Professional Documents
Culture Documents
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 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.
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.