2. Table of contents
i. Objectives & Core-Statement
ii. Gaming-market situation in India
iii. S.W.O.T. Electronic Arts India
iv. Conclusion
David Jovanovic MIM1122914
3. The main objectives of the presentation are to
get an insight of the gaming market in India
and to clear questions like,
David Jovanovic MIM1122914
4. how the gaming market looks like?
how digitalization influence the gaming industry in
India?
how gaming companies have to react to take the new
opportunities?
David Jovanovic MIM1122914
6. • Global gaming revenues about 80$ billion.
- 15% growth year-over-year
• Indian game industry is currently worth about 250$
million
- more then 35% annual growth rate in the next five
years
• Currently Less then 1 %of the global revenue
David Jovanovic MIM1122914
7. 1.27 Billion people, second most
populous country in the world.
Smartphone user base 2012:
67 million
expected Smartphone user base
2016:
382 million
David Jovanovic MIM1122914
8. India is the worlds largest & fastes growing mobile gaming
market.
Reasons are:
• Increasing percetage of young population
• Introduction of Smartphones
• 3G Network expansion and the opportunity of online
and mobile gaming
• enhanced gaming techniques
David Jovanovic MIM1122914
9. Smartphone gaming usage:
• Light Gamers 10 mins/day
• Heavy Gamers 62 min/day
• Medium Gamers 18
mins/day
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10. Following s.w.o.t. analysis will show the
performance of electronic arts on the indian game
market.
David Jovanovic MIM1122914
11. S trenght :
• abbility to change - huge infrastructre und Know How
allows dynamic changes and adaption in new market
segments.
• very high brand awareness
• cooperation with Nazara Technologies (asian leading
mobile-game player)
David Jovanovic MIM1122914
12. W eakness
• main focus on console/pc games(offline)
• consoles like ps4, xbox one or good gaming pc are
unaffordable for the average Indian consumer
• small market shares in online&mobile game market
• economically depends on Nazara environment
David Jovanovic MIM1122914
13. O pportunities
• Fast growing online and mobile game market
- target new consumer
-enlarge market share
-new gaming revenue models
• Chances of diversification
-pre, post-production
David Jovanovic MIM1122914
14. T hreats
• rising revenue shares
• decreasing ARPU (average revenue per user)
• increasing software piracy
• additional competitors
David Jovanovic MIM1122914