India has the world’s second-largest gaming population, with 568M gamers, and 90% of gamers playing on mobile. While RMG games account for 60% of overall casual gaming revenues, in-app purchases are expected to grow at a 35% CAGR. This brings us to why we decided to dive deeper into this sector. You can check it out here.

Resource

90% of gamers in India play games on mobile and yet only 13% of the revenue comes from non-RMG titles. We were also equally surprised to find out that 144mn users have paid for a game. Almost 10% of India.

From a game development perspective, we have divided the marketing into 3 parts:

  1. Market research & development - to find what titles to develop
  2. Test, release, distribute - to scale up acquisition 
  3. Engagement & analysis - to increase revenue & control acquisition costs

We see value across most parts of the value chains that we could identify. While we may not be actively evaluating ad networks at this point in time, we’d be happy to change our views when we see the right kind of models emerge

We’ve realized that gamers progress from playing casual games to mid-core games to hardcore games or sometimes take a step back depending on time, affordability & their skill level.

While mobile, PC & consoles are strong distribution channels, we’re seeing eSports emerge as a new distribution channel for games. Not only does it act as a distribution channel to promote games, but it gives marketing sponsors a chance to showcase their products, too.

This is Blume’s game design formula. Each game is a function of its gameplay mechanics, genre, distribution channel, monetization mechanics & retention mechanics. We have broken down a bunch of games using this formula across the Bluprint.

The 4 spaces we are the most excited about are:

  1. Mobile gaming
  2. Kids gaming
  3. Building for / Building consoles
  4. AI stack for game creation, analytics, and LiveOps