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POTENTIAL MARKET SIZE AND
INDALYTICS                FEASIBILITY REPORT ON GAME
ADVISORS                  BASED LEARNING IN INDIA— APRIL
                          2012




  © 2012, Indalytics Advisors Private Limited   l   Indalytics.com   l   info@indalytics.com
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012


    A BOUT THE R EPORT

    W HAT     IS THIS REPORT ABOUT ?


    This report is a snapshot of games based learning space in India. The report discusses
    the current and forecasted market size for game based learning. It also provides
    information on size and business model for game based learning in Education (B2B and
    B2C) and corporate sectors.



    It further discusses the key future trends in game based learning, key players, and
    learning through mobile phones.



    D EFINITION       OF GAME BASED LEARNING


    Game based learning involves teaching with the help of games. Under the approach,
    specific games are prepared, which help the users to learn the intended concept or
    process, while playing the game. As games generally involve active participation and
    interaction by gamers during the playing experience, they help in better cognition of the
    concept or process, which otherwise, would have been boring to learn.



    Game based learning comprises of both conventional and digital educational games.
    Conventional games include games such as Chess or other role–play games. Digital
    games, on the other hand, include offline games — which can be downloaded or
    installed to be played on consoles or other platforms, and online games — which are
    played dynamically, with the use of internet.



    In this report, we have only covered digital game based learning.




2                                                     © 2012, Indalytics Advisors Private Limited
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012


    R ESEARCH       METHOD OLOGY


    In order to estimate the market size, we have segregated the total demand for game
    based learning under the following groups:

    •    Demand from education sector
            Demand from B2B clients
            Demand from B2C clients

    •    Demand from corporate sector



    Potential market size for all the groups is the product of total number of potential users,
    who can buy / use a learning game, and the revenue per users, which gaming companies
    can charge for the games.



    For the education sector, only the private schools and students in Tier I and II cities —
    that have broadband internet access — have been considered to be potential users of
    learning and educational games.



    Research mythology involved rigorous primary and secondary research, industry
    databases, and our proprietary market estimation models and research survey.

    Our survey for this report emailed to more than 1,000 people in digital educational
    content and online games space — to get their insights.



    Currency conversion rate is considered to be INR50 for US$1.




3                                                      © 2012, Indalytics Advisors Private Limited
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012


    T ABLE OF C ONTENTS

    Potential market size of game based learning in India (2011)

            Game based learning in B2B education space

            Game based learning in B2C education space

            Game based learning in corporate space

    Forecasted potential market size of game based learning to 2014

    Future trends in game based learning

            Trend 1

            Trend 2

            Trend 3

            Trend 4

            Trend 5

    Game based learning through mobile phones

    Key players in game based learning space

            Tata Interactive Systems

            Kreeda Games India Private Limited

            Skidos.com

            Excelsoft Technologies Private Limited

            G-Cube

            Nextwave Multimedia Private Limited

    Survey of game based learning in India

            Survey Questions

                      What share of your total 'game-based learning' customers fall under
                      these categories? (Corporate / Educational B2B / Educational B2C)

                      What % of your sales comes from these geographies? (Domestic (India)
                      / US / Europe / South Asia / MENA / Rest of World)

                      Survey question — What types of games are demanded by corporate
                      clients?




4                                                     © 2012, Indalytics Advisors Private Limited
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012

                       Survey question — Approximately how many users at corporate client's
                       end play the game?

                       Survey question — What types of games are demanded by B2B
                       educational clients?

                       Survey question — Approximately how many users at B2B education
                       client's end play the game?

                       Survey question — What types of games are demanded by B2C
                       educational clients?

                       Survey question — Do you provide free upgrades to your clients?

                       Survey question — What is the average ticket size/sale price (INR) for a
                       game per user?

              Survey results

    Appendix

    List of brands and organizations mentioned in the report

    Sources




    L IST OF F IGURES

    Figure 1: Potential market size of game based learning in India (E) — 2011 (US$ million)

    Figure 2: Potential demand for game based learning from B2B education space —2011
    (US$ million)

    Figure 3: Potential demand for game based learning from B2C education space —2011
    (US$ million)

    Figure 4: Potential demand for game based learning from corporate — Volume — 2011

    Figure 5: Potential demand for game based learning from corporate — Value — 2011
    (US$ million)

    Figure 6: Forecasted potential market size of game based learning — 2011(E) – 2014 (F)
    (US$ million)

    Figure 7: Potential and forecasted market size of game based learning through mobile
    phones — 2011(E) – 2014 (F) (US$ million)

    Figure 8: Number of educational games for mobile phones — on the basis of mobile
    phone operating systems — 2011


5                                                      © 2012, Indalytics Advisors Private Limited
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012

    Figure 9: Number of educational games for mobile phones — on the basis of educational
    subjects — 2011

    Figure 10: Survey question — What share of your total 'game-based learning' customers
    fall under these categories? (Corporate / Educational B2B / Educational B2C)

    Figure 11: Survey question — What % of your sales comes from these geographies?
    (Domestic (India) / US / Europe / South Asia / MENA / Rest of World)

    Figure 12: Survey question — What types of games are demanded by corporate clients?

    Figure 13: Survey question — Approximately how many users at corporate client's end
    play the game?

    Figure 14: Survey question — What types of games are demanded by B2B educational
    clients?

    Figure 15: Survey question — Approximately how many users at B2B education client's
    end play the game?

    Figure 16: Survey question — What types of games are demanded by B2C educational
    clients?

    Figure 17: Survey question — Do you provide free upgrades to your clients?

    Figure 18: Survey question — What is the average ticket size/sale price (INR) for a game
    per user?

    Figure 19: Number of broadband subscribers in India —January 2011 – February 2012
    (million)




    L IST OF T ABLES

    Table 1: Game based learning users, categorized on the basis of revenue model, game
    types, and average revenue per game

    Table 2: List of digital game manufacturers in India

    Table 3: Number of private higher secondary schools, and private higher secondary
    schools as a % of total school across different states and union territories — 2009–10

    Table 4: Enrollment in school education across various classes and states and union
    territories — 2009–10

    Table 5: Number of government recognized colleges & polytechnics — 2009–10

    Table 6: Enrollment in higher education courses recognized by University Grants
    Commission (excluding open universities) — 2009–10

6                                                      © 2012, Indalytics Advisors Private Limited
POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL
    2012


    L IST OF COMPANIES MENTIONED IN THE REPORT
    7seas                                                          Kreeda Games

    Apple                                                          Lakshya Digital

    BlackBerry                                                     Mauj

    Dhruva Interactive                                             Milestone Interactive

    Digital Chocolate                                              Nazara Technologies

    E4E                                                            Nextwave Multimedia

    Ea mobiles                                                     Nokia

    Excelsoft Technologies                                         Octane Technologies

    Foundation 9                                                   Robosoft Technologies
    Entertainment
                                                                   Skidos.com
    Game loft
                                                                   Tata Interactive Systems
    Games2Win
                                                                   Tiger Tail Studio
    Gameshastra
                                                                   Trine
    G-Cube
                                                                   Ubisoft Entertainment
    Globalstep
                                                                   Zapak
    Hungama
                                                                   Zen Technologies
    ibibo Web
                                                                   ZMQ
    Immersive Games
                                                                   Zynga
    India Games



    N UMBER OF P AGES
    36



    P RICE OF THE R EPORT
    INR10,000



    H OW TO PROCURE IT
    In case you wish to procure the report, please visit www.indalytics.com, or write us a
    mail at info@indalytics.com




7                                                     © 2012, Indalytics Advisors Private Limited

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Indalytics Advisors Potential Market Size And Feasibility Report On Game Based Learning In India— April 2012 Report Brief

  • 1. POTENTIAL MARKET SIZE AND INDALYTICS FEASIBILITY REPORT ON GAME ADVISORS BASED LEARNING IN INDIA— APRIL 2012 © 2012, Indalytics Advisors Private Limited l Indalytics.com l info@indalytics.com
  • 2. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 A BOUT THE R EPORT W HAT IS THIS REPORT ABOUT ? This report is a snapshot of games based learning space in India. The report discusses the current and forecasted market size for game based learning. It also provides information on size and business model for game based learning in Education (B2B and B2C) and corporate sectors. It further discusses the key future trends in game based learning, key players, and learning through mobile phones. D EFINITION OF GAME BASED LEARNING Game based learning involves teaching with the help of games. Under the approach, specific games are prepared, which help the users to learn the intended concept or process, while playing the game. As games generally involve active participation and interaction by gamers during the playing experience, they help in better cognition of the concept or process, which otherwise, would have been boring to learn. Game based learning comprises of both conventional and digital educational games. Conventional games include games such as Chess or other role–play games. Digital games, on the other hand, include offline games — which can be downloaded or installed to be played on consoles or other platforms, and online games — which are played dynamically, with the use of internet. In this report, we have only covered digital game based learning. 2 © 2012, Indalytics Advisors Private Limited
  • 3. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 R ESEARCH METHOD OLOGY In order to estimate the market size, we have segregated the total demand for game based learning under the following groups: • Demand from education sector Demand from B2B clients Demand from B2C clients • Demand from corporate sector Potential market size for all the groups is the product of total number of potential users, who can buy / use a learning game, and the revenue per users, which gaming companies can charge for the games. For the education sector, only the private schools and students in Tier I and II cities — that have broadband internet access — have been considered to be potential users of learning and educational games. Research mythology involved rigorous primary and secondary research, industry databases, and our proprietary market estimation models and research survey. Our survey for this report emailed to more than 1,000 people in digital educational content and online games space — to get their insights. Currency conversion rate is considered to be INR50 for US$1. 3 © 2012, Indalytics Advisors Private Limited
  • 4. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 T ABLE OF C ONTENTS Potential market size of game based learning in India (2011) Game based learning in B2B education space Game based learning in B2C education space Game based learning in corporate space Forecasted potential market size of game based learning to 2014 Future trends in game based learning Trend 1 Trend 2 Trend 3 Trend 4 Trend 5 Game based learning through mobile phones Key players in game based learning space Tata Interactive Systems Kreeda Games India Private Limited Skidos.com Excelsoft Technologies Private Limited G-Cube Nextwave Multimedia Private Limited Survey of game based learning in India Survey Questions What share of your total 'game-based learning' customers fall under these categories? (Corporate / Educational B2B / Educational B2C) What % of your sales comes from these geographies? (Domestic (India) / US / Europe / South Asia / MENA / Rest of World) Survey question — What types of games are demanded by corporate clients? 4 © 2012, Indalytics Advisors Private Limited
  • 5. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 Survey question — Approximately how many users at corporate client's end play the game? Survey question — What types of games are demanded by B2B educational clients? Survey question — Approximately how many users at B2B education client's end play the game? Survey question — What types of games are demanded by B2C educational clients? Survey question — Do you provide free upgrades to your clients? Survey question — What is the average ticket size/sale price (INR) for a game per user? Survey results Appendix List of brands and organizations mentioned in the report Sources L IST OF F IGURES Figure 1: Potential market size of game based learning in India (E) — 2011 (US$ million) Figure 2: Potential demand for game based learning from B2B education space —2011 (US$ million) Figure 3: Potential demand for game based learning from B2C education space —2011 (US$ million) Figure 4: Potential demand for game based learning from corporate — Volume — 2011 Figure 5: Potential demand for game based learning from corporate — Value — 2011 (US$ million) Figure 6: Forecasted potential market size of game based learning — 2011(E) – 2014 (F) (US$ million) Figure 7: Potential and forecasted market size of game based learning through mobile phones — 2011(E) – 2014 (F) (US$ million) Figure 8: Number of educational games for mobile phones — on the basis of mobile phone operating systems — 2011 5 © 2012, Indalytics Advisors Private Limited
  • 6. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 Figure 9: Number of educational games for mobile phones — on the basis of educational subjects — 2011 Figure 10: Survey question — What share of your total 'game-based learning' customers fall under these categories? (Corporate / Educational B2B / Educational B2C) Figure 11: Survey question — What % of your sales comes from these geographies? (Domestic (India) / US / Europe / South Asia / MENA / Rest of World) Figure 12: Survey question — What types of games are demanded by corporate clients? Figure 13: Survey question — Approximately how many users at corporate client's end play the game? Figure 14: Survey question — What types of games are demanded by B2B educational clients? Figure 15: Survey question — Approximately how many users at B2B education client's end play the game? Figure 16: Survey question — What types of games are demanded by B2C educational clients? Figure 17: Survey question — Do you provide free upgrades to your clients? Figure 18: Survey question — What is the average ticket size/sale price (INR) for a game per user? Figure 19: Number of broadband subscribers in India —January 2011 – February 2012 (million) L IST OF T ABLES Table 1: Game based learning users, categorized on the basis of revenue model, game types, and average revenue per game Table 2: List of digital game manufacturers in India Table 3: Number of private higher secondary schools, and private higher secondary schools as a % of total school across different states and union territories — 2009–10 Table 4: Enrollment in school education across various classes and states and union territories — 2009–10 Table 5: Number of government recognized colleges & polytechnics — 2009–10 Table 6: Enrollment in higher education courses recognized by University Grants Commission (excluding open universities) — 2009–10 6 © 2012, Indalytics Advisors Private Limited
  • 7. POTENTIAL MARKET SIZE AND FEASIBILITY REPORT ON GAME BASED LEARNING IN INDIA— APRIL 2012 L IST OF COMPANIES MENTIONED IN THE REPORT 7seas Kreeda Games Apple Lakshya Digital BlackBerry Mauj Dhruva Interactive Milestone Interactive Digital Chocolate Nazara Technologies E4E Nextwave Multimedia Ea mobiles Nokia Excelsoft Technologies Octane Technologies Foundation 9 Robosoft Technologies Entertainment Skidos.com Game loft Tata Interactive Systems Games2Win Tiger Tail Studio Gameshastra Trine G-Cube Ubisoft Entertainment Globalstep Zapak Hungama Zen Technologies ibibo Web ZMQ Immersive Games Zynga India Games N UMBER OF P AGES 36 P RICE OF THE R EPORT INR10,000 H OW TO PROCURE IT In case you wish to procure the report, please visit www.indalytics.com, or write us a mail at info@indalytics.com 7 © 2012, Indalytics Advisors Private Limited