Factors affecting growth of Console and PC Video Games in India and their comparison with Other Digital Entertainment Sources
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Abstract
Digital entertainment industry is amid unprecedented growth phase fueled by lockdowns during the pandemic. India too has seen tremendous growth in OTT, mobile games, and subscription-based music industry both in revenue and consumer base, but the growth has been lethargic in PC and Console Video Games in India. This study analyses the difference between Console and PC games and other digital Entertainment sources across seven parameters that are Price, Hardware requirements, Active and passive form of entertainment, time consumption, Marketing and advertisements, social approval and piracy within the Indian context. We conclude that PC and console games are unable to grow in India due to higher prices, expensive hardware requirements and time requirements to complete a game when compared to other entertainment means. Social awareness and approval and need for active participation may also reduce consumer interest in Video Games. Impact of piracy and marketing and advertising is difficult to ascertain due to unavailability of enough data on the same. This paper emphasizes the need for pricing the video games according to purchase power parity and growth of cloud gaming in India among other things to make India one of the largest PC and console Video game Markets in the world.