India’s gaming industry has hit a historic milestone in 2025 with revenue exceeding $1 billion, driven by increased mobile spending, wider digital adoption, and rising incomes, with projections showing continued rapid growth and diversification of player interests.
India’s games market has passed a symbolic threshold, with revenue rising above $1 billion for the first time in 2025, according to Niko Partners. The research firm said the market generated $1.04 billion, up 14.8% year on year, as higher mobile game spending, wider digital adoption and rising incomes among some consumer groups lifted overall demand.
The company expects the market to continue expanding, with revenue approaching $1.2 billion in 2026 and reaching $1.77 billion by 2030. That trajectory would imply a five-year compound annual growth rate of 11.2%. Niko also said India had 511 million active players in 2025, with the number forecast to climb above 550 million in 2026 and to more than 700 million by 2030. Female participation is also increasing, from 43% of players in 2023 to a projected 49% in 2026.
Even so, monetisation remains limited relative to the size of the audience. Niko put average revenue per user at $2.04 in 2025, with only a modest rise expected by 2030. The report suggests that growth is being driven less by a single blockbuster segment than by a broader shift in player behaviour, especially on mobile, where Indian users are moving beyond battle royale and casual titles. In June 2026, non-battle royale mobile games accounted for 62.8% of mobile game revenue, up from 53.2% three years earlier.
The market is also becoming more varied in what players buy and how they pay. Niko said younger audiences are paying more attention to user-generated content platforms such as Roblox and Minecraft, while livestreamed roleplay content based on Grand Theft Auto has also gained traction. Interest in older PC titles and esports is rising too. On the payments side, 84.6% of Indian players have used UPI-based methods, compared with 31.5% who have used credit cards, and 31.5% now prefer buying in-game content outside app stores through web stores, third-party shops or top-up cards.
The report also points to a shift in sentiment towards generative AI. Indian players are said to be growing more cautious about how AI is used by developers and other players, with concern over employment effects emerging as a major factor. Niko said government support, expanding esports participation, broader genre choice and better targeting of specific player groups are likely to shape the market over the next five years.
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