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Why Hyderabad

Hyderabad, the City of Pearls, the City of Historic Charminar, has strategic and geographic advantages for any
size IT business. The city is the second largest city in India with respect to the total land area, and has over 200
Engineering colleges within its vicinity. Today, Hyderabad is the second largest contributing city for IT Exports. It
has become a ‘happening city’ with several IT companies constantly setting up their bases.

Advantage Hyderabad:

 Good connectivity: Hyderabad being just 500 KM away from geographical centre of the country has good air
and train connectivities with all major cities
 Quality Infrastructure: Availability of plentiful of quality infrastructure with the possibility of expanding in all the
direction – without any seashore or state boundary restrictions
 Cosmopolitan Culture: Multi-lingual, Multi-cultural denizens. Wide variety of food, lifestyle and entertainment
choices – still with relatively low cost of living
 Salubrious Weather: At 536 M altitude on Deccan plateau, Hyderabad fairly warm through most of the parts
of the year. No extreme high temperatures in Summer; No freezing temperatures in Winter; No relentless
downpours in Rainy seasons.
 Rated by the Industry: 3rd best city globally in LinkedIn IT talent survey – 2014
Hyderabad’s business environment has been appreciated by global media & top organisation

Hyderabad on World’s Tourist Map, 2nd Best Place to see in 2015.

– International Travel Publication.

Hyderabad is listed as one of the 41 “Must Visit” cities in the world. Hyderabad is the only city from India,
FEATURED IN THIS RANKING SHOWN AT 19TH PLACE.

– The New York Times

IMPRESSIVE GROWTH STORY


 The IT, E&C Department has set a target of doubling IT/ ITeS exports in five years and is moving decisively
towards achieving it.
 IT/ ITeS exports of the youngest Indian state registered an impressive growth rate (YoY) of 9.32% during
2017-18 which is higher than the national average (7-9 %)
 Direct employment generated by Telangana IT sector reached 4,75,308 with 43,417 new professionals in the
last year added to the list. It also provides indirect employment to about 7.5 lakh people
Gaming
The Telangana IMAGE Tower is brought out with the following objectives/vision:
 To make Hyderabad and Telangana as the most favored destination for investment in Animation, Visual
Effects, Gaming & Comics sector, Telangana Government has launched IMAGE Policy in April 2016
 IMAGE Tower would be a “Center of Excellence” with state-of-the-art facilities to act as a catalyst for the
Animation, Visual Effects, Gaming & Comics sector
 Total built-up area of Image Tower is 16 Lakh Sq Ft. Estimated budget is 945 Crores. This project would be
executed on PPP basis
The IMAGE Tower will be a world-class facility that will provide an ideal environment for the following types of
businesses in the Animation, Visual Effects, Gaming & Comics Industry:

Animation Film & Gaming:


Production & Distribution, Media Content Management & Providers, Film Content Rights Management, Production,
Post Production

Animation, Visual Effects, Gaming & Comics Media Support Services:


Web Designing & Management, Interactive Services (Webcasting / Streaming), Media Software Development &
Integration, Access Spending, Multimedia Software Development, Video Games, Internet Gaming Broadcasting
Hardware & Equipment, Satellite Services & Equipment Provider, GSM & Electronic Media, Media Equipment
Rentals, Digital Media Management, Media Archiving & Distribution and Systems Integration Services
 Animation, Visual Effects, Gaming & Comics Media Marketing Services: Advertising, Corporate Identity &
Branding, Intellectual Property Rights Management
 Animation, Visual Effects, Gaming & Comics Information Agencies: Media Research and Information Services
and other activities to be taken up by State Government
 Promotion of AVGC Public and Private Parks / Business Improvement Areas (BIA)
 Setting up Common Facility Centers such as sound and video editing, video still photography and motion
capture
 Setting-up of Incubation Centre for AVGC Industry
 Establishing reliable and high speed telecommunication link as the volume of data transferred is multifold
compared to IT industry
The IMAGE Tower shall provide plug and play spaces, with state-of-the-art built-up office space which will be
provided at subsidized rates to first generation technocrat entrepreneurs, SMEs engaged in Animation, Visual
Effects, Gaming & Comics activities, and consist of all support services in the envisaged tower.

How the demographics of the gaming


industry is changing
DECCAN CHRONICLE.
PublishedDec 13, 2017, 9:03 pm IST
UpdatedDec 13, 2017, 9:06 pm IST

When it comes to wallet share, people first address their needs and then use anything left to
indulge in their fancy.

50 per cent of India's population and 60 per cent of India's gamers are under the age of 25.
(Representative Image)

The last decade saw the meteoric rise of the retail e-commerce space which today
generates over $20 billion annually. The gaming space, relatively speaking, is a dwarf
that is on track to generate $250 million in revenues this year. But demographics is
destiny, and the next decade will belong to the gaming industry. Propelled by a
massive demographic tailwind, the gaming industry in India will become a major part
of the entertainment industry, second only to Bollywood. By as early as 2020-21 most
forecasters see the industry generating $1 billion in revenues. Compare that to the
roughly $3 billion in revenues that Bollywood generates today, and one can see how
this vision for the Indian gaming industry is not a pipe dream.
How would demographics drive this growth and why would Indians give more and
more of their time and disposable income to gaming as a form of entertainment?
Trivikraman Thampy - Co-founder and Co-CEO of Play Games24x7, believes that it is
first important to understand the role mobile games have played and will play in the
life of an online Indian consumer. Games, like any other form of entertainment, are
not a need. When it comes to wallet share, people are bound to first address their
needs and then use any remaining disposable income to indulge in whatever suits
their fancy. This is where demographics come in.

50 per cent of India's population and 60 per cent of India's gamers are under the age
of 25. This is a remarkable statistic when you consider that the entire social gaming
industry in the US in its early stages was driven by middle-aged women with plenty of
disposable time and income. And disposable income is what the under 25s in India
lack. At Play Games24x7, which is today India's largest gaming business, we have
carefully studied how demographics map to engagement and monetization. And what
we have seen consistently, irrespective of the game, is that while the under 25 players
show incredible engagement levels, 95 per cent of revenue is generated by players
over 25. And this essentially is the demographic tailwind.
Over the next decade, 190 million Indians will come of gaming age. They will cross
the age barrier of 25 and finally have sufficient disposable income to spend on games.
This is also a generation that is more open to experimenting and comes with no
predefined notions of entertainment. A classic case is the youth in the US where a 15-
year-old now spends an incredible 60 minutes a day playing games. Something like
this wasn't true even as little as a decade ago, but now entertainment is shifting from
passive (watching TV for instance) to active (playing games and engaging with people
or even a system).
While demographics is destiny, it would be unwise to take this growth for granted. If
active engagement is what the next generation wants, game developers are going to
have to get creative in doing that. Pokémon Go is a case in point, but we are going to
need that kind of innovation on an ongoing basis. Can we as game developers deliver
more immersive experiences where the virtual world comes closer and closer to the
real world? I can't physically play rummy with my friend from Delhi while sitting in
Mumbai but can I be made to feel that I am actually sitting across him and playing?
How could any other form of entertainment compete with such an immersive
experience which would be a paradigm shift in what we understand today as social
gaming? And it is this intersection between innovation to deliver more immersive
gaming experiences and the inevitable massive demographic tailwind that is going to
drive exponential growth in the gaming space in the next decade.

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