheel, bid price and many more to engage with customers and employees.
- Technology companies use simulation games to
interact with employees to enhance their skills.
- Many Education portals use games to improve
teaching methods.
- Simulation-based games provide an interaction with the scenarios like driving, military operations or even healthcare to be conducted more efficiently.
The next phase of Indian online gaming will comprise of an ecosystem of engaged gamers and designers, investments empowered developers and marketers working together to make India a global success through locally themed games. Along term success will be with excellence in graphics and adoption to upcoming innovations in smartphones.
No comments:
Post a Comment