India Gaming Market 2026: 591M Players, $1.5B

India is the great wildcard of Asian gaming. It has one of the largest player bases on earth, with 591 million gamers (Digital in Asia gaming tracker) — second only to China — and Niko Partners projects 724 million by 2029. Yet it earns a fraction per player, its homegrown catalogue is still young, and in August 2025 a single law erased its biggest revenue segment overnight. Enormous reach, thin spend, and a domestic industry just entering its first real growth phase — that is the Indian paradox, and the Indian opportunity.

How big is India’s gaming market?

There are two answers, and the gap between them is the story. Before the 2025 ban, Lumikai and Google valued the market at $3.8 billion in FY24, forecast to reach $9.2 billion by FY29 — a figure that counted real-money gaming, then around 60% of all revenue. After the ban, the picture resets hard: the games market excluding real-money gaming was $1.5 billion in 2025, projected to $3.2 billion by 2030 (Lumikai). Niko Partners, which always excluded real-money gaming, puts 2025 revenue near $1 billion and calls India the fastest-growing market it tracks.

Don’t blend the two. The $9.2 billion headline was a real-money-inclusive forecast the law has now invalidated; the $1.5 billion figure is the real, post-ban market. That discontinuity — a market that lost most of its revenue base in a single legislative stroke — is what makes India unlike anywhere else in Asia right now. For scale: Ernst & Young’s 2024 media report already ranked gaming as India’s fourth-largest media and entertainment segment, ahead of several legacy categories.

India rivals China on players, not on money

The player base is genuinely vast. India had around 591 million gamers in 2025 (Digital in Asia gaming tracker) — more than a third of the country — and Niko projects 724 million by 2029, putting it level with China on sheer numbers (Niko Partners; Lumikai). 95% of them play on mobile, women now make up around 40%, and the base keeps widening as cheap data and cheaper handsets pull the next hundred million online.

The spend tells the opposite story. India’s average revenue per gamer is among the lowest in Asia — by one framing, for every dollar an Indian gamer spends, an American spends nearly seventy (Outlook). India is the world’s number-two mobile market by downloads, with 15.2 billion installs in FY24, more than Brazil and the United States combined, yet all ten of its top-grossing titles are foreign franchises (Lumikai). India plays enormously; its own production story, covered below, is only now getting started.

From NES clones to 15.2 billion downloads: how India got here

India’s gaming history runs in distinct waves. The 1990s belonged to 8-bit NES clones — cheap grey-market consoles that put Mario into middle-class living rooms. The 2000s belonged to the cyber café: by 2006 India had over 100,000 cyber cafés, roughly 40% of them used primarily for online gaming, before licensing rules under the IT Act thinned them out. Then came the smartphone wave that changed everything: from 76 million smartphone users in 2013 to nearly 700 million by 2020, powered by some of the world’s cheapest mobile data.

PUBG Mobile was the flashpoint. By January 2020 India accounted for 175 million downloads — 24% of the game’s global player base — before being banned in September 2020 under Section 69A of the IT Act, alongside 100-plus Chinese apps, amid India–China border tensions. Krafton rebuilt it as BGMI in 2021, with India-specific guardrails: under-18s limited to three hours a day and a ₹7,000 daily spending cap for minors. The pandemic supercharged all of it — India downloaded 7.3 billion games in the first nine months of 2020, making it the world’s largest game-downloading nation, a title it has not given back.

The law that erased India’s biggest gaming segment

In August 2025, India passed the Promotion and Regulation of Online Gaming Act, and it rewired the industry overnight. The Act imposed a blanket ban on all online money games — fantasy sports, real-money rummy and poker, any game where money is staked — while simultaneously promoting esports and casual, educational gaming. Real-money gaming had been India’s single largest segment, worth around $2.3 billion and roughly 60% of all gaming revenue (Lumikai; TechCrunch).

The fallout was immediate. Dream11, valued near $8 billion, shut its real-money business — its CEO told staff there was “no legal pathway.” MPL, Games24x7, Zupee and others pulled real-money formats and cut staff; industry estimates put around 200,000 jobs affected and $840 million in assets written down (iGaming Business). And there’s an unintended consequence worth naming: Lumikai data suggests roughly one in three former real-money players migrated to unregulated offshore betting sites, with no consumer protection at all. As of early 2026 the rules were still being finalised and legal challenges sat before the Supreme Court.

It was not the first shock, either. State governments had banned and unbanned PUBG during exam seasons, Tamil Nadu’s 2021 attempt to outlaw online skill games was struck down as unconstitutional by the Madras High Court, and Andhra Pradesh and Karnataka ran their own crackdowns. Indian gaming has always grown through regulatory weather; 2025 was simply the biggest storm yet.

Where is India’s homegrown IP?

Closer than the top-ten charts suggest. The institutional industry is young — Lumikai frames it as barely five years old, against three or four decades in Korea and Japan — but the base underneath has been compounding for longer: from roughly 15 game studios in 2009 to more than 275 game companies employing some 15,000 developers by 2021, clustered in Bangalore, Pune and Hyderabad, with total industry employment around 100,000 and projected to reach 250,000.

Original Indian titles are already landing. Raji: An Ancient Epic (Nodding Heads Games, 2020), an action-adventure built on Indian folklore, won global acclaim on Nintendo Switch. Ogre Head Studio’s mythology-driven Asura took NASSCOM’s Game of the Year in 2017 and found audiences in the US, China and Japan. Tentworks’ City Block Builder won Best of EGX 2019 in London — the first Indian title honoured at a major foreign expo — and MadMantra’s 1980s-set survival horror Kamla (2024) shows the range widening. India has produced scale hits too: Gametion’s Ludo King has been downloaded hundreds of millions of times. What’s missing is a global revenue breakout — and that reads less like a permanent gap than like China or Korea circa the early 2000s, a market still a development cycle or two from its Genshin moment.

Meanwhile the services engine is building exactly the muscle that original IP needs. India is a game-development and co-development hub — EA, Ubisoft and Rockstar all run substantial Indian studios (Rockstar India among the largest), and independents like Juego do full-cycle work for global publishers. That is the same apprenticeship route Chinese and Eastern European studios travelled before shipping their own franchises: build for others, keep the talent, then build for yourself. Nazara Technologies, India’s listed gaming group, is pushing the same direction with original IP and esports.

There’s a newer layer worth watching, and it’s the most interesting thing in Indian game production right now: building inside other people’s platforms. A growing cluster of Indian studios — Juego, ChicMic, StudioKrew among them — build experiences on Roblox and Fortnite Creative for clients worldwide, riding a creator economy where Roblox alone paid out more than $1 billion to creators between March 2024 and March 2025, up 31% year on year. It’s the IT-services model pointed at the platforms the world’s teenagers actually live in — and it may be where India’s production flywheel spins up fastest.

How big is India’s esports scene?

Bigger than most outsiders assume, and formally recognised. The Indian Olympic Association declared esports an official sport in February 2021, with the Esports Federation of India as governing body, and esports appeared as a demonstration sport at the 2025 Khelo India Youth Games. Revenue has scaled from roughly ₹970 crore in 2021 to around $200 million by 2024. The milestones are stacking up: Tirth “gcttirth” Mehta took India’s first Asian Games esports medal (bronze, Hearthstone) in 2018; international org Fnatic set up in India in 2019; a Valorant India server arrived in 2020; and in 2025 Global Esports became the first Indian team to qualify for the Valorant Champions Tour. With the 2025 Act explicitly promoting esports while banning money games, this is the segment regulation now favours.

Which games and companies dominate?

The top of the charts is foreign. Garena’s Free Fire — banned in 2022, returned in 2025 with cricket icon MS Dhoni fronting it — is now India’s number-one grossing title (Lumikai). Krafton’s BGMI, the India-specific rebuild of PUBG Mobile, sits alongside it after its own ban-and-return saga: PUBG Mobile was banned in 2020, relaunched as BGMI in 2021, banned again in 2022, and finally restored in 2023.

The domestic names were mostly real-money platforms now scrambling to pivot — Dream11, MPL, Games24x7 — with Nazara Technologies the most diversified survivor, leaning into esports and original IP. The whole industry is now being re-pointed at in-app purchases and advertising, the monetisation the law still permits. For how that model works across the region, see our breakdown of how gaming monetisation works in Asia.

How do Indians pay for games?

On UPI, the national instant-payment rail that makes tiny transactions frictionless. The comfort zone is the 15-to-20-rupee microtransaction, and with real-money gaming gone, in-app purchases now drive growth — around 75% of Indian gamers spend on them post-ban (Lumikai). Spend per paying user is rising even as the average stays low, which is the bet the whole market now rests on: convert a sliver of half a billion players, frictionlessly, at scale.

That’s India in a sentence: the audience China has, without the wallet — yet — and now without the segment that paid the bills. The ceiling is enormous, with over 700 million players in sight and a domestic studio base finally reaching critical mass, and the path there just got redrawn by a single law. No market in Asia is harder to forecast, or more consequential if it cracks the monetisation problem. For the regional picture, see the Asia gaming market pillar.

For how the country accesses and uses AI — which models work and which win — see our guide to AI in India.

Frequently asked questions

How many gamers are there in India?

Around 591 million in 2025 (Digital in Asia gaming tracker) — analyst estimates range from about 500 million (Niko Partners) to 609 million (Lumikai) — more than a third of the population. Niko projects 724 million by 2029, roughly level with China, with 95% playing on mobile.

How big is India’s gaming market?

About $1.5 billion in 2025 excluding real-money gaming, projected to $3.2 billion by 2030 (Lumikai). The earlier $9.2-billion-by-FY29 forecast included real-money gaming, which was banned in August 2025, so it no longer applies.

What did India’s 2025 online gaming law ban?

The Promotion and Regulation of Online Gaming Act (August 2025) banned all online money games — fantasy sports and real-money card games included — which had been India’s largest segment at around $2.3 billion. It promotes esports and casual gaming instead.

What is the most popular game in India?

Garena’s Free Fire is India’s top-grossing title after returning in 2025, alongside Krafton’s BGMI (the India-built version of PUBG Mobile). All ten of India’s top-grossing games are foreign franchises.

What are the best-known Indian-made games?

Raji: An Ancient Epic (Nodding Heads Games), Asura (Ogre Head Studio), Ludo King (Gametion), Kamla (MadMantra) and City Block Builder (Tentworks Interactive) lead the list. India’s 275-plus studios have yet to produce a global revenue breakout, but the original-IP pipeline is growing fast.

Does India export video games?

Mostly as services so far. India is a major game-development and co-development hub for global publishers like EA, Ubisoft and Rockstar, with 275-plus studios and around 15,000 developers. Original titles like Raji: An Ancient Epic show the IP capability building; the first global-scale Indian franchise is still ahead.

Share this article

Discover more from Digital in Asia

Subscribe to get the latest posts sent to your email.

Tom Simpson

Tom Simpson is an investor, advisor, and writer working across AI, markets, media, and culture — tracking where value and attention are moving. He is the founder of AK3R, working selectively with founders, investors, and companies on strategy, while investing in and building businesses in digital markets. He writes the Hyperfuture Memo on Substack, on how AI is reshaping markets, media, and culture. He is also the founder and editor of Digital in Asia, an independent publication covering Asia's digital markets since 2013. He splits time between Vietnam, Singapore, and the UK.