India's media and entertainment sector is projected to reach INR 3.1 trillion ($37 billion) by 2026, growing at a 10% CAGR as online platforms overtake traditional television as the primary revenue driver.
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Mobile-first consumption is the primary growth engine, supported by 904 million broadband subscriptions and 574 million smartphone users who spend over four hours daily on mobile media.
03
Gaming is a dominant market force, with Free Fire and BGMI accounting for 25% of in-app purchase revenue and esports viewership reaching 78% of the gaming population.
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OTT video viewership has reached 98% of smartphone owners, with regional-language content consumption increasing from 47% to 52% of the market.
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Digital monetization is expanding across legacy segments, evidenced by a 10% growth in music streaming revenue to INR 24 billion and a 17% increase in radio advertising.
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The industry is transitioning toward a 'linear + digital' model, aiming for 1 billion active screens by 2030 while navigating challenges like low OTT profitability and regulatory uncertainty in gaming.
Insights
01
India's media and entertainment sector is projected to reach INR 3.1 trillion ($37 billion) by 2026, growing at a 10% CAGR as online platforms overtake traditional television as the primary revenue driver.
02
Mobile-first consumption is the primary growth engine, supported by 904 million broadband subscriptions and 574 million smartphone users who spend over four hours daily on mobile media.
03
Gaming is a dominant market force, with Free Fire and BGMI accounting for 25% of in-app purchase revenue and esports viewership reaching 78% of the gaming population.
04
OTT video viewership has reached 98% of smartphone owners, with regional-language content consumption increasing from 47% to 52% of the market.
05
Digital monetization is expanding across legacy segments, evidenced by a 10% growth in music streaming revenue to INR 24 billion and a 17% increase in radio advertising.
06
The industry is transitioning toward a 'linear + digital' model, aiming for 1 billion active screens by 2030 while navigating challenges like low OTT profitability and regulatory uncertainty in gaming.