“THE GAMING AND INTERACTIVE MEDIA Opportunity in India” is a joint research initiative by BITKRAFT Ventures, a global investment platform focused on gaming and interactive media, and Redseer Strategy Consultants, an advisory firm specialising in India’s digital and consumer internet sectors.
This report brings together BITKRAFT’s expertise in interactive entertainment and Redseer’s proprietary insights into India’s rapidly evolving digital economy, offering a comprehensive view of the country’s gaming and interactive media potential.
The BITKRAFT–Redseer India Report 2025 highlights the following key insights on the gaming sector:
India’s Gaming and Interactive Media Landscape –
* Total Market (FY25): $9.3Bn Digital Media & Entertainment industry.
* Gaming & Interactive Media share: $2.4Bn (≈25% of total).
* Projected FY30: $7.8Bn – growing at 26% CAGR, 1.5x faster than the broader digital M&E market.
Digital Gaming –
* Market Size: $4.3Bn by FY30 (18% CAGR).
* Esports: $132Mn by FY30 (26% CAGR), mainly sponsorship-led.
* 500+ gaming startups launched in the last five years.
* Shift post-2025: With the ban on online money games, focus has moved to digital gaming and esports.
* In-app purchases (IAPs) will overtake ads by FY30, led by mid-core/core games.
* Hybrid casual titles driving user growth; battle royale games driving monetization.
Top Genres & Devices –
* Mobile gaming = 80% of the total gaming market.
* Battle Royale genre to form ~50% of monetization by 2030.
* Simulation games most downloaded due to familiarity.
User & Demographics –
* 500Mn+ gamers in India (FY25).
* 26% female gamers, and rising.
* Median gamer age: <30 years.
Monetization Trends –
* ARPPU rose from $3.5 (2020) → $27 (2024).
* Rewarded ads and season passes becoming popular.
* In-app purchases growing 3x (2024–30).
Ecosystem Development –
* “Make in India for the world”: 80% of Indian dev revenue comes from overseas.
* Ludo King — first Indian game with 1B+ downloads.
Esports –
* $40Mn (2025) → $132Mn (FY30).
* NODWIN Gaming is the market leader, followed by Upthrust and Skyesports.
* Key growth drivers: Mobile-first users (BGMI, Free Fire); Esports as youth aspiration (“new-age cricket”); and Brand investment from FMCG, auto, and fintech.
* Monetization mix: 59% Sponsorships, 18% Ads/Media rights, 13% Entry fees, 10% Merchandise.
Consumer Insights –
* 835Mn internet users, median age 29.
* Among top global smartphone usage (4.5+ hours/day).
* 40–50% of gamers play for socializing.
* Tier 2 & 3 cities account for 63% of consumption, powered by low-cost data and affordable smartphones.
Policy & Regulation –
* 2025 “Promotion & Regulation of Online Gaming Act” bans real-money gaming but legitimizes esports and digital games as skill-based entertainment.
* National Online Gaming Commission to regulate esports and ensure consumer protection.
India’s Global Potential –
* India is transitioning from a consumer market to a creator hub.
* AI, vernacular content, and culturally rooted IPs (like FAU:G, Ram Mandir Simulator) are paving the path for global competitiveness.
* With youth engagement, tech access, and local creativity, India is positioned as the next major interactive entertainment hub globally.