Norwest’s Shah says, “We hadn’t done too well when compared to our Southeast Asian counterparts, but, now there are a lot of youngsters interested. The behaviour has spread during the lockdown, with youngsters spending more time on video games and laptops.” Chiratae’s Mohla, too, has observed this trend. “While the gaming industry has grown at a fast pace in India over the past few years, 2020 saw a dramatic increase with over 350 million gamers in the country,” he says. Monetisation of various gaming formats has picked up too, according to Mohla, and not just in the big cities but in Tier-II and Tier-III cities, as well. “Micro-payment mechanisms and bit sized/small ticket purchases will greatly help in increasing this trend of monetisation in the coming years,” he adds.
Elevation Capital is looking at real-money gaming, where users have to pay to play, as opposed to casual gaming, which is free to users and the sellers make money through advertising revenue. You would think that Indians gravitate to the latter, free model but, according to Khanduja, casual gaming is small here. Real-money gaming also has economics suited to India. Here’s why: It is expensive to acquire Indian customers and that upsets a ratio, VCs keep a keen eye on. This is the LTV (lifetime value or how much you can make from a user) to CAC (customer acquisition cost or how much you have to spend to acquire a user) ratio. Users spend only 20-25 days with a game, and a seller needs to make 2x or 3x the cost of acquiring the user to be lucrative. In India, LTV of a casual game is only 1-1.5x CAC because the cost is high, whereas in developed markets, LTV is 2-3x the cost.
The cost of customer acquisition is high for casual games here because the games have to compete for the attention span of the user, versus not just other India-based casual games but also international games, social media platforms and OTT platforms. “Given the deeper monetisation pools for the latter platforms, they can advertise (promote their product) much more heavily, thus raising the CACs for casual games in India,” says Khanduja. While the cost is high, the monetisation of casual gamers in India through ad revenue remains low. This is because of the low CPMs (cost per mille, that is for every thousand impressions) casual gaming platforms are able to charge, especially when these games are played by people on low-end devices, which the advertisers interpret as lower purchasing power.
Elevation Capital is investing in a start-up that makes the best of the cultish-following gamers have. It allows you to stream live games of players from different platforms. That is, you could watch the best win battles in Call of Duty, strategise in Counter-Strike or go Ninja on dropping fruits. After the PUBG ban, some concern around regulatory risk is discernible, but Khanduja says there is a greater understanding about the industry and that the government realises that the games depend on skill.
Some online games, such as poker, had been trapped in a grey area where the government could not decide if it was skill that was deciding winners or luck like in gambling. Khanduja says, “Like any new space, regulations are bound to evolve as the sector evolves.” According to Shah, there is no regulatory worry. “As parents, we would love for that (some level of regulatory oversight to disrupt video-binging) to happen. But, it will not happen,” he says.
Edtech crosses barriers
As parents and children are trying to get a handle on the new way of life, another tech is marching ahead with a confident stride. “Edtech has been the biggest beneficiary of COVID, given that there is willingness to pay here,” says Blume’s Pai. Even the attitude of schools towards this tech has undergone a sea change. Lunia says, “For the longest time, schools treated technology as competition. But now, it is heartening to see everyone including teachers, students and parents adopting it.”