A rendered scene in deep blue: two giant carved masks with bared teeth, painted red and gold under jewelled crowns, fill the frame left and right. Between them, small against the masks, two figures stand with their backs turned, looking up.

IndiaIN

39 curated sourcesUpdated Sep 2026

India came to video games sideways: through 8-bit cartridge clones in the 1990s, then PCs and a boom in cybercafés, and then, almost all at once, through the phone. Smartphones made it one of the world's largest gaming audiences, and its favourite game, PUBG Mobile, was blocked by the government in 2020 along with more than a hundred other apps. The publisher came back the next year with an Indian edition, Battlegrounds Mobile India, which was blocked in its turn and let back on trial in 2023. Beside it grew a larger business in fantasy cricket and rummy played for cash, until a 2025 law banned every online game played for money. What is left is mostly mobile and still vast, 555 million players by one count. Indian studios, long known for building other companies' games, have begun telling their own stories, drawn from the country's myths and history.

Market sizeGames and esports revenue · 2025

₹63B

  • In-app purchases 36
  • Advertising 15
  • Esports 12

FICCI-EY, Stories, scale and impact: Unlocking India's media and entertainment economy, 24 March 2026, trade body and consultancy annual

Players

Not recorded

  1. CN683 million
  2. US212.3 million
  3. BR59,802,339
  4. JP54.75 million
  5. DE41.2 million
  6. FR40.2 million
  7. UK38 million
  8. CA23 million
  9. KRAbout 20 million
  10. IT14.2 million
  11. INNot recorded

Rough scale only. Every market counts players differently, and MENA and IN have no figure.

Photograph Raji: Kaliyuga, Nodding Heads Games

Shape

Who plays and who makes the games. The two annuals count different things, so each figure names its publisher.

  • 555Mgamers, by Lumikai's count
  • 45%of players are women, in Lumikai's survey
  • 97%play on a phone, in the same survey
  • 1,900+game development companies, by EY's count
  • 66,000people working in them, by the lower count

Research note

The two annuals count players in opposite directions, FICCI-EY at 515 to 525 million and rising, Lumikai at 555 million and falling, and neither says who it counted.

FICCI-EY, Stories, scale and impact: Unlocking India's media and entertainment economy, 24 March 2026, trade body and consultancy annual

Research note

Device shares overlap and do not sum, and Lumikai's 97 percent on a phone comes from a panel of smartphone users, not all players.

FICCI-EY, Stories, scale and impact: Unlocking India's media and entertainment economy, 24 March 2026, trade body and consultancy annual

Where players talk

Games talk in India runs through YouTube and private chat apps, so little of it can be measured from outside.

Research note

Do not assert an Indian games venue hierarchy beyond Streams Charts' YouTube datum. The government's 2021 platform figures count all use, not games, and Niko Partners' India Gamer Behavior and Market Insights Report of October 2025 ranks kinds of channel, social media 58.7 percent, short video apps 46.6 percent, influencers and streamers 45.3 percent, not named venues.

Niko Partners, What you need to know about India's video game market, 5 November 2025, market research firm

Where the data lives

The seven places to open first. The full list of 39 is at the bottom of the page.

Research note

There is no games rating database to search in India. The Bureau of Indian Standards' IS 19690:2026, notified on 10 March 2026, sets age ratings from U/A 0+ to A that publishers assess themselves, and it is voluntary, with no order making it compulsory. No public register of ratings under it was found.

Outlook Respawn, Abhimannu Das, 20 April 2026, games news site

People

Journalists and analysts who report on the Indian games business.

3 of 3

  • Salone Sehgal

    Founding General Partner, Lumikai

    India (IN): the most-quoted analyst on Indian gaming market structure. Leads the State of India report and gave the definitive framing of the post-RMG-ban market reset. Active through the 2025 report cycle and 2026 press

    OtherLinkedIn

  • Rishi Alwani

    Co-founder, The Mako Reactor, bylines in Yahoo Finance India, IGN India

    India (IN): two decades covering the console/PC side of the Indian market (pricing, distribution, platform-holder neglect) and a reliable corrective to gambling-adjacent PR framing. Publishing through 2026

    OtherX

  • Abhimannu Das

    Web journalist, Outlook Respawn (Outlook India)

    Near-daily reporting on Indian games and esports: the India Games Showcase, Indian indie studios in his Indian Indie Diaries series, college esports prize pools, state game-development policy panels, and global industry news. He writes for Outlook Respawn, so his work and the desk's overlap.

    OtherOutlook Respawn

Communities

Indian forums, subreddits and Discord servers. Read them for the temperature of the conversation, never its size.

Subreddit · English · Free

r/IndianGaming

Texture on pricing outrage, import/tax pain, PC-build culture and platform sentiment. Skews PC/console and metro, so it under-represents the mobile mainstream. Hinglish is common. The main pan-India gaming community online.

Open reddit.com/r/IndianGaming

39 curated sources for India

Research it yourself

These rows

Type
Language
Cost

6 of 6 sources

NameWhat it lets you find outTypeCostMarkets
Sensor TowerThe reference standard for mobile downloads and revenue estimates, with annual Mobile Gaming reports, genre taxonomies and ad intelligence. The paid usage product also estimates each app's audience by age bracket and gender per country, modelled from its own panel of mobile users, so check the panel's age floor before using it for children. Time-spent figures roll up from top-20 subgenre lists (~62 to 74% coverage), so treat them as lower-bound floors. Excludes China Android. The ESA's data partner for US spending figures. Enterprise pricing is custom. Some free reports.Analytics platformPaid
  • Global
  • IN
Niko Partners (Niko IQ)The specialist source for China, SEA, and MENA games markets, with informative free summaries. Paid reports are expensive and the free layer is summary-level. Also tracks Chinese publishing licence approvals and explains regulation for outside readers, which pairs with the NPPA primary source. Enterprise pricing is custom. Free blog summaries.Market research firmPaid
  • Asia
  • CN
  • IN
  • MENA
Lumikai: State of India Interactive Media & Gaming ReportThe reference sizing for Indian gaming: gamer base (555M in CY25), revenue split, payer conversion, and the clearest data on the post-RMG-ban reset (+17% ex-RMG growth). Published by a gaming VC with a thesis to promote. Methodology blends third-party analytics, a ~3K-user survey and proprietary data. The fiscal/calendar-year basis has shifted between editionsIndustry reportFree
  • IN
FICCI-EY media and entertainment reportEY's annual report on India's media and entertainment sector for the chamber FICCI, which sizes the online gaming segment with its parts: money gaming, video game in-app purchases and esports. The 2026 edition, Stories, scale and impact, launched on 24 March 2026, reports that the segment fell 17 percent in 2025 after the ban on money gaming. The segment includes money gaming, so it does not compare with a video games figure.Industry reportFree
  • IN
Nazara Technologies (NSE: NAZARA)A quarterly X-ray of the ecosystem: owns/holds NODWIN (esports events, AFK Gaming), Sportskeeda, Kiddopia, WCC, plus ad tech and location-based entertainment. Its calls narrate the whole Indian games economy, including the RMG-ban fallout (PokerBaazi)Corporate IRFree
  • IN
OnMobile Global (NSE: ONMOBILE)A Bangalore company listed on the NSE and BSE that sells mobile games subscriptions, its ONMO cloud gaming platform and the quiz app Challenges Arena, largely through telecom operators, and reports gaming revenue apart: 1,545 million rupees of 5,245 million in the year to March 2026. Its revenue by region is Europe, Latin America, Africa and the Middle East and Asia, with India not broken out, so it reads the Indian-listed side of games more than the Indian market.Corporate IRFree
  • Global
  • IN

Nothing here is ranked or scored. A figure reached through one of these sources carries the authority of the outlet that published it and no more.