The size of the Indian gaming industry was estimated at around Rs 790-crore in 2009, compared to Rs 650-crore in 2008, implying a growth of 22 per cent during the period. This includes the revenues from the consumer market and the services market. Console gaming has the highest share of 42% followed by mobile with twenty eight percent. The telecom subscriber base is expected to increase to 725-million by 2013 with a mobile penetration of 60 per cent."
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current low penetration of computers and Internet also posed barriers to the industry.1.Being a new entrant in the gaming arena we would have to learn the intricacies of the industry and also presence of much more experienced players will make it highly competitive.
1.Software piracy: Easy availability of pirated versions of popular game titles causes publishers to lose millions of dollars world wide.2. Anti gaming culture: In India great importance is placed on academics in an intensely competitive academic culture.Parents do not prefer their children to play for long, and especially not online. Their resistance isbased on fears about the potential fear of addiction or adverse health consequences. 3. Poor enabling infrastructure: Though the status is improving , at the moment the market haslow PC penetration in households, limited broadband penetration and cyber café with poorinfrastructure. In case of mobile phones not everyone has an high end handset which support gaming. As each of these plays an important role in developing the market , these are significant roadblocks to be overcome.
INTRODUCTION• VIDEO GAMES HAVE BEEN A POPULAR PAST TIME ACROSS THE WORLD EVER SINCE 1970sGAMING IS CATEGORIZED INTO FIVE MAIN CLASSES:• PC GAMING• CONSOLE GAMING• WIRELESS GAMING• MULTIPLAYER GAMING• MASSIVE MULTIPLAYER ONLINE GAMING
HISTORY• The history of Gaming industry dates back to 1947 when THOMAS GOLD SMITH and ESTLE RAY Mann invented the “CATHODE RAY TUBE AMUSEMENT DEVICE” OR CRT.• Later in 1970’s and 80’s arcade video games , gaming consoles and computer games were introduced to the public.
INDUSTRY INFORMATION • Estimated size of the industry • Is the industry seasonal?
GROWTH RATE Growth rate of the gaming industry in 2007-2010 INR billion 2007 2008 2009 2010 CAGR Mobile 1.5 2.5 3 5.1 50.30% %change 67.6 19.3 70 PC 0.3 0.4 0.6 0.7 23% %change 28.6 44.4 23.1 Console 0.6 0.7 0.8 1.2 20.00% %change 6.7 18 52 Online 0.3 0.4 1 1.3 59.70% %change 50 155.6 35.6 Total 2.7 4 5.3 8.3 41.10% %change 47 34.4 56.2 Source:-PWC analysis and industry estimates
MAJOR PLAYERS CONSOLE MANUFACTURERS:- • MICROSOFT • NINTENDO • SONY SOFTWARE PUBLISHERS:- • BLIZZARD ENTERTAINMENT. • DHRUVA INTERACTIVE • GAME TANTRA. • GAMES2WIN. • ZYNGA.
STRENGTH• Integration of next generation dvd players.• Uniqueness of hardware .• Skilled IT workforce with “Programming Skills”.• Good relationship with carriers which will help in content distribution.
WEAKNESS• Expensive hardware and games.• New entrant in the gaming arena.
OPPORTUNITIES• Penetration of new markets.• Growing mobile phone usage.• Increase in disposable income.• Interest of teenagers increasing due to exposure.
THREATS• Software piracy.• Prevalence of anti gaming culture.• Poor enabling infrastructure.