India is the world's largest mobile-gaming market by volume, recording 8.45 billion downloads in FY 2024-25 but generating only $400 million in in-app purchase (IAP) revenue.
See it on page 10Monetization is heavily concentrated in competitive, engagement-heavy genres including Shooter, Casino, and Strategy (4X), while high-volume downloads are driven by casual Simulation, Arcade, and Tabletop titles.
See it on page 14The player base is predominantly male (86%) and aged 18-34 (77%), though lifestyle titles represent a unique segment for attracting female gamers.
See it on page 12While domestic publishers maintain high download volumes through culturally resonant titles like Ludo King and Dream11, they are increasingly targeting the US, Saudi Arabia, and the UK to offset modest domestic monetization.
See it on page 23IAP spending is showing signs of acceleration, supported by Google Play’s market dominance and an increasing share of higher-spending iOS users.
See it on page 11Publishers are advised to adopt a dual-strategy approach that pairs mass-appeal casual titles for domestic reach with targeted monetization for high-value competitive gamers.
See it on page 23India is positioned as the world’s largest mobile‑gaming market, with 8.45 billion downloads recorded in FY 2024‑25 yet only $400 million in in‑app purchase (IAP) revenue, underscoring a pronounced monetization gap despite high engagement. Downloads have stabilized post‑pandemic while IAP spending has accelerated, largely driven by Google Play’s dominance and an expanding share of higher‑spending iOS users. Demographic analysis shows that 77 % of players are aged 18‑34, 86 % are male, and lifestyle titles uniquely attract a larger female audience.
Genre‑level insights reveal that casual, family‑oriented categories—Simulation (driving/flight), Arcade (platformer/runner), and Tabletop board games—generate the bulk of download volume. In contrast, monetization is concentrated in competitive, engagement‑heavy segments such as Shooter (Battle Royale), Casino, and Strategy (4X). Publishers are advised to pair mass‑appeal casual titles with monetization strategies that target the growing cohort of high‑value, competitive gamers.
India‑based publishers maintain robust domestic download volumes through culturally resonant titles like Ludo King and Dream11, yet monetization remains modest. To offset this challenge, publishers are expanding overseas revenue streams, with the US, Saudi Arabia, and the UK emerging as key markets. The dual strategy of leveraging local appeal for mass reach while pursuing international growth is presented as a pathway to enhance overall profitability in India’s mobile‑gaming ecosystem.