Abstract - Game Hub Scandinaviagamehubscandinavia.dk/wp-content/uploads/2018/06/The...Today,...
Transcript of Abstract - Game Hub Scandinaviagamehubscandinavia.dk/wp-content/uploads/2018/06/The...Today,...
Abstract The Indian gaming industry is growing rapidly and is attributed to low-cost android devices as well as
an overall smartphone and internet penetration increase. The mobile gaming industry is growing the
fastest and the majority of the Indian people prefer to play games on mobiles, smartphones, or tablets.
Even though the trends are currently changing, Indian game developers struggle to monetize their
games. This is mainly due to low credit card penetration and lack of established digital payment
solutions, an absence of widespread 4G and Wi-Fi, and an ingrained unwillingness to pay for digital
content. Therefore, the majority of all mobile game revenues come from in-app advertisement, in-
game product or brand placement, and incentive based advertisement. Indian game developers also
struggle with talent crunch, funding, few learning opportunities, piracy, and high cost and
maintenance. They also tend to neglect core development in favor of monetization strategies. The
people of India are becoming more interested in game development as more people attend game
development events and game development institutes are emerging. The rapid growth has also
attracted top international and high quality game studios such as Electronic Arts, Ubisoft, and Zynga.
Introduction There are currently 1.3 billion people living in India. This makes India the second largest country by
population. Out of these 1.3 billion people, 264 million people are considered to be gamers. According
to Newzoo’s insights they will spend roughly around $818 million on games in 2017. This makes India
the 17th largest games market in the world.1
Nearly 90% of Indian gamers prefer to play games on mobiles, smartphones, or tablets.2 Some of the
factors as to why Indian gamers prefer mobile phone gaming are larger screens size in low-cost mobile
devices, increased compatibility of games with mobile screens, and the mobility factor. However, as
the casual mobile gamer becomes more experienced and familiar with the whole gaming experience
they tend to move towards bigger screens and more prominent and powerful equipment such as
laptops or computers. Aside from the massive segregation, diversity, consumption pattern, and gaming
behavior, the average Indian gamer is below 24 years old, male, and discovers new games through
friends and family.
The Indian gaming industry is expected to grow and reach a market value of $1Bn in 2021. This growth
will be driven by an increased internet and smartphone penetration, increased disposable income,
comprehensive rise in digital payment user base, launch of new technologies, increase in local
developer base, and focus on development of content with local themes, Indian languages and global
standards.3
Since almost every Indian gamer prefer to play games on mobiles and smartphones a lot of the growth
and revenue will come from this side of the industry. App Annie and NASSCOM gaming forum
published and released a report regarding India’s mobile gaming industry during NASSCOM Game
Developer Conference 2016. The report concluded that India broke into the worldwide top five for
mobile game downloads in 2016. Across both mobile marketplaces (iOS App Store and Google Play)
the number of mobile game downloads have doubled and the amount of time spent playing games
have increased by 30% since 2014. The report also concluded that India’s mobile gaming market was
expected to grow further and at the end of 2020 generate $1.1Bn in revenue. This current growth is,
according to the report, attributed to the low-cost android handsets that have driven a widespread
1 Newzoo, "The Indian Gamer," https://newzoo.com/insights/infographics/indian-gamer-2017/. 2 KPMG and Google, "Online Gaming in India: Reaching a New Pinnacle," https://assets.kpmg.com/content/dam/kpmg/in/pdf/2017/05/online-gaming.pdf. 3 Ibid.
smartphone adoption.4 According to Rajesh Rao, the emerging market and rate of change is not
proportional to the years that are going by. “For every one year, you see two years' worth of
maturity.”5 This expected growth gives both local and foreign game developers and publishers great
opportunities to expand their businesses and acquire new users.
This text has been written to show people with an interest in game development and Indian culture
how games are being made and what type of business strategies should be adopted. The basis of this
text constitutes of news articles, webpages, and blogs related to game development in India. A lot of
the information comes from interviews with actual game developers that has been living in or currently
live in India. The focus of this text has come to be on mobile gaming and mobile game development in
India due to the emerging market and current growth in these aspects of the Indian gaming industry.
The ability to make money Downloads and the sheer amounts of users are one thing, but in order to make money, game
developers have to monetize their games and products (e.g. in-app purchases, pay per download, and
subscription services). The process of doing so in India has been troublesome for many years and
depends on:6
1. India's low credit card penetration and lack of established digital payment solutions.
2. An absence of widespread 4G and Wi-Fi that makes file size critical.
3. An ingrained unwillingness to pay for digital game content.
The low credit card penetration and lack of established technology is a problem for game developers
in India. In 2016, the network operator Idea Cellular introduced carrier billing which meant that people
were able to pay for mobile content and in-app purchases through their network operator without the
need of a credit card. However, according to local developers, this had only a small impact on their
revenue streams and suggested a universal integration instead.
A couple of years ago in India, players did not have the necessary devices or the connectivity required
to play or even download games. The development ecosystem has, however, evolved in symbiosis with
the current exponential consumption and India is moving towards better technology and a more stable
and reliable coverage of widespread 4G and Wi-Fi connections. Even though many Indian gamers today
have access to high end mobile devices with the ability to connect to 3G and 4G networks,7 almost
two-thirds of gamers still access games through budget or value phones with limited processors and
storage capacity.8
The unwillingness to pay for digital game content and the “[a]vailability of free substitutes and
perception of high pricing are limiting the realization of revenues through gamer(s)”9 To combat some
of these problems, Google Play introduced lower pricing tiers specifically for the Indian Market.
Currently, the lowest price for anything in Google Play is Rs. 10 (USD 0.15). Even though this is still
much cheaper than anything on the US market, 10 Rupees, by Indian living standard is still a lot. India's
last definition of poverty line was Rs. 32 per day (USD 0.48 per day) in rural areas and Rs. 47 per day
4 Matt Suckley, "Indian Mobile Gaming Revenues Will Reach $1.1 Billion by 2020," http://www.pocketgamer.biz/asia/news/64418/indian-mobile-gaming-revenues-will-reach-11bn-by-2020/. 5 "The Story Behind India’s First Games Company and the Industry’s Rapid Rise," Pocketgamer 2016. 6 "The State of Play for Mobile Games in India in 2016," http://www.pocketgamer.biz/feature/64670/the-state-of-play-for-mobile-games-in-india-in-2016/list/. 7 Ibid. 8 KPMG and Google, "Online Gaming in India: Reaching a New Pinnacle". 9 Ibid.
(USD 0.7 per day) in urban areas.10 In many cases, the country’s economic inequality forces poor people
to spend money on necessities instead of games. Rajesh Rao, founder of Dhruva Interactive, argues
that the threshold could be even lower and suggests games and digital content for two to five Rupees.11
Furthermore, due to the poor buying habits in India, the ad revenue generated from Indian users is
much lower compared to other countries. This makes it difficult for small and indie studios to fund
their existence through the Indian market alone unless they are backed by venture capitalist with
money to spend. In order to sustain as a game developer in India it might be wise to somehow target
both the global and the local market.
These trends are however currently changing. Payment methods are now more skewed towards
credit/debit cards and Indian gamers are more prone to pay for digital content. Only one percent of
paying gamers prefer the older carrier billing option. In addition to the changed mentality towards
online payment, new affordable technologies and better, more efficient and reliable infrastructure and
connectivity are on their way. This in turn, leads to an increased smartphone and internet
penetration.12 This ultimately means that the monetization barriers are becoming less and less of a
problem in India as each day passes. However, India is still a very diverse country and the people are
in need of options depending on who you are, where you live, and how much you can afford to spend
on games.
Currently, the revenue and monetization model in the industry can be divided into two categories of
payers – Ecosystem and Gamers.13
Ecosystem – Revenue from the ecosystem comes from in-app advertisement, in-game product
or brand placement, and incentive based advertisement.
Gamers – Game developers can also be paid by the users through purchase or pay-per-
download, freemium upgrades, in-app purchases, and subscription.
Today, monetization is primarily dominated by the ecosystem and its advertisers and publishers. In
India, upwards of 80% of all mobile game revenues come from ads.14 However, as the market grows,
the monetization strategies are expected to move away from the ecosystem and towards a more
western based monetization model with freemium games with upgrades and in-app purchases instead.
Design for monetization Hrishi Oberoi explains that Indian game developers are paid either via advertisement (ecosystem) or
in-app purchases (gamers).15 Games in the top 10 region with returning players are estimated to make
$1500 to $2000 per day in advertisement alone. However, as soon as a game falls out of top ten the
revenue stream from advertisements are heavily affected and could fall down to $100 to $300 per day.
On the other side, top 10 grossing games who utilize an in-app purchase monetization strategy can
make $1500 to $7000 per day on in-app purchases. Games in the top 100 usually make around $200
10 Shailesh Prabhu, "Breaking Down the Billion," https://www.gamesindustry.biz/articles/2016-11-02-breaking-down-the-billion. 11 Matt Suckley, "The Story Behind India’s First Games Company and the Industry’s Rapid Rise," http://www.pocketgamer.biz/asia/interview/64442/rajesh-rao-on-the-state-of-indias-industry/. 12 KPMG and Google, "Online Gaming in India: Reaching a New Pinnacle". 13 Ibid. 14 Simon Aubrey Drake, "Indian Mobile Game Devs Have Unique Creativity, but Are They Ready for the Global Market?," http://www.pocketgamer.biz/asia/comment-and-opinion/63087/the-creativity-of-indian-mobile-game-devs. 15 Matt Suckley, "How to Design Effective Mobile Game Monetisation for India," http://www.pocketgamer.biz/asia/mobile-mavens/65682/how-to-design-mobile-game-monetisation-for-india/.
to $300 a day. In order for game developers to obtain substantial revenue they have to adopt an
aggressive monetization strategy similar to Clash of Clans or Candy Crush Saga.
According to Joel Johnson few game studios in India have managed to generate any significant revenue
from in-app purchases within mobile games.16 But those who have, have focused on social casino
games. Because of this, game developers in India are more focused on trying to achieve high amounts
of downloads in order to generate ad revenues through the ecosystem instead.
Some of the more common strategies adopted by the top grossing games in India are special offers
and discount on in-app purchases and different formats within the game to keep the game feeling
“refreshed”, so players have more fun and spend more time playing. Furthermore, a good way to
circumvent the barriers of online payment is to have a way of sharing in-game currencies with friends
and family. Hesitant players can therefore in exchange for “hard” currency still spend money on in-app
purchases and so forth.
To put everything into perspective, being the number one grossing game in India will generate a lot
less money than being ranked number one in the top grossing charts in many other countries. In the
US and on iPhone devices alone, Candy Crush Saga is expected to make $973,403 per day from the
game and its in-app purchases.17 Even though viable and sustainable revenue streams can be
established in India, it is only a fraction of what is possible compared to other countries.
Problems and issues developing games in India India is a large country with billions of people with cultural, religious, political, and social differences.
Gamers, their gaming preference and behavior, the infrastructure, and the technology available is
different depending on where you are in India. Games that work really well in tier 1 cities might not be
successful at all in tier 2 cities or the more rural parts of India. “[I]n India the whole country changes
every 200 miles: new language, new city, new culture”18 Developers who aim to really captivate the
Indian people have to understand, not only the Indian culture, but also the local cultural differences
and their uniqueness and develop or localize games with this in mind in order to be successful. This
might be easier said than done since India has over 122 different languages and 22 of them are treated
as official national languages.19 The people of India might be many, but the segregation and vastly
different living habits and living conditions makes the gaming market difficult to navigate, and
ultimately, succeed in.
Indian game developers and game studios often struggle with:20 21
Talent crunch – It can be difficult for gaming companies to find talented people interested in
game development. Those who are, tend to move to more lucrative business or join game
studios abroad instead.
16 Ibid. 17 ThinkGaming, "Candy Crush Saga," https://thinkgaming.com/app-sales-data/2/candy-crush-saga/. 18 Matthew Handrahan, "“Making a World-Class Game, but from India - That's the Number One Goal”," https://www.gamesindustry.biz/articles/2017-01-18-making-a-world-class-game-but-from-india-thats-the-number-one-goal. 19 Prabhu, "Breaking Down the Billion". 20 Vinay Dora, "Do You Want Game Developers to 'Make (It) in India' ?," https://yourstory.com/2014/09/game-developers/. 21 TechSciResearch and Confederation of Indian Industry, "Emerging Trends in Paint India Gaming Industry," https://www.techsciresearch.com/admin/gall_content/2017/6/2017_6$thumbimg114_Jun_2017_074442683.pdf.
Funding challenge – Indian game developers are often isolated from the latest technologies
and development gear due to limited resources or infrastructural constraints. Developing
games costs money and finding enough funding to develop a game and convince those who
contribute that it is a good idea and a quality product can be challenging.
Neglecting core development – Game developers tend to focus more on monetization
strategies than good and entertaining gameplay. This can obviously become a problem in the
long run.
Few learning opportunities – Game development have a steep learning curve due to lack of
educational content available in India.
Prevalence of piracy – Piracy and pirated games are common in India which makes it difficult
for game developers to make money when “free”, equally good games are available to the
public.
High cost and maintenance – New, high-end PC games with beautiful graphics require
expensive and powerful computers. The Indian gaming industry and its consumers are not yet
ready to spend that kind of money on high-end equipment and costly products.
Opportunities, NASSCOM, and internship The Indian game industry and its associated parts is currently evolving and emerging from its previous
form of fragile infrastructure and unreliable technology and it is clear, that the people of India are
becoming more interested in game development. The game developers’ conference NASSCOM is
“India’s largest, and best known, confluence of game developers, publishers and decision makers in
the ecosystem.” The game conference is a “platform for developers and studios to share their
perspectives and showcase their best work.”22 The conference cover a wide range of subjects such as
indie games, game design, game art, production, marketing, VR, tech, and board games etc. The
conference also arrange publisher and investor meetups for game developers attending the event.
3000 people visited the conference in 2017, which is a 68% increase in attendees since the year before.
The emerging market has not only captured the eyes of the people, top international and high quality
game studios are moving or setting up new development centers in India. Electronic Arts, Ubisoft, and
Zynga have all started new studios in India and could potentially be an alternative career path with
great growth prospects for people living in India.23 Additionally, India has, currently, well over 100
institutes offering game development, game design, and 3D art courses from basic to expert levels
with new institutions emerging all the time. Despite the previously discussed problems with game
development in India, this trend, of not only a growing market but a large base of trained personnel
and the emerging opportunities for ordinary people to participate and to learn about game
development shows that India is ready to enter the global market once and for all.
The University of Skövde believe that India has a lot to offer as we have tied connections with five local
game studios in an attempt to show, but also hopefully educate interested students in Indian culture
and its gaming industry and development process.
Supersike is a game studio located in the central parts of Delhi and they have developed games since
January 2013. They lunched their first title, yet another bird game, in May three months later. The
game became the runner up in Square Enix Game Development Contest, India. Since then the company
22 NASSCOM, "Digitising India," http://www.nasscom.in/sites/default/files/NASSCOM_Annual_Report_2016-17.pdf. 23 Manvendra Shukul, "India: A Growing Market for Game Development Outsourcing," https://blogs.timesofindia.indiatimes.com/tech-deck/india-a-growing-market-for-game-development-outsourcing/.
has developed and released several more games with their latest being One More Pass, currently
available for download in the iOS App Store.
All in a Days Play is a 10 member organization operating from Mumbai and have been in the game
development business for over two years. It is an indie start-up with 17 million downloads across iOS
App Store, Google Play, and Amazon App store.
Xigma Games was founded in 2015 and is currently a small two person indie studio in Bangalore. They
won The Very Big Indie Pitch in 2015 with Super Nano Jumpers. The game was also a showcase
nominee for Casual Connect in San Francisco in 2015. They were also a finalist in The Very Big Indie
Pitch 2016 with their newly released minimalistic color based puzzle game Rubek. They are currently
working on their latest game, The Bonfire: Forsaken Lands.
Holy Cow Productions is an independent game development company in Bangalore and are both
focused on video game development and outsourcing services. Their newly built studio offers seats for
20 in-house developers, a soundproof audio/recording room, 2 meeting rooms, director’s office,
kitchen and a rooftop chill out area. They have released games like Bot Rods, The Bad Dream Brigade,
and Zenith.
Studio Oleomingus is a two person game design studio located in Chala and is run by Dhruv Jani and
Sushant Chakraborty. They practice at the intersection of Post-Colonial Literature, Speculative
Architecture and Games by creating stories that seek to understand how spaces, histories and
languages respond when expressed within interactive mediums. Their latest projects include an
ongoing installation at the When is Space exhibition at Jaipur called An indivisible margin of Error and
a small experimental game recently released on steam called A Museum of Dubious Splendors.
Table 1. Internship information and contact.
Company Webpage Location Supersike http://www.supersikegames.com/ Delhi All in a Days Play http://aiadp.com/about/ Mumbai Xigma Games http://www.xigmagames.com/ Bangalore Holy Cow Production http://holycowprod.com/ Bangalore Studio Oleomingus http://oleomingus.com/ Chala
We believe that this could be a unique opportunity for interested students to work closely related to
actual game development. This, for instance, could be an excellent moment for students who struggle
to find a thesis subject and a way to spice up the text with some Indian flavors. Or, learn more about
India as a gaming culture by embracing new and exciting challenges. Nevertheless, we believe this
would be an adventure you will never forget, filled with games, unique culture, and endless
possibilities.
References Dora, Vinay. "Do You Want Game Developers to 'Make (It) in India' ?"
https://yourstory.com/2014/09/game-developers/. Drake, Simon Aubrey. "Indian Mobile Game Devs Have Unique Creativity, but Are They Ready for the
Global Market?" http://www.pocketgamer.biz/asia/comment-and-opinion/63087/the-creativity-of-indian-mobile-game-devs.
Handrahan, Matthew. "“Making a World-Class Game, but from India - That's the Number One Goal”." https://www.gamesindustry.biz/articles/2017-01-18-making-a-world-class-game-but-from-india-thats-the-number-one-goal.
KPMG, and Google. "Online Gaming in India: Reaching a New Pinnacle." https://assets.kpmg.com/content/dam/kpmg/in/pdf/2017/05/online-gaming.pdf.
NASSCOM. "Digitising India." http://www.nasscom.in/sites/default/files/NASSCOM_Annual_Report_2016-17.pdf.
Newzoo. "The Indian Gamer." https://newzoo.com/insights/infographics/indian-gamer-2017/. Prabhu, Shailesh. "Breaking Down the Billion." https://www.gamesindustry.biz/articles/2016-11-02-
breaking-down-the-billion. Shukul, Manvendra. "India: A Growing Market for Game Development Outsourcing."
https://blogs.timesofindia.indiatimes.com/tech-deck/india-a-growing-market-for-game-development-outsourcing/.
Suckley, Matt. "How to Design Effective Mobile Game Monetisation for India." http://www.pocketgamer.biz/asia/mobile-mavens/65682/how-to-design-mobile-game-monetisation-for-india/.
———. "Indian Mobile Gaming Revenues Will Reach $1.1 Billion by 2020." http://www.pocketgamer.biz/asia/news/64418/indian-mobile-gaming-revenues-will-reach-11bn-by-2020/.
———. "The State of Play for Mobile Games in India in 2016." http://www.pocketgamer.biz/feature/64670/the-state-of-play-for-mobile-games-in-india-in-2016/list/.
———. "The Story Behind India’s First Games Company and the Industry’s Rapid Rise." Pocketgamer, 2016.
———. "The Story Behind India’s First Games Company and the Industry’s Rapid Rise." http://www.pocketgamer.biz/asia/interview/64442/rajesh-rao-on-the-state-of-indias-industry/.
TechSciResearch, and Confederation of Indian Industry. "Emerging Trends in Paint India Gaming Industry." https://www.techsciresearch.com/admin/gall_content/2017/6/2017_6$thumbimg114_Jun_2017_074442683.pdf.
ThinkGaming. "Candy Crush Saga." https://thinkgaming.com/app-sales-data/2/candy-crush-saga/.
Author:
Marcus Hellkvist