Esports Industry to grow in India around $140 million by 2027; Report

The gaming sector in India is predicted to increase by over 140 million by 2027, which is wonderful news given the chaos surrounding the Indian Esports industry.

Based on report from AWS and Lumikai under State of India Gaming Report released recently predicted this heavy rise in the gaming.

The report further dwelled about, vast increase in number of professional players who will pursuing the sport from 150,000 in 2021 to 600,000 in 2022.

It is expected to grow, 2.5 times in the year 2027 also the revenue segment of Esports is expected to grow at 32% through CAGR in 2027. 

“Indians download more games than any other country on earth, and this is translating to a host of white spaces on the consumer demand side including a largely young, professional gamer category who are increasingly paying for in-app purchases, an untapped audience of female gamers, and strong interest in games with Indian cultural resonance,” said Justin Shriram Keeling, founding general partner, Lumikai.

An Interesting report came from different media sources, predict that more women gamers will be playing esports in times to come and the average time for women will be 11.2 hours on video games will be much higher in comparison to Men’s average 10.4 hours.

The reason why Esports is growing in India is due to diverse market and also these numbers are  anticipated based on increase number of smartphone users across distinct demographics and boundaries of India.

The rise of gaming in non metros city with wide accessibility of smartphones is another factor which has propelled the growth of esports in India.

There will be significant rise in non popular games including the likes of Ludo King, Candy Crush and they have become most preferred games in the future. 

Based on survey conducted across different media outlets, there have been rise in average time spent by professional gamers by 35% in last 12 months.

For relaxation, esports is the top most priority where professional gamers for making money is close to 13% followed by Killing time and socializing time being 11 and 12 percent respectively.