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2021年印度在线休闲游戏报告

# 印度 # 在线休闲游戏 大小:6.21M | 页数:56 | 上架时间:2021-07-13 | 语言:英文
2021年印度在线休闲游戏报告.pdf

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类型: 行研

上传者: FF

撰写机构: KPMG

出版日期: 2021-07-10

摘要:

Gamechilling is something that has emerged over the last 12 months, as a direct consequence of the pandemic, resulting in the business of online gaming turning into a serious opportunity, and generating tremendous interest amongst corporates and investors alike. When we compare India to global gaming markets, the definition of online gaming and classification into various segments, with exclusions such as gambling, is divergent, complex and at times, confusing.

The purpose of this report is to simplify what online gaming, and especially online casual gaming means and how it can be seen through various cuts. We have chosen to take a deep dive into the world of online casual gaming in India, as it is the largest segment in terms of consumption. We aim to showcase the entire value chain of online casual gaming as it exists today as well as the landscape. We also highlight the market potential for online casual games and the aspects which need to be considered to build successful monetisation models across Ads and In App Purchases (IAPs). Finally, we take a look at some of the trends that are likely to define online casual gaming going forward.

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