Gaming Devices In India
Gaming Devices In India
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Video gaming in India
Introduction To The Gaming Industry In India ! - TechStory". Techstory.in. 2 February 2016. Retrieved 2017-01-02. "India: A growing market for game development

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Video games in India is an emerging market.[1][2][3][4][5][6][7][8][9] With a turnover of 890 million dollars in 2018, the video game sector is still underdeveloped compared to other Asian countries such as China and South Korea. However, many video game companies are beginning to invest, and India could become an important market for this sector.[10] Estimates suggest that India’s mobile games market will be worth $1.1 billion by 2020, and number of users projected to become 628 million by then.

The Indian gaming market is very varied. While there are a section of hardcore gamers, there are still many gamers playing cartridge games on TV and handheld devices. This has led to the proliferation of pirated, second hand and knock offs to meet the needs of a diverse range of consumers with different access to money and information.[11] With a piracy rate of software and consoles of over 80% and a penetration rate of PC still low, India's video game market has long lagged behind the rest of World, publishers and distributors of video games struggling to find their place.[12] This delay is also explained by the fact that the country has traditionally never had a real culture of gaming. However, this situation is changing due to the increase in the average income of Indians and the increase in Interest in Internet and entertainment.[10]

Like China and South Korea, India is experiencing strong growth in online gaming. With between 35 and 50 million Internet users, the country is attracting interest from the online video game industry, which is difficult to hack. In October 2005, Level Up! Games was the first to distribute a massively multiplayer online game in India with "Ragnarok Online" and was soon followed by others Companies like Syfy with the game A3 . The latter are South Korean games whose content has been adapted in order to please the people of the country. However, these games were only modestly successful, with about 10000 in 2006. As investments continue to rise, however, the video game market is expected to grow rapidly in India.[10]


One of the factors driving the growth of the video game market is its large number of cybercafés with more than 100,000 in 2006, 40% of which are used to play online. Video games play a crucial role in their development by attracting and retaining customers and, conversely, cybercafes contribute to the promotion of video games. Many companies encourage video gaming in India, such as MTV, Cypher and National Institute of Information Technology (NIIT) centres.[13]

References
  1. ^ Griliopoulos, Dan (15 July 2013). "Game on: how can video game developers in the global south go viral?". The Guardian. Retrieved 1 January 2017..mw-parser-output cite.citation{font-style:inherit}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation .cs1-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/thumb/6/65/Lock-green.svg/9px-Lock-green.svg.png")no-repeat;background-position:right .1em center}.mw-parser-output .citation .cs1-lock-limited a,.mw-parser-output .citation .cs1-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/thumb/d/d6/Lock-gray-alt-2.svg/9px-Lock-gray-alt-2.svg.png")no-repeat;background-position:right .1em center}.mw-parser-output .citation .cs1-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/thumb/a/aa/Lock-red-alt-2.svg/9px-Lock-red-alt-2.svg.png")no-repeat;background-position:right .1em center}.mw-parser-output .cs1-subscription,.mw-parser-output .cs1-registration{color:#555}.mw-parser-output .cs1-subscription span,.mw-parser-output .cs1-registration span{border-bottom:1px dotted;cursor:help}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/thumb/4/4c/Wikisource-logo.svg/12px-Wikisource-logo.svg.png")no-repeat;background-position:right .1em center}.mw-parser-output code.cs1-code{color:inherit;background:inherit;border:inherit;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;font-size:100%}.mw-parser-output .cs1-visible-error{font-size:100%}.mw-parser-output .cs1-maint{display:none;color:#33aa33;margin-left:0.3em}.mw-parser-output .cs1-subscription,.mw-parser-output .cs1-registration,.mw-parser-output .cs1-format{font-size:95%}.mw-parser-output .cs1-kern-left,.mw-parser-output .cs1-kern-wl-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right,.mw-parser-output .cs1-kern-wl-right{padding-right:0.2em}
  2. ^ "Video game penetration in India is a mere 3%". Daily News and Analysis. Retrieved 2012-10-01.
  3. ^ Sims, Daniel. "Indian Video Games Market To Exceed INR 180 Billion By 2018". Marketresearchworld.net. Retrieved 2017-01-02.
  4. ^ "India Video Games Market Outlook to 2018" (PDF). Marketresearch.com. Retrieved 2017-01-02.
  5. ^ "Video-Game Industry Targets New Market: India". Fox News. Retrieved 2012-10-01.
  6. ^ "Demographics, local tastes fuel Arab video game industry". Reuters. Retrieved 2012-10-01.
  7. ^ "Indian video games industry grew 16% in 2012". Mcvuk.com. Retrieved 2017-01-02.
  8. ^ "An Introduction To The Gaming Industry In India ! - TechStory". Techstory.in. 2 February 2016. Retrieved 2017-01-02.
  9. ^ "India: A growing market for game development outsourcing". Blogs.timesofindia.indiatimes.com. 15 January 2016. Retrieved 2017-01-02.
  10. ^ a b c (Stang, Osterholt & Hoftun 2007)
  11. ^ * Deka, Maitrayee (2016). "Bazaars and Video Games in India" (PDF). BioScope: South Asian Screen Studies. 7 (2): 172–188. doi:10.1177/0974927616668005.
  12. ^ "Gaming Is a Niche in India Because Game Retail Is Broken". Gadgets.ndtv.com. Retrieved 2017-01-02.
  13. ^ (Stang, Osterholt & Hoftun 2007)
Bibliography
  • Bendik Stang, Morten A. Osterholt et Erik Hoftun, The Book of Games, Volume 2 : The Ultimate Reference on PC & Video Games, Book of Games, 2007, p.397 (ISBN 9788299737821)
  • Maitrayee Deka, (2016). Bazaars and Video Games in India. BioScope: South Asian Screen Studies. 7 (2)
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The 2013-2018 Outlook for Software for Handheld Video Gaming Devices in India
The 2013-2018 Outlook for Software for Handheld Video Gaming Devices in India
This econometric study covers the latent demand outlook for software for handheld video gaming devices across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,100 cities in India. For each city in question, the percent share the city is of it's state or union territory and of India as a whole is reported. These comparative benchmarks allow the reader to quickly gauge a city vis-a-vis others. This statistical approach can prove very useful to distribution and/or sales force strategies. Using econometric models which project fundamental economic dynamics within each state or union territory and city, latent demand estimates are created for software for handheld video gaming devices. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. The study also does not consider short-term cyclicalities that might affect realized sales. The study, therefore, is strategic in nature, taking an aggregate and long-run view, irrespective of the players or products involved. This study does not report actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all of the cities in India). This study gives, however, my estimates for the latent demand, or the P.I.E., for software for handheld video gaming devices in India. It also shows how the P.I.E. is divided and concentrated across the cities and regional markets of India. For each state or union territory, I also show my estimates of how the P.I.E. grows over time. In order to make these estimates, a multi-stage methodology was employed that is often taught in courses on strategic planning at graduate schools of business.

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The 2011-2016 Outlook for Software for Handheld Video Gaming Devices in India
The 2011-2016 Outlook for Software for Handheld Video Gaming Devices in India
This econometric study covers the latent demand outlook for software for handheld video gaming devices across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,100 cities in India. For each city in question, the percent share the city is of it's state or union territory and of India as a whole is reported. These comparative benchmarks allow the reader to quickly gauge a city vis-a-vis others. This statistical approach can prove very useful to distribution and/or sales force strategies. Using econometric models which project fundamental economic dynamics within each state or union territory and city, latent demand estimates are created for software for handheld video gaming devices. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. The study also does not consider short-term cyclicalities that might affect realized sales. The study, therefore, is strategic in nature, taking an aggregate and long-run view, irrespective of the players or products involved. This study does not report actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all of the cities in India). This study gives, however, my estimates for the latent demand, or the P.I.E., for software for handheld video gaming devices in India. It also shows how the P.I.E. is divided and concentrated across the cities and regional markets of India. For each state or union territory, I also show my estimates of how the P.I.E. grows over time. In order to make these estimates, a multi-stage methodology was employed that is often taught in courses on strategic planning at graduate schools of business.

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$495.00



Best Wireless Bluetooth Earphones Earbuds Headsets for iPhone Samsung Motorolla Waterproof Sports Running Gaming with Mic Microphone Ear Earpiece
Best Wireless Bluetooth Earphones Earbuds Headsets for iPhone Samsung Motorolla Waterproof Sports Running Gaming with Mic Microphone Ear Earpiece
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The 2009-2014 Outlook for Software for Handheld Video Gaming Devices in India
The 2009-2014 Outlook for Software for Handheld Video Gaming Devices in India
This econometric study covers the latent demand outlook for software for handheld video gaming devices across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,100 cities in India. For each city in question, the percent share the city is of it's state or union territory and of India as a whole is reported. These comparative benchmarks allow the reader to quickly gauge a city vis-a-vis others. This statistical approach can prove very useful to distribution and/or sales force strategies. Using econometric models which project fundamental economic dynamics within each state or union territory and city, latent demand estimates are created for software for handheld video gaming devices. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. The study also does not consider short-term cyclicalities that might affect realized sales. The study, therefore, is strategic in nature, taking an aggregate and long-run view, irrespective of the players or products involved.

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This book constitutes the thoroughly refereed proceedings of the 13th International Conference on Web and Internet Economics, WINE 2017, held in Bangalore, India, in December 2017. The 28 full and 6 short papers presented were carefully reviewed and selected from 89 submissions. The papers reflect the work of researchers in theoretical computer science, artificial intelligence, and microeconomics who have joined forces to tackle problems at the intersection of computation, game theory and economics.  

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