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印度的技巧遊戲市場分析、預測 (2016∼2022年)

The Indian Games of Skill Market Analysis and Forecast 2016-2022

出版商 BIS Research Private Limited 商品編碼 366847
出版日期 內容資訊 英文 80 Pages
商品交期: 最快1-2個工作天內
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印度的技巧遊戲市場分析、預測 (2016∼2022年) The Indian Games of Skill Market Analysis and Forecast 2016-2022
出版日期: 2016年08月16日 內容資訊: 英文 80 Pages

擁有13億人人口的印度,可說是對數位遊戲產業來說的巨大潛在的市場。以牌類遊戲 (線上撲克等) 和幻想、運動為中心,許多企業近幾年新進入,目標是擴大市場規模。

本報告提供印度的技巧遊戲市場相關分析,技巧遊戲概要,及印度國內的目前/潛在的市場規模,產業的向心力 (波特的五力分析等),主要的推動及阻礙市場要素,各類型詳細趨勢,主要企業簡介等相關調查。

第1章 分析範圍、手法

  • 市場定義和範圍
  • 分析方法

第2章 市場動態

  • 推動市場要素
  • 市場課題

第3章 市場機會分析

第4章 產業分析

  • 消費群分析
  • 技巧遊戲的生態系統
  • 收益模式分析

第5章 市場競爭相關考察

  • 比較分析 (牌類遊戲)
  • 比較分析 (幻想、運動)
  • 產業的向心力

第6章 技巧遊戲市場:分析與預測

  • 分析的前提條件與限制
  • 市場概要
  • 卡片型遊戲
  • 幻想、運動
  • e運動
  • 其他遊戲

第7章 企業簡介

  • Amaya Gaming Group
  • CricBattleInc.
  • Dream11
  • Gaussian NetworksPvt. Ltd. (Adda52)
  • Head InfotechIndia Pvt. Ltd. (Ace2Three)
  • InnoparkIndia Pvt.Ltd. (Classic Rummy)
  • NET Entertainment
  • PlaneVanilaGames (Quizup)
  • Play Games 24X7 Pvt. Ltd. (RummyCircle)
  • Playtech
  • Supercell(Clash of Clans)
  • Unibet
  • WYZGames India Pvt. Ltd. (Pokabunga)
  • ZapakDigital Entertainment Limited
  • ZyngaInc.

第8章 附錄


Product Code: DT001A

The global digital gaming industry is an expanse of a host of industry verticals ranging from software providers to game developers and investment firms to media firms. India, being home to a population of over 1.3 billion, holds immense potential to grow exponentially in the digital gaming industry. The country has a very clear definition for skill based games and is home to numerous start-ups and early age companies offering real money card based games and fantasy sports. Moreover, there is a significant inclination observed in the youth towards fantasy sports and real money based online poker.

The report a meticulous compilation of the diverse gaming types played online in India, which qualify to involve a dominant portion of skills, instead of chance. In addition to a thorough analysis of the push and pull forces balancing the market dynamics, special emphasis has been laid on the opportunities and their relevance. The report further provides market estimate and forecast information for the key gaming types according to the scope along with the key growth enablers and market players for each type.

A comparative analysis of the key players for poker, rummy, and fantasy sports is also an important inclusion of the report. Furthermore, to understand the ecosystem, the various segments of the value chain are also analyzed in the report. To gauge the attractiveness of the market in greater depth, the report includes sections of comparative analysis, key revenue models, and porter's five forces analysis.

The report involves a mix of 20+ companies chosen on the basis of their market developments, revenue generation and market share in the industry. The companies profiled in the report include Dream11, CricBattle Inc., Gaussian Networks Pvt. Ltd. (Adda52), Head Infotech India Pvt. Ltd. (Ace2Three), Play Games 24X7 Pvt. Ltd. (RummyCircle), Zynga Inc., NET Entertainment, and Innopark India Pvt. Ltd. (Classic Rummy) among others.

Key questions answered in the report:

  • What are the macro factors which affect the market currently?
  • Which factors are currently driving the India Game of Skills market and how will the impact change through the forecast period?
  • What factors are currently challenging the India Game of Skills market and how can they be addressed through the forecast period?
  • What are the key growth areas for the industry stakeholders (Opportunity Analysis)?
  • What are the key deciding parameters for the popularity of different gaming types?
  • What are the prevalent skill based gaming type and what is the market size for each of them?
  • How will the mobile gaming market fuel the skill based gaming market in India?
  • Who are the key players in the Indian Game of Skills market?

Table of Contents

1. Report Scope and Methodology

  • 1.1. MarketDefinition and Scope
  • 1.2. Research Methodology

2. MarketDynamics

  • 2.1. Drivers
  • 2.2. Challenges

3. Opportunity Analysis

4. Industry Analysis

  • 4.1. Consumer Base Analysis
  • 4.2. Skill BasedGaming Ecosystem
  • 4.3. Revenue Model Analysis

5. Competitive Insights

  • 5.1. Comparative Analysis (CardBased Games)
  • 5.2. Comparative Analysis (Fantasy Sports)
  • 5.3. Industry Attractiveness

6. SkillBasedGamingMarket-AnalysisandForecast

  • 6.1. Assumptions and Limitations
  • 6.2. MarketOverview
  • 6.3. Card Based Games
  • 6.4. Fantasy Sports
  • 6.5. ESports
  • 6.6. Other Games

7. Company Profiles

  • 7.1. Amaya Gaming Group
  • 7.2. CricBattleInc.
  • 7.3. Dream11
  • 7.4. Gaussian NetworksPvt. Ltd. (Adda52)
  • 7.5. Head InfotechIndia Pvt. Ltd. (Ace2Three)
  • 7.6. InnoparkIndia Pvt.Ltd. (Classic Rummy)
  • 7.7. NET Entertainment
  • 7.8. PlaneVanilaGames (Quizup)
  • 7.9. Play Games 24X7 Pvt. Ltd. (RummyCircle)
  • 7.1. Playtech
  • 7.11. Supercell(Clash of Clans)
  • 7.12. Unibet
  • 7.13. WYZGames India Pvt. Ltd. (Pokabunga)
  • 7.14. ZapakDigital Entertainment Limited
  • 7.15. ZyngaInc.

8. Appendix

List of Figures

  • 1. Indian Skill Based Gaming Market Share (%), 2015, 2019, and 2022
  • 2. India Game of Skills Market-Opportunity Snapshot
  • 3. Scope of the Report
  • 4. Bottom-Up Approach
  • 5. Top-Down Approach
  • 6. Data Triangulation
  • 7. Digital Gaming Market Revenue Generation Sources
  • 8. India Game of Skill Market Ecosystem
  • 9. Key Revenue Models
  • 10. Product Benchmarking-Poker and Rummy
  • 11. Product Benchmarking-Fantasy Sports
  • 12. Porter's Five Forces Analysis
  • 13. India Card Based Gaming Market Size ($ Million), 2015-2022
  • 14. India Fantasy Sports Market Size ($ Million), 2015-2022
  • 15. Potential Revenue Generation Sources Through eSportsin India
  • 16. India Other Skill Based Games Market Size ($ Million), 2015-2022
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