Tag: Revenue

  • TVS Motor Company clocks revenue growth of 6% in Q2

    TVS Motor Company clocks revenue growth of 6% in Q2

    CHENNAI: TVS Motor has reported revenue of Rs 4,617 crore in the second quarter of 2020-21 as against Rs 4,353 crore in the second quarter of 2019-20, registering a growth of 6 per cent.

    The two-wheeler maker’s PBT before exceptional items has grown by 14 per cent at Rs 267 crore during this quarter as against Rs 234 crore during the quarter ended September 2019. In the second quarter of last year, the company had reported a one-time exceptional gain of Rs 76 crore resulting in PBT after exceptional item of Rs 310 crore.

    During the quarter, it reported profit after tax (PAT) of Rs 196 crore. Despite Covid19 challenges, the company strengthened its supply chain during the second quarter of 2020-21. The production and sales improved consistently from July 2020 onwards. In the month of July 2020, the total two-wheeler sales was 2.44 lakh, it improved to 2.77 lakh in the month of August 2020 and in September 2020 sales further improved to 3.13 lakh. In the month of September 2020 sales grew by 4.2 per cent. Total two-wheeler sales of 8.34 lakh for the quarter is almost in line with last year's second quarter number of 8.42 lakh. Two-wheeler export sales grew by 7.8 per cent compared to Q2 of last year.

    Motorcycles registered sales of 3.66 lakh units in the quarter ended September 2020 as against sales of 3.42 lakh registered in the quarter ended September 2019. Scooter sales of the company for the quarter registered sales of 2.70 lakh as against sales of 3.33 lakh in the quarter ended September 2019.

    Read more news on TVS Motor Company

    Total three wheelers registered sales of 0.33 lakh units in the quarter ended September 2020 as against sales of 0.43 lakh in the quarter ended September 2019. Half-year results are not true reflection of the demand since Q1 of 2020-21 got severely impacted due to COVID lockdown.

    The total two-wheeler sales of the company for the half-year ended September 2020 is 10.90 lakh units as against 17.26 lakh units recorded in the half-year ended September 2019. The total three-wheeler sales for the half-year ended September 2020 is 0.45 lakh units as against 0.83 lakh units registered in the half-year ended September 2019.

    The total export of two and three wheelers for the half-year ended September 2020 is 2.96 lakh units as against 4.20 lakh units in the half-year ended September 2019. Total revenue in the half-year ended September 2020 is Rs 6,051 crore against Rs 8,823 crore in the half-year ended September 2019. PBT before exceptional items for the half-year ended September 2020 is Rs 78 crore as against Rs 443 crore in the half-year ended September 2019.

    During last year, the company had reported a one-time exceptional gain of Rs 76 crore resulting in PBT after exceptional item of Rs 519 crore. During the half-year ended September 2020 the company reported Profit After Tax of Rs 57 crore.

  • Network18 subscription revenue sees 43% YoY growth in Q2 FY20

    Network18 subscription revenue sees 43% YoY growth in Q2 FY20

    MUMBAI: Network18 Media and Investment has posted 43 per cent YoY growth in subscription revenue in Q2 2020, continuing the 48 per cent growth YoY witnessed in Q1. The company’s digital revenues grew by 10 per cent YoY to Rs 46 crore. Sharp display advertising growth in News18.com (especially vernacular) boosted revenues even amidst a tepid environment.

    TV18’s Q2 viewership share in news increased further to 10.9 per cent, up from 10.1 per cent in Q1 consolidating its leadership. As election tailwinds witnessed in Q1 tapered off, Q2 operating revenue for News declined 2 per cent YoY. Weakness in financial markets, lack of government ad-spending and limited international advertising compared with last year dragged growth.

    The company also informed that the new tariff order (NTO) has created a transparent and non-discriminatory B2C regime and flux around the NTO has largely settled, though the cable segment continues to face some billing and reporting issues.

    It said, “Our domestic yields have improved, led by the strength of our bouquet as demonstrated by consumer choice for our channels and packs. Improved distribution tie-ups give our channel portfolio unparalleled reach across TV & digital. The advertising environment continued to remain tepid during much of the past quarter. Weak macro-economic trends has dragged down consumer spends and depressed broader corporate appetite for above-the-line marketing activity.”

    “However, certain categories of new-economy advertisers were bright spots, and tailwinds in regional and digital consumption continued to attract attention. Ad-spends began to rise led by the advent of the festive season late in the quarter, and big-ticket programmes and events planned around the same. We are hopeful that Government policies aimed at stimulating demand shall aid the recovery as we head into H2,” the company opined.

    Macro-weakness and shift of channels from DD Freedish to pay ecosystem continues to drag ad-revenues of GECs for the entire industry. Pushing of some high-end content vs last year for better monetization (i.e. planned delay in the launch of Bigg Boss, shifting of IIFA awards to Q3, etc) makes the base not fully comparable.

    The company’s strategy of sharp pullback in broadcast costs through optimisations raised EBITDA margins to 11.4 per cent vs 9.9 per cent in Q2FY19. “This is despite investments to the tune of Rs 13 crore in regional movie channels (Kannada and Q2FY20 Q2FY19 Growth H1FY20 H1FY19 Growth Gujarati Cinema) and paid-offerings (VOOT Kids & international). Excluding these, BAU margins improved to 12.9 per cent. BAU margins include the impact of initiatives launched more than a year ago but are still in gestation, including Voot and Colors Tamil.”

    With regards to its digital platform, the company informed, “We have witnessed robust uptake for the subscription product MoneyControl Pro launched in Q1. The product underscores the impact of a strong brand and superior features at a class-leading price-point. Voot, the primary OTT VOD platform for the group, shall soon be launching its freemium version with offerings like digital exclusive and digital-first broadcast content as well as original content behind a pay-wall. Kids edutainment product Voot Kids was soft-launched in Q1 with a niche and highly differentiated offering, and shall be progressing to commercial operations behind a pay-wall in this fiscal.”

    Network18 Chairman Adil Zainulbhai said, “Network18 successfully encapsulates news and entertainment content, across national and regional platforms, in both TV and digital mediums. We are fully geared for a digital world, with differentiated content available on integrated platforms on a pipe-agnostic basis. Impetus on seeding new business models and germinating fresh ideas are the hallmarks of our digital business, which is backed by a TV content backbone that we continue to invest in.”

    CNBC TV18 maintained #1 rank in the English Business News genre with 54 per cent market share in Q2 FY20. During market hours (Weekdays, 8 AM to 4 PM) CNBC TV18 maintained an even higher share of 59 per cent. CNBC Awaaz continued its clear leadership in the Hindi Business News genre with 64.8 per cent market share.

    News18 India garnered a 12.2 per cent market share in HSM. Its performance in mega-cities was even better, with a genre-share of 13.2 per cent, ranking #3. CNN News18 garnered 13.8 per cent market share & ranked #3 in Q2 FY20.

    Regional News cluster has the highest reach (434 million viewers in Q2) and viewership in the country amongst regional news peers. News18 Rajasthan maintained its clear leadership with 46 per cent share. News18 Bihar and UP/Uttarakhand continued their #2 rank in their respective regions, while News18 MP/Chattisgarh rose to #2 position.

    Flagship GEC Colors has a 15.1 per cent urban viewership share. Viewership share across all GECs in Urban+Rural was 12 per cent . The channel ranked #2 in weekend primetime. Season 13 of tentpole Bigg Boss was launched in late Sep-19, boosting the channel’s rank to #2 in pay-GECs in Week 40.

    Colors Cineplex launched on 1 Mar 2019 after shifting FTA channel Rishtey Cineplex from Freedish, as a full-fledged premium pay Hindi movie channel. The channel is under ramp-up and viewership share has risen to 4.1 per cent .

    Nick continues to reign as #1 in the Kids genre, with an increased 20 per cent share of genre viewership. Sonic also rose to #2, with an 11.1 per cent share. Between Nick, Sonic and Nick Jr, our Kids portfolio commanded a 34.5 per cent market- share, clearly much ahead of peers.

    In English entertainment genre, Viacom18 channels continue to occupy the top positions, with their combined viewership shares at 48.5 per cent. Comedy Central and VH1 rank #2 (22 per cent) and #1 (22 per cent) respectively; while Colors Infinity has a ~4 per cent share.

    Voot, Viacom18’s Over The Top (OTT) exclusive digital video destination has seen gross downloads rise to ~170 million. It has an average daily viewership of 45+ minutes that is the highest amongst broadcaster-OTT apps.

    The quarter also witnessed the launched of ‘Colors Telugu’ on Voot as a digital-first channel and released original show ‘Feet Up with the Stars Telugu’. Bigg Boss S13 garnered 78 million views in just 10 days on Voot.  Voot Kids, a multi-faceted watch-play-and-learn destination aimed at Kids, was soft-launched in June’19.

    Company’s Kannada GEC portfolio was #2 in the region with 32 per cent viewership share (Colors Kannada 23 per cent + Colors Super 9 per cent ). Colors Kannada Cinema was launched in late-Q2 and is #2 with 22 per cent share in Kannada movie genre.

    Colors Marathi maintained its strong #2 rank in the genre, with viewership share at 22 per cent. Bigg Boss Marathi S2 has garnered around 45 per cent higher viewership as compared to the previous season. Colors Tamil is ramping up programming during the year, as it steadily overcomes distribution challenges which have kept its viewership share <5 per cent.

  • Greymatter Entertainment eyes 30 to 40% revenue growth every year

    Greymatter Entertainment eyes 30 to 40% revenue growth every year

    MUMBAI: Greymatter Entertainment's non-fiction format The Remix was nominated for best non-scripted entertainment at the International Emmy's Awards 2019. The show is the first Indian non-fiction content which has been recognised at various international markets for its unique and differentiated format. The company founded in 2009 has successfully created five IPs for the global market- The Remix, Street Stars, Head or Tails, Sunset to Sunrise and The Cafe. After the success of the non-scripted format, Greymatter is now willing to try its hand in the drama genre. 

    In an interaction with Indiantelevision.com, Greymatter Entertainment's founder and CEO Chandradev Bhagat and co-founder and director Payal Mathur Bhagat reveal the roadmap of the company for the next three years. The company is eyeing 30 to 40 per cent revenue growth every year with the help of cross-genre content and global appeal.

    Chandradev Bhagat believes that Indian content has the capacity to resonate with the world. India is the story that the world is recognising overall; it’s the right time for India’s original stories to travel because the global market is now willing to gratify and hear them. "At present, India’s content creation is on the growth track but we are at the beginning of creating higher quality content," he adds.

    He says, "We are deeply working on collaborating with people in India and overseas. We are a young company and we haven’t reached mega heights, but the idea is to be scalable and sustainable. We are also deeply invested in building scripted drama series and are also in discussions with some OTT platforms for limited episodes. We have already created a biopic drama for Discovery. The joy is in creating content across genres and for various platforms.”

    Chandradev Bhagat believes that The Remix was recognised globally because of its innovative, differentiated format and concept which is in sync with the way music is being produced, created and consumed in the current time. 

    He is also very proud of holding the IP rights to The Remix. He says, "It is the only Indian IP that is travelling the world otherwise most of the times, we bring IPs from around the world. Indian IPs travelling around is our passion and ambition. It’s a matter of pride for us and for Indian content creators as well that an Indian IP is getting recognised at the global space. We should continue to do more of that as Indian content generators."

    Payal explains the innovative elements that made show unique and acceptable globally. She says, "There are a few key elements to the shows. Firstly, the show is a re-imagined or recreated version of the original popular music track. We give freedom to the contestants to recreate the track and add their skin to it. With this the audiences get to hear the new version of their favourite track. The format also helps to resonate with both older as well as younger generations. Secondly, every performance is created like an act. We added a lot of thought and effort behind creating a visual experience. The third element is the 'behind the scene' part of the show. With that, audiences get to see the joy of creating the track."

    The show was launched on Amazon Prime Video in 200 languages and this was one of the reasons why the show was able to reach a wider audience across the world. With it being behind the paywall, more effort was needed to attract viewers. Greymatter is looking into producing the third season as well now.

    Greymatter Entertainment's Street Stars is also distributed internationally; last year it was premiered in Russia and also won an award there. "We are hoping to take the format to different countries. We are in discussions with various platforms in India, Europe and other countries as well. The show is about identifying street talent and it has good digital layers to it to make it engaging. The show has good traction and we want to take it to multiple countries. The show is a great example which can do well on both platforms – OTT and TV,” he says.

    Greymatter Entertainment is among the few companies that create their own IPs, distribute them and manage to monetise. Some of the other shows include Mid Wicket Tales on EPIC channel and a short format for NBA. "The journey is worthwhile when the world recognises the work and we are happy to be awarded in India, Asia in different parts of the world for our work," comments Bhagat. The company is currently working on Champions Boat leagues on Star Sports and other four regional channel. 

    Chandradev Bhagat is aware of the changing content consumption trends. “Young audience binge-watching content is a trend now; digital has many genres and formats. OTT has broken the myth that only short format will work on OTT. I think the excitement is in digital and there is more demand compared to television. It is an exciting time for creators."

    Adding to that Payal says, "The line between TV and OTT are blurring, people are consuming lots of television content on also digital. I think the platform will be irrelevant in future and content will be more important. The distribution of content is essentially the game and there is enough space and room for co-existence of TV and OTT."

    "One big change that I have observed is that there are a lot more genres to explore. Earlier, we could not go very niche into the content but now we have the opportunity to produce content for different age groups, target audiences and with different requirements. This is possible because there is the ability to serve every audience almost individually. Content is getting tailor-made to suit the audience’s requirement," she says. 

    The duo also shared its thoughts on what needs to be done to meet the global standard. "We are a price-sensitive market, creators and people who monetise content have to find smarter ways of engaging with viewers and delivering the need," Bhagat says. Payal adds that we need to catch up in the niche content category which caters to specific individuals’ needs.

  • Mark Zuckerberg, Facebook boss, loses $16.8 bn in just 2 hours

    Mark Zuckerberg, Facebook boss, loses $16.8 bn in just 2 hours

    MUMBAI: After a trembling quarter which was full of controversies regarding data security, Facebook faced the hit on stocks too. Following the Cambridge Analytica scandal, the social media giant lost the faith of users and faced backlash from policymakers. Now, after a poor Q2 result with a weaker-than-expected revenue growth, the company lost about $130 billion in market value in just two hours. CEO Mark Zuckerberg, the third richest man according to the Bloomberg Billionaires Index, lost $16.8 billion in extended trading.

    If Zuckerberg’s loss holds through Thursday, he will slide to sixth place in the Bloomberg Billionaires Index.

    In Q2, Facebook could not reach the Wall Street-projections for growth in revenue as well as daily users. Moreover, the company also told the numbers won’t get better this year. The stock slide started right after Facebook posted the result which was later triggered by chief financial officer David Wehner’s comment on slow growth throughout the year. Shares plunged as much as 24 per cent afterwards.

    Facebook had 1.47 billion daily active users in June, compared with the 1.48 billion average of analysts’ estimation. In Europe, the implementation of strict new data regulations led to 1 per cent decline in daily visitors. Even in its biggest markets, the US and Canada, the user base did not grow. The company added 22 million daily active users, lower than the 41 million it added in the same quarter a year earlier. While analysts projected $13.3 billion, the revenue increased 42 per cent to $13.2 billion in the quarter.

    “I think many investors are having a hard time reconciling that deceleration,” an analyst at Jefferies LLC Brent Thill told Facebook executives. “It just seems like the magnitude is beyond anything we’ve seen, especially across a number of the tech (companies) we cover,” he added. However, some analysts think the harsh truth is that the platform can’t grow forever. “The core Facebook platform is declining,” an analyst at Pivotal Research Group Brian Wieser said.

    Facebook will increase spending to make investments in video content, artificial intelligence, and virtual reality. The company is growing its video play with new sports broadcasting rights and content deal for news. However amid all new plans also, it could not live up to expectation. Since 2015 Q1, this is the first time it could not meet revenue growth.

  • YouTube introduces new initiatives to help creators earn more

    YouTube introduces new initiatives to help creators earn more

    MUMBAI: For young artists and aspiring entrepreneurs across the globe, YouTube has been nothing short of a revolution. While advertising has been the major source of revenue for YouTube’s creator community, the Google-owned site now wants to go beyond ads. The tech giant has started working on new tools to enable creators to make more money.

    YouTube’s ‘Sponsorship’ feature has now been rebranded to ‘Channel Membership’. Consumers can pay a monthly recurring fee of $4.99 to get unique badges, new emojis, members-only posts in the Community tab, along with access to customised perks offered by creators. Earlier, this feature was limited to select YouTube channels only. This feature will soon be expanded to every eligible channel that commands 100,000 subscribers.

    While merchandising may not be a new concept for the YouTube community, the company has partnered with Treespring to help creators design and sell products on the platform. In a tab under the video itself, creators can now offer t-shirts, hats, phone cases or any one of the 20 merchandise items.

    To help publishers build better engagement with consumers, YouTube has introduced Premieres, a new way to upload content.

    “With Premieres, creators will be able to debut pre-recorded videos as a live moment. When creators choose to release a Premiere, we’ll automatically create a public landing page to build anticipation and hype up new content,” the company said in a blog post.

    For the first time ever, creators can use Super Chat and take advantage of Channel Membership perks on traditional YouTube uploads. These were previously available on Live Videos.

    “We hope these tools help creators build a stronger community and earn more money while doing it, because when they succeed, the entire YouTube community thrives,” the blog read.

    Also Read :

    Three years down, YouTube Kids unable to make an impact

    YouTube Red rebranded as YouTube Premium with expanded reach in 14 countries

     

  • Aim to take phase 3 ARPU to phase 1 value: Den Networks’ SN Sharma

    Aim to take phase 3 ARPU to phase 1 value: Den Networks’ SN Sharma

    MUMBAI: Den Networks has an ambitious plan charted out for its cable and broadband business for the coming two to three years. In an interview to Bloomberg Quint, Den Networks CEO SN Sharma highlighted the company’s plan to increase revenue and subscription.

    For the multi-system operator (MSO), digitisation of phase III in India was almost over 10 months ago and certain parts of phase IV were left by all operators. Sharma said that it may take six to eight months to wind this up. “In the last 12 months, we seeded close to five million set-top boxes (STBs) in phase III. Today, we have a tall figure of 11.5 million digital homes out of which 8.5 million are paying,” he said.

    The average revenue per user (ARPU) for Den has gone up substantially over the last two years. Even tier I and II towns had low ARPU of Rs 120 and Rs 80-90 a year ago. Two years ago, the ARPU for tier I and II towns was Rs 60-70 and Rs 50-60, respectively. Today, the ARPU is at Rs 144 for phase I and Rs 112 for phase II. Sharma also said that the company was able to make up 50 per cent of the subscription revenue from the cable operators from phase I while this was 40-45 per cent in phase II markets.

    Phase III ARPUs are still low at Rs 76 out of the ground rate of Rs 150-175. “As we move forward, cable operators know they have to catch up with phase I ARPUs and will gradually increase it with subscription and, accordingly, the same will be shared with us,” he added.

    The aim is to take the current ARPU of phase III up to Rs 144 in two years’ time. “The phase I journey has been successful and a confident path has been set. There is no reason this Rs 76 doesn’t move to Rs 140 level in 2-2.5 years’ time,” he said adding that 50 per cent of the digital universe was phase III and IV. Phase IV ARPU stands at Rs 66.

    Den is talking to broadcasters and peers to increase subscription levels in phase I areas and Sharma said that discussions were actively progressing. “There is headroom to increase this [subscription]. You will see changes in bouquets and packages offered so overall revenue can be taken up,” he shared.

    One of the ways to do this will be by focussing on HD STBs now. The target for the next 12 months is to convert 10 per cent of its SD base into HD, which will allow the MSO to add another Rs 60-70 per box. Another way is by gradually increasing the number of boxes seeded in phase IV that is currently at the rate of 40,000-50,000 a month.

    The company has a system to ensure that all reported boxes are activated. When a box doesn’t yield payment for more than three months, it is removed out of the declaration and considered a dead box. Here, Sharma lauds the system for being as efficient as telecom operators that withdraw service  if a subscriber doesn’t pay.

    The entrance of players like Jio, Airtel and Vodafone has definitely changed the broadband game for the company and Sharma admits this. Den’s broadband ARPU is currently Rs 550 with a speed of 50 mbps and unlimited data. He compared it to telcos who offer just 1 gb data a day with best case speed of 9 mbps.

    Over the years, data consumption on its platform has increased from 20 gb two years ago to 60 gb last year and is hovering at 80 gb today. “There is a data explosion courtesy Jio, Airtel and Vodafone. We are consciously aware of it and so we talk of unlimited data in high speed,” he said.

    Much of its broadband business is concentrated in Delhi with 2 lakh subscribers. However, the tariff war pulled down its ARPU to Rs 600. But the same in Kanpur is Rs 800. The plan is to increase subscribers by 6 lakh in three years taking the total to about 8 lakh.

    Sharma is confident that the entire business needs external funding since it is witnessing healthy growth in subscription and ARPU and no subsidy is being offered on HD boxes. Even the broadband business has been fibre infrastructure. About Rs 100-120 crore will be required for the coming three years, which will be managed through internal accruals.

    Also Read :

    Subscription revenue drives up Den’s PAT

    Den Networks appoints Himanshu Jindal as CFO

    TDSAT rules in favor of DEN Networks, directs ZEE entertainment to provide channels on RIO basis

     

  • Facebook rev, net income up in first quarter on higher mobile ad revenue

    BENGALURU: Facebook Inc., (FB) reported 51.1 percent year-on-year (y-o-y) growth in ad revenue for the quarter ended 31 March 2017 (Q1-17, current quarter) as compared to the corresponding year ago quarter. Facebook in its earnings release says that Mobile advertising revenue represented approximately 85 percent of advertising revenue for Q1-17, up from approximately 82 percent of advertising revenue in Q1-16. The social media giant reported ad revenue of $7,857 million in the current quarter as compared to revenue of $5,201 million in Q1-16. a

    Total revenue however increased 49.2 percent y-o-y due to a decline of US$ 6 million (about 3.3 percent decline) in payments and other fees in the current quarter vis-à-vis the year ago quarter. FB reported total revenue of $8,032 million in Q1-17 as compared to $5,382 million in Q1-16.

    Net income in Q1-17 increased 76.3 percent to $3,064 million (38 percent profit margin) as compared to $1,738 million (32 percent profit margin) in the year ago quarter.

    Total cost and expenses increased 39.5 percent y-o-y to $4,705 million in the current quarter from $3,372 million in Q1-16. FB says that capital expenditures for the first quarter of 2017 were $1.27 billion.

    “We had a good start to 2017,” said Facebook founder and CEO Mark Zuckerberg. “We’re continuing to build tools to support a strong global community.”

    The company says that Daily active users (DAUs) – DAUs were 1.28 billion on average for March 2017, an increase of 18 percent y-o-y. Monthly active users (MAUs) – MAUs were 1.94 billion as of March 31, 2017, an increase of 17 percent y-o-y.

  • Indian gaming revenue set to hit Rs 250 billion by 2019

    Indian gaming revenue set to hit Rs 250 billion by 2019

    MUMBAI: With the growing technology, not only the number of users in India is growing steadily but the mobile gaming users increased too.

    The latest report by mobile gaming trends and gaming habits the Seattle based enterprise SaaS for mobile marketing company has stated that Indian gaming revenue is set to double in the next three years and hit Rs 250 billion by 2019, owing its growth to the increase of smartphone penetration and higher in-app spending in the market. Combined with industry estimates this proves that mobile games in India are growing at an average rate of 56 per cent.

    The report titled, ‘India & Mobile Gaming: Poised for Massive Growth’ comprises insights and data collected from over 3,500 Indian smartphone owners and over 220 million mobile app installs in India mapped from January-September 2016.

    As per the Tune report, Indian mobile gamers are more likely to buy virtual goods. In fact, 34 per cent of Indians respondents admitted to spending money in mobile games every month. Interestingly, a tiny fraction of players are the highest contributors to game revenue, just as it is seen in other markets globally. Specific to India, 2.5 per cent of Indian gamers provide over half of game revenue, and 5 per cent account for almost 80 per cent of all game monetisation in the country.

    Regional Head of Sales India Ashwiny Thapliyal said, “India is already the world’s second-biggest market for smartphones. With 221 million smartphone owners and as many as 800 million Indian citizens joining the smartphone revolution over the next decade, India will emerge as the country with biggest global opportunity for growth. India is a mobile-first country and its people are mobile-centric buyers. This is one of the many reasons why we furthered our existing commitment towards the Indian market by opening TUNE’s first corporate office in India located at Delhi/NCR in November 2016. Our India office will also serve as our strategic hub for business in Southeast Asia.”

    Another key finding revealed that women are serious mobile gamers in India, with 87 per cent playing a game at least one hour per week. This number matches the North American data, where women make up 55 per cent of all mobile gamers. Of the women surveyed, 63% said that they prefer playing single player games and 18 per cent prefer playing against another player.

    Interestingly, women prefer single-player games to an even greater extent than men.

    Tune’s mobile economist John Koetsier added, “As per our research, the number of app installs in India doubled last year and in fact, Indians downloaded more than 3X as many commerce-oriented apps per capita as the next highest country, Brazil. Although relatively nascent, Indian mobile gaming industry is catching-up fast and our research highlights the immense potential it holds for gamers, game developers, mobile publishers and advertisers.”

    Indian Gamers and their Gaming Habits:

    84% of Indian smartphone owners have games on their phones.

    37% of gamers have three or more games on their phones.

    47% of Indians in top urban cities like Delhi and Mumbai tend to install one to two games on their phone.

    Indians are very eager to try new apps: a majority install new apps every week. 90% of Indian smartphone owners download games regularly and are very willing to try new apps, especially new games.

    Those with cheaper smartphones change to new games more frequently possibly due to low storage/device memory.

    Google Play is the undisputed leader in India, taking 94% share of all game installs.

    The cheaper the phone one possesses, the more likely is an Indian consumer to get new apps straight from a friend or from the web.

    Almost 7% of people get new apps from their friends.

    Gaming Behaviour Trends: Almost 9 in 10 Indian smartphone owners play games weekly.

    86% of people play at least one game regularly and almost a third play more than three games regularly.

    Indians who own expensive smartphones worth Rs 30,000 and up are less likely to play games.

    57% of Indian mobile gamers prefer single-player games.

    Only three of the top 10 downloaded games are team or multi-player games.

    Indians are loyal gamers, with significantly higher user retention compared to global averages.

    Almost a third of Indian gamers are exceptionally loyal to the games they love, at times playing them for months at stretch.

    Just over one in 10 Indians play the same game regularly for over a year.

    50% of Indians give a game just a few days and switch to a new one, if it’s not interesting, fun, or engaging enough they switch to a new one.

    Gender Matters: Women play just as many games as men, but men play for longer.

    92% men play at least one hour per week as against 87% women who play at least one hour per week.

    57% of men play more than two hours each week, compared to 48% of women.

    Interestingly, 54% men prefer single-player games. Team games get the least attention from both Men (14%) and Women (11%). Young men i.e. teens under 17 play less than men aged 20 or above.

    Mobile Game Monetisation and in-app Purchases:

    Top games tend to be team or multiplayer games; 8 out of the top 10 grossing games in India are multiplayer or team games

    Similar to world average, 2.5% of Indian gamers provide over half of game revenue, and 5% account for almost 80% of all game monetisation in the country.

    Young gamers are the least likely to pay; 71% of Indian smartphone owners (under the age of 21) buy nothing in games every month.

    2% of gamers spend over Rs 200 each month, and almost one in 10 spend over Rs 50 every month.

    32% of gamers use digital wallet to cover their mobile game purchases, while 25% use a debit card as opposed to a credit card- widely use payment mode internationally.

  • Indian gaming revenue set to hit Rs 250 billion by 2019

    Indian gaming revenue set to hit Rs 250 billion by 2019

    MUMBAI: With the growing technology, not only the number of users in India is growing steadily but the mobile gaming users increased too.

    The latest report by mobile gaming trends and gaming habits the Seattle based enterprise SaaS for mobile marketing company has stated that Indian gaming revenue is set to double in the next three years and hit Rs 250 billion by 2019, owing its growth to the increase of smartphone penetration and higher in-app spending in the market. Combined with industry estimates this proves that mobile games in India are growing at an average rate of 56 per cent.

    The report titled, ‘India & Mobile Gaming: Poised for Massive Growth’ comprises insights and data collected from over 3,500 Indian smartphone owners and over 220 million mobile app installs in India mapped from January-September 2016.

    As per the Tune report, Indian mobile gamers are more likely to buy virtual goods. In fact, 34 per cent of Indians respondents admitted to spending money in mobile games every month. Interestingly, a tiny fraction of players are the highest contributors to game revenue, just as it is seen in other markets globally. Specific to India, 2.5 per cent of Indian gamers provide over half of game revenue, and 5 per cent account for almost 80 per cent of all game monetisation in the country.

    Regional Head of Sales India Ashwiny Thapliyal said, “India is already the world’s second-biggest market for smartphones. With 221 million smartphone owners and as many as 800 million Indian citizens joining the smartphone revolution over the next decade, India will emerge as the country with biggest global opportunity for growth. India is a mobile-first country and its people are mobile-centric buyers. This is one of the many reasons why we furthered our existing commitment towards the Indian market by opening TUNE’s first corporate office in India located at Delhi/NCR in November 2016. Our India office will also serve as our strategic hub for business in Southeast Asia.”

    Another key finding revealed that women are serious mobile gamers in India, with 87 per cent playing a game at least one hour per week. This number matches the North American data, where women make up 55 per cent of all mobile gamers. Of the women surveyed, 63% said that they prefer playing single player games and 18 per cent prefer playing against another player.

    Interestingly, women prefer single-player games to an even greater extent than men.

    Tune’s mobile economist John Koetsier added, “As per our research, the number of app installs in India doubled last year and in fact, Indians downloaded more than 3X as many commerce-oriented apps per capita as the next highest country, Brazil. Although relatively nascent, Indian mobile gaming industry is catching-up fast and our research highlights the immense potential it holds for gamers, game developers, mobile publishers and advertisers.”

    Indian Gamers and their Gaming Habits:

    84% of Indian smartphone owners have games on their phones.

    37% of gamers have three or more games on their phones.

    47% of Indians in top urban cities like Delhi and Mumbai tend to install one to two games on their phone.

    Indians are very eager to try new apps: a majority install new apps every week. 90% of Indian smartphone owners download games regularly and are very willing to try new apps, especially new games.

    Those with cheaper smartphones change to new games more frequently possibly due to low storage/device memory.

    Google Play is the undisputed leader in India, taking 94% share of all game installs.

    The cheaper the phone one possesses, the more likely is an Indian consumer to get new apps straight from a friend or from the web.

    Almost 7% of people get new apps from their friends.

    Gaming Behaviour Trends: Almost 9 in 10 Indian smartphone owners play games weekly.

    86% of people play at least one game regularly and almost a third play more than three games regularly.

    Indians who own expensive smartphones worth Rs 30,000 and up are less likely to play games.

    57% of Indian mobile gamers prefer single-player games.

    Only three of the top 10 downloaded games are team or multi-player games.

    Indians are loyal gamers, with significantly higher user retention compared to global averages.

    Almost a third of Indian gamers are exceptionally loyal to the games they love, at times playing them for months at stretch.

    Just over one in 10 Indians play the same game regularly for over a year.

    50% of Indians give a game just a few days and switch to a new one, if it’s not interesting, fun, or engaging enough they switch to a new one.

    Gender Matters: Women play just as many games as men, but men play for longer.

    92% men play at least one hour per week as against 87% women who play at least one hour per week.

    57% of men play more than two hours each week, compared to 48% of women.

    Interestingly, 54% men prefer single-player games. Team games get the least attention from both Men (14%) and Women (11%). Young men i.e. teens under 17 play less than men aged 20 or above.

    Mobile Game Monetisation and in-app Purchases:

    Top games tend to be team or multiplayer games; 8 out of the top 10 grossing games in India are multiplayer or team games

    Similar to world average, 2.5% of Indian gamers provide over half of game revenue, and 5% account for almost 80% of all game monetisation in the country.

    Young gamers are the least likely to pay; 71% of Indian smartphone owners (under the age of 21) buy nothing in games every month.

    2% of gamers spend over Rs 200 each month, and almost one in 10 spend over Rs 50 every month.

    32% of gamers use digital wallet to cover their mobile game purchases, while 25% use a debit card as opposed to a credit card- widely use payment mode internationally.

  • India to have a billion unique mobile subscribers by ’20; Delhi talent favourite

    India to have a billion unique mobile subscribers by ’20; Delhi talent favourite

    MUMBAI: The contribution of mobile industry to the country’s gross domestic product (GDP) amounts to approximately US$140 billion (Rs 9,60,783 crore), the Department of Industrial Policy and Promotion and the Department of Telecom recently reported. India’s current GDP employs over four million people. At present, at 6.5 per cent, the government of India has stated that the mobile industry’s contribution is likely to rise to 8.2 per cent by 2020.

    According to the report, India is expected to cross the one billion unique mobile phone subscribers mark by 2020. India will also see an increase in adoption of 4G services with number of 4G connections estimated to grow to 280 million by 2020 from just three million in 2015. Further, the report claimed that the mobile industry is expected to add 800,000 more jobs.

    A survey by human resource (HR) solutions company PeopleStrong suggested that Delhi has emerged as the most preferred region for hiring in telecom and allied sectors. Hiring intent in this sector is expected to increase from 16% in 2016 to 20% in 2017.

    In 2011-12, telecom sector contributed about 2.1 per cent of GDP with revenue of Rs 1,85,930 crore while, due to the increase in revenue next year to Rs 2,07,498 crore, the net contribution came down to 2.07 per cent. The revenue generated by the telecom sector in 2014-15 was Rs 2,42,900 crore, making it a contribution of 1.94 per cent to GDP.

    Vodafone tops the list of investments with Rs 10,299 crore ($1,500.79 million) followed by Videocon International Electronics with Rs 4924 crore ($719.76 million). At third position stands Telenor at $573.15 million followed by Sistema Shyam Teleservices $451.83 million, Bharti Infratel $240.37 million, and Idea Cellular $123.22 million.

    PeopleStrong CEO Pankaj Bansal said Delhi’s emergence for hiring could be attributed to the availability of the engineering and general graduate talent pool in this area or to the fact that many telecom and allied industries are headquartered in Delhi NCR.