Game Based Learning in India – Potential Market Size And Feasibility Report

Indalytics brings to you a snapshot on Potential Market Size And Feasibility Report on Game Based Learning in India— April 2012.  The report discusses the current and potential market size for game based learning.

 

 

Indalytics - reports on market intelligence in Indian education sector

 

ABOUT THE REPORT

This report is a snapshot of games based learning space in India. The report discusses the current and forecasted market size for game based learning. It also provides information on size and business model for game based learning in Education (B2B and B2C) and corporate sectors.

It further discusses the key future trends in game based learning, key players, and learning through mobile phones.

DEFINITION OF GAME BASED LEARNING

Game based learning involves teaching with the help of games. Under the approach, specific games are prepared, which help the users to learn the intended concept or process, while playing the game. As games generally involve active participation and interaction by gamers during the playing experience, they help in better cognition of the concept or process, which otherwise, would have been boring to learn.

Game based learning comprises of both conventional and digital educational games. Conventional games include games such as Chess or other role–play games. Digital games, on the other hand, include offline games — which can be downloaded or installed to be played on consoles or other platforms, and online games — which are played dynamically, with the use of internet.

In this report, we have only covered digital game based learning.

RESEARCH METHODOLOGY

In order to estimate the market size, we have segregated the total demand for game based learning under the following groups:

  • Demand from education sector

– Demand from B2B clients

– Demand from B2C clients

  • Demand from corporate sector

Potential market size for all the groups is the product of total number of potential users, who can buy / use a learning game, and the revenue per users, which gaming companies can charge for the games.

For the education sector, only the private schools and students in Tier I and II cities — that have broadband internet access — have been considered to be potential users of learning and educational games.

Research mythology involved rigorous primary and secondary research, industry databases, and our proprietary market estimation models and research survey.

Our survey for this report emailed to more than 1,000 people in digital educational content and online games space — to get their insights.

Currency conversion rate is considered to be INR50 for US$1.

TABLE OF CONTENTS

Potential market size of game based learning in India (2011)

Game based learning in B2B education space

Game based learning in B2C education space

Game based learning in corporate space

Forecasted potential market size of game based learning to 2014

Future trends in game based learning

Trend 1

Trend 2

Trend 3

Trend 4

Trend 5

Game based learning through mobile phones

Key players in game based learning space

Tata Interactive Systems

Kreeda Games India Private Limited

Skidos.com

Excelsoft Technologies Private Limited

G-Cube

Nextwave Multimedia Private Limited

Survey of game based learning in India

Survey Questions

  • Survey question —What share of your total ‘game-based learning’ customers fall under these categories? (Corporate / Educational B2B / Educational B2C)
  • Survey question —What % of your sales comes from these geographies? (Domestic (India) / US / Europe / South Asia / MENA / Rest of World)
  • Survey question — What types of games are demanded by corporate clients?
  • Survey question — Approximately how many users at corporate client’s end play the game?
  • Survey question — What types of games are demanded by B2B educational clients?
  • Survey question — Approximately how many users at B2B education client’s end play the game?
  • Survey question — What types of games are demanded by B2C educational clients?
  • Survey question — Do you provide free upgrades to your clients?
  • Survey question — What is the average ticket size/sale price (INR) for a game per user?

Survey results

Appendix

List of brands and organizations mentioned in the report

Sources

LIST OF FIGURES

  • Figure 1: Potential market size of game based learning in India (E) — 2011 (US$ million)
  • Figure 2: Potential demand for game based learning from B2B education space —2011 (US$ million)
  • Figure 3: Potential demand for game based learning from B2C education space —2011 (US$ million)
  • Figure 4: Potential demand for game based learning from corporate — Volume — 2011
  • Figure 5: Potential demand for game based learning from corporate — Value — 2011 (US$ million)
  • Figure 6: Forecasted potential market size of game based learning — 2011(E) – 2014 (F) (US$ million)
  • Figure 7: Potential and forecasted market size of game based learning through mobile phones — 2011(E) – 2014 (F) (US$ million)
  • Figure 8: Number of educational games for mobile phones — on the basis of mobile phone operating systems — 2011
  • Figure 9: Number of educational games for mobile phones — on the basis of educational subjects — 2011
  • Figure 10: Survey question — What share of your total ‘game-based learning’ customers fall under these categories? (Corporate / Educational B2B / Educational B2C)
  • Figure 11: Survey question — What % of your sales comes from these geographies? (Domestic (India) / US / Europe / South Asia / MENA / Rest of World)
  • Figure 12: Survey question — What types of games are demanded by corporate clients?
  • Figure 13: Survey question — Approximately how many users at corporate client’s end play the game?
  • Figure 14: Survey question — What types of games are demanded by B2B educational clients?
  • Figure 15: Survey question — Approximately how many users at B2B education client’s end play the game?
  • Figure 16: Survey question — What types of games are demanded by B2C educational clients?
  • Figure 17: Survey question — Do you provide free upgrades to your clients?
  • Figure 18: Survey question — What is the average ticket size/sale price (INR) for a game per user?
  • Figure 19: Number of broadband subscribers in India —January 2011 – February 2012 (million)

LIST OF TABLES

  • Table 1: Game based learning users, categorized on the basis of revenue model, game types, and average revenue per game
  • Table 2: List of digital game manufacturers in India
  • Table 3: Number of private higher secondary schools, and private higher secondary schools as a % of total school across different states and union territories — 2009–10
  • Table 4: Enrollment in school education across various classes and states and union territories — 2009–10
  • Table 5: Number of government recognized colleges & polytechnics — 2009–10
  • Table 6: Enrollment in higher education courses recognized by University Grants Commission (excluding open universities) — 2009–10

LIST OF COMPANIES MENTIONED IN THE REPORT

  • 7seas
  • Apple
  • BlackBerry
  • Dhruva Interactive
  • Digital Chocolate
  • E4E
  • Ea mobiles
  • Excelsoft Technologies
  • Foundation 9 Entertainment
  • Game loft
  • Games2Win
  • Gameshastra
  • G-Cube
  • Globalstep
  • Hungama
  • ibibo Web
  • Immersive Games
  • India Games
  • Kreeda Games
  • Lakshya Digital
  • Mauj
  • Milestone Interactive
  • Nazara Technologies
  • Nextwave Multimedia
  • Nokia
  • Octane Technologies
  • Robosoft Technologies
  • Skidos.com
  • Tata Interactive Systems
  • Tiger Tail Studio
  • Trine
  • Ubisoft Entertainment
  • Zapak
  • Zen Technologies
  • ZMQ
  • Zynga

NUMBER OF PAGES

36

PRICE OF THE REPORT

INR10,000

Indalytics - reports on market intelligence in Indian education sector

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