MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
Report on gaming industry in india
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2. India’s gaming industry to be $860 million and animation industry to be $1bn in 2012.
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15. Console gaming in India to touch Rs 575 Crore in 2010 NEW DELHI: Console-based gaming in the country is expected to become a Rs 575 crore market by 2010 as youths increasingly get hooked onto gaming, a study said here on Tuesday. According to a study by research firm eTech Group (a specialist unit of IMRB International), hardware sales of console devices, such as Sony's Playstation, Microsoft's XBox and Nintendo was worth about Rs 265 crore in 2008 and Rs 405 crore in 2009, growing at more than 50 per cent annually. The sales of hardware will continue to grow at 41 per cent and reach Rs 575 crore in 2010, it added. This estimate includes the parallel grey market for these consoles as well. Racing, sports and shooting games emerged as the top 3 genres for both online and console gaming in the country.
16. Console gaming in India to touch Rs 575 Crore in 2010 Mobile gaming is also catching on with the mobile gaming industry pegged at Rs 289 crore, which is a mere five per cent of the overall mobile value-added services industry. This is expected to grow to Rs 812.5 crore by June 2010, it added. "The share of gaming in mobile would get a further boost by the launch of 3D and multi-player mobile games, desktop offline games and online games," it said. The report said that low broadband speed and price sensitivity posed as major barriers to the growth of the industry.
17. Decreasing influence of cyber cafés as a prime source for gaming Percentage gamer using unbranded cyber cafes was as high as 53% while that number has dropped drastically to 35%. To compensate for this decrease the total number of gamers playing from home has increased from 34% to 47%.
18. Gaming: Revenue Projection for 2010 IAMAI report suggests that by 2010 following revenues will be generated from a) Console- INR 5750 Million b) Mobile- INR 8125 million c) Online and Offline-put together will constitute 24% of total Gaming Market
19. Gaming Genres played by Indian Gamers Racing, Sports games and Shooting games make up the Top 3 Genres for Gaming in India on both Online and Console platforms. Games such as road rash and NFS are the most popular racing games. 5% enjoy role playing games 27% enjoy games that allow customization 31% enjoy games to break monotony of routine 80% of active gamers like gaming for its socializing aspect.
20. Typical Indian Gamer A typical India gamer is a Male from the Top 8 metros, has an average age of 26 years and belongs to the affluent SEC A. The average gamer has been playing on an average since 18 months now. He plays mainly from home rather than from a cyber café. He pays games 3 times a week and his usual gaming sessions last an hour in length. He also spends less than Rs 150 per month on gaming. Roughly 80% of gamers still come from the Top 8 metros. The top 4 metros especially account for 59% of these gamers which indicates that availability of games and reach to target audience is still limited. Proportion of college going students gaming on any platform has increased from 20% to 32%. And now account for almost 50% of the gaming users.
24. Game Development Cycle The development cycle for a game includes game concepts, scripting, programming, character design, animation, level making and testing. The cycle is divided into 3 parts, Pre Production, Production and testing. Pre-Production involves concept art, game design and game dynamics. Production is final concept arts, modeling, animation and programming. Testing is a big task for game developers. There is a wide range of formats, platforms, carriers and handsets that the games have to be tested for. Typically there are separate teams for porting and testing; some companies prefer to outsource this activity to specialized units. The Indian game developers take their games seriously and spare no cost or efforts to enhance the entertainment value that their games offer. Their credo is not trying to save money in production, but making a product that is a hit.