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India Esports Market Overview, 2028

India Esports Market Overview, 2028

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India Esports Market Overview, 2028

Esports revenue ranks India 11th on a global scale, but significant growth is on the way. The rising popularity of mobile and PC video games among millennia’s is propelling the India Esports market. Furthermore, the shifting consumer preference for online and mobile gaming tournament participation as a recreational activity is propelling market growth. Esports organisers provide lucrative opportunities to game developers, gamers, and influencers, such as international prize pools, streaming revenues, and one-on-one sponsorships, which benefit market growth. Furthermore, the widespread adoption of the free-to-play (F2P) gaming model, which allows players to participate in games for free, is a growth-inducing factor. To stream the game and connect directly with opponents, team players, and audiences, players use specialised live streaming platforms. Other factors, such as the increasing penetration of high-speed internet, particularly in rural areas, and the widespread adoption of Esports in the education industry to improve students' cognitive abilities, are expected to drive the market forward. Young Indians are spending their time online playing games and watching esports events. Millennials already have spending power, and Gen Z is on the way; brands simply want a cut of both. Early entrants into the esports arena include not only Pepsi and Red Bull but also Flipkart, Yes Bank, and Mercedes-Benz. The reason for their pivot is becoming clear as more brands collaborate with esports platforms and competitions. Traditional channels, such as television and newspaper advertisements, do not reach younger consumers. However, esports could open up new channels of communication with that demographic

According to the research report India eSports Market Overview, 2028, published by Bonafide Research, the market is expected to add USD 156.93 million by 2028.Streaming is expected to dominate the segment share during the forecast period. The growing emphasis on fan engagement is likely to fuel demand for live sports events. Furthermore, the rise in smart phone users is expected to fuel demand for live sports tournaments. Media rights are making a significant contribution to the country's esports industry. Fans can now track live esports activity across the country thanks to easy access to communication technology. Media companies pay exorbitant fees to win the exclusive rights to broadcast live streaming of major sporting events. In recent years, the sale of broadcasting and media rights has been the most important source of revenue for most esports organizers. The revenue generated by the sale of media rights is used to fund major sporting events, renovate stadiums, and contribute to the grassroots development of esports. During the forecast period, sponsorship is expected to grow rapidly, followed by advertising. As the number of viewers grows, the sponsoring team invests in the platform to strengthen its brand image. Similarly, various gaming platforms include in-app advertisements to boost revenue generation.

The electronic sports, or esports, industry has applauded the central government's recent decision to officially recognise competitive video gaming and is now optimistic about more investment in the nascent sector. On December 27, the Indian government recognised esports as part of a multisport event and integrated them with traditional sports disciplines. Esports will now fall under the purview of the Ministry of Sports and Youth Affairs. Esports are organised and competitive video game events. The industry has been promoting esports as a competitive sport in which athletes use both their mental and physical abilities. Krafton's battle royale, PUBG, was banned for nine months before its rebranded version, Battlegrounds Mobile India (BGMI), was released with a grand launch event in June. The game's launch event, on the other hand, had the highest peak viewership in the country at 547,888. Valorant had already received the necessary kickstart in the Indian esports scene. One of the most intriguing aspects to note here is that the streamers and community have shifted their focus to the latest PC titles such as Valorant, Apex Legends, and Warzone rather than other mobile titles.

India has also hosted some of the most important eSports events, including the PUBG Mobile Series 2019 and the Electronic Sports League, in which Dota 2 players from all over the globe gathered and competed. Today, India is globally known for eSports, and Counter-Strike GO plays a significant role. DOTA 2 is the first eSports game to have conquered the Indian market. It is a multiplayer online combat game where two teams of five players compete with each other for the title. More importantly, this year, India officially entered the international Valorant esports circuit with the Valorant Conquerors Championship (VCC), the qualifying event for the Valorant Champions Tour APAC Last Chance Qualifiers.

Mainstream OTT platforms like Voot, SonyLIV, and Hotstar have begun streaming major esports tournaments. Earlier this year, mainline TV channel Star Sports got going too by running live telecasts of the Battlegrounds Mobile India (BGMI) Masters Series. The number of esports broadcasting platforms could grow, resulting in more viewers, more ad space, and more collaboration. Also worth watching is the rise of vernacular content. For example, the Hindi stream of PUBG Mobile World League 2020 East drew 4,49,000 viewers, more than 12 times the numbers drawn by the English stream. Meanwhile, esports company Loco has been broadcasting tournaments in Hindi, Tamil, Kannada, Malayalam, and Telugu alongside English.

Considered in this report
• Geography: India
• Historic year: 2017
• Base year: 2022
• Estimated year: 2023
• Forecast year: 2028

Aspects covered in this report
• India eSports market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Revenue Streams:
• Sponsorship
• Media Rights
• Merchandise & Tickets
• Publisher Fees
• Digital
• Streaming

By Device Type:
• Mobile (Smartphone, Tablet)
• PC (Laptop, Desktop)
• Gaming Device (Console, Handheld Devices)
• Other (VR, Smart TV, etc.)

The approach of the report:
This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and list out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, and annual reports of companies, analyzing the government-generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducting trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers into regional aspects, tier aspects, age groups, and gender. Once we have primary data with us we started verifying the details obtained from secondary sources.

Intended audience
This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to the esport industry, government bodies, and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

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