Country Reports·Updated Apr 8, 2026 by EY
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.
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.
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.
OTT video viewership has reached 98% of smartphone owners, with regional-language content consumption increasing from 47% to 52% of the market.
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.
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.
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.
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.
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.
OTT video viewership has reached 98% of smartphone owners, with regional-language content consumption increasing from 47% to 52% of the market.
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.
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.