塔拉-迈耶
2 月 5, 2026
印度的移动游戏市场正处于爆发式增长阶段,其增速远超常规。与此同时,印度移动游戏与应用市场正在经历一场深刻的结构性转型,其核心驱动力正来源于规模持续扩大的中产阶级。
在本期Tenjin《 Tenjin ROI 101》访谈中,我们采访了GameMakers创始人Joseph Kim, GamerMakers是一个面向游戏开发者、创业者及行业爱好者的专业社区,聚焦免费游戏(F2P) 领域的深度交流、资源互助与行业洞察。Joseph既开发手游产品,也涉足非游戏类应用。在本次对话中,他将深入分享为何印度是当前移动领域“最具潜力的市场”。
Joseph指出,印度消费者行为正在发生根本性转变。对懂得捕捉机遇的开发者而言,这无疑是一座潜力巨大的“金矿”。但是,是什么让这个增长故事与你听说过的其他新兴市场有所不同呢?
真实数据呈现出一个极具说服力的趋势: ARPPU(每付费用户平均收入)在短短5年内实现了9倍增长。这远超普通的增长曲线,而是一次真正的爆发式提升。这一地区层面的转型源于不断演变的消费者趋势,对于能够洞察这一动态变化的参与者而言,蕴含着不对称的增长机会。
真正重要的是推动这些消费者趋势和移动领域整体增长的底层动力。谁是增长的主要驱动力?爆发式增长的成因何在?市场具备哪些结构性优势?
所有这些问题的答案都可以在同一个人口群体中找到:印度的中产阶级。
认识印度中产阶级:核心目标群体
这一核心目标人群并非小众群体,而是规模达数亿的庞大消费者群体,年龄主要集中在18至35岁之间。他们越来越以移动端为主要使用场景,具备较强的数字化素养,并拥有一定的可支配收入,愿意为优质产品和体验付费。
他们既是成长于数字时代的“原住民”,又已步入具备稳定收入的年龄阶段。因此,他们不仅对新技术持开放态度,也正处在社会文化变迁的交汇点。对移动游戏行业而言,这无疑是黄金发展期,而他们也正是下一款成功产品的理想受众。
印度消费者行为重塑的动因
在Joseph看来,真正的关键正在于此:过去五年及后疫情时代的环境变化,为移动应用开发者和营销者带来了前所未有的机遇:
“在过去,可以说是五到十年——实际上尤其是在过去五年——以及疫情之后,发生了转变……印度中产阶级一直在大幅增长。”
两大趋势的交汇,正以超乎预期的速度加速这场变革:
首先是印度制造业的崛起。随着大量产能从中国向印度转移,本土就业岗位显著增加,生产活动日益活跃。这催生了更多就业机会,也孕育出新一代消费者——他们正成为印度中产阶级收入增长的重要组成。数百万民众因此获得了更稳定的工作、更高的收入与可支配资金。
其次是远程办公革命的兴起,这股趋势与科技及移动产业关系尤为密切。正如Joseph所指出:
“由于远程办公的普及,许多印度开发者得以承接来自美国等市场的软件工程职位,从而获得远高于本土标准的薪酬。”
这意味着,大量印度年轻人如今能在居家办公的同时,赚取超越以往的薪资,并拥有更强的消费能力。
在一个以手机为核心的时代,他们的闲暇时间都在做什么?
他们可能在玩手机……而且很可能在玩游戏。
值得关注的消费者行为数据
过去几年的数据相当惊人。Joseph透露:
“从2020年到2025年,印度市场的ARPPU在短短五年间增长了九倍——从3美元跃升至27美元。”
这标志着付费用户平均每日支出实现了9倍增长。
这已经不是渐进式增长,而是持续上行的指数级扩张。数据揭示的趋势,与过往的行业共识明显不同。Kim特别指出:
“印度长期以来被视为难以变现的市场——过去的确如此——但现在有数据表明,只要产品定位得当,完全有可能在这里实现可观的营收。”
关键在于认识到印度消费者行为已发生根本性转变。中产阶级不仅拥有更强的消费能力,也展现出为优质移动娱乐内容付费的明确意愿。这意味着,开发者必须提供真正契合需求的产品。
随着人们可支配收入的提升,用于娱乐的支出也相应增长。这一趋势正在印度加速演进。
印度市场的独特优势:移动优先经济
要理解 印度为何成为移动游戏领域的巨大机遇,首先需关注其与西方市场的地理与结构差异。
印度不仅是移动端占主导,更是一个以移动手机为核心构建起来的数字市场。这种形态的形成,得益于技术路径上的跨越式发展。对此,Joseph表示:
“印度绝大多数人都拥有手机,覆盖率已超过80%,相比之下,PC的普及率很低,只有10%到15%,手机占据绝对的主导地位。"
这与西方市场形成鲜明对比,在西方,游戏平台分散于主机、PC、掌机和移动设备,各平台有自己的受众和商业模式......它们共同争夺着同一批玩家的注意力、时间和金钱。
但在印度,对大多数人来说,手机游戏几乎就等于“游戏”的全部,再加上手游多样化的免费模式,现已成为一项主流日常活动。
印度有何不同?
"印度是一个移动优先的国家,人们在智能手机上投入的时间之多,在全球都位居前列"
战略优势一目了然。首先,印度是一个移动渗透率超过80%且仍在高速增长的市场。与其他市场不同,这里几乎没有硬件普及的门槛,移动设备本身已成为覆盖全民的现成基础设施,而来自其他游戏平台的竞争几乎可以忽略不计,为移动游戏的发展提供了独特的市场环境。
其次,印度用户日均使用智能手机时长位居世界前列,已形成稳定且高时长的使用习惯。还拥有规模庞大、不断壮大的年轻中产群体,他们作为数字原住民,消费意愿强烈。
如果我们把这些点连接起来,便构成了一幅近乎“完美”的市场图景。这无疑是移动游戏工作室面向大众群体打造精品产品、建立可持续商业模式的绝佳时机。
需求缺口:两款游戏占主导地位
印度游戏市场最有趣、最具启发性的一点是:市场被两款游戏主导,呈现出令人惊讶的“寡头”格局。Joseph呼吁所有移动游戏开发者注意这一点:
“对我来说,这是印度游戏市场最令人惊讶的方面——两款游戏占据了市场的绝大部分份额。这说明只要能提供像“Battle Royale 大逃杀”这样真正击中印度玩家需求的产品,他们完全愿意付费。
这种高度集中于头部游戏的现象,与欧美、日韩等成熟市场形成鲜明对比,在这些市场,通常是几十款游戏同台竞争:用户的时间和预算被多方分割,玩家在不同游戏间频繁切换,形成丰富多元的生态。
而在印度,市场高度聚焦于“大逃杀”这种类型的游戏。
这并非市场饱和的信号,恰恰相反,它强烈地揭示了一个巨大的、未被满足的市场需求。印度玩家已证明,他们愿意为自己喜爱且符合文化习惯的游戏付费——甚至是大额消费。但问题是,真正为这个市场量身打造的优质内容实在太少。玩家下班后,实际上只能在寥寥几款游戏中做选择。
Joseph认为,这种供需之间的巨大落差,正是当前印度移动游戏市场的核心机遇所在:用户基数庞大、消费意愿明确,但严重缺乏能够真正理解印度本土文化、社交习惯和玩家偏好的高品质、多元化产品。
真金游戏禁令:暗藏更多机会
如果你一直关注 印度游戏市场的动态,一定对其中的挑战并不陌生。去年围绕真金游戏(RMG)出台的一系列禁令,对行业产生了明显冲击。多个印度邦相继对RMG平台实施禁令或限制措施,给市场带来了不小的震荡。
“尽管RMG禁令常被视作负面消息,但我们也可以换个角度看:这实际上释放了原本沉淀在RMG中的消费力,让资金流向其他应用领域。”
Kim引导我们从更宏观的视角理解这一变化:
“我们将会看到这部分消费力的结构性转移,成为承接这部分流量的新应用与游戏开发者的机遇。”
原本流向RMG的消费力正在寻求新出口——而游戏垂类很可能成为主要承接方向。因为这些玩家的游戏行为习惯已经养成。
对于能够推出符合印度本土化需求的产品的移动游戏开发者而言,这意味着一场大规模的消费力重新分配。
关键问题在于:谁能够抓住它?
主要结论
- 印度中产阶级规模被低估
"这是一个外界尚未完全意识到的、正经历爆发式增长的市场。"Kim强调。
- 变现潜力持续释放
五年内ARPPU增长9倍,证明印度玩家愿意为优质内容付费。
- 移动即主流,几乎无跨平台竞争
手机渗透率超80%,PC仅10–15%,移动端是绝对主导的娱乐平台。
- 印度的移动游戏需求缺口是你的机会
少数游戏主导市场,这并非进入壁垒,反而证明了市场对能引发共鸣的优质游戏存在巨大渴求。
- 印度中产阶级是核心目标用户
印度中产阶级收入水平不断增长、后疫情时代就业增长和可支配支出增加的人口群体,这些是你的早期用户、大R以及社区建设者。
- 文化适配决定产品成败
成功不止于语言翻译,而在于产品设计与印度消费者的行为、偏好、文化背景深度结合。
- 时机就是一切
RMG监管、后疫情经济复苏、远程办公普及等多重趋势交织,市场正处于结构重塑阶段。先行者的窗口已经打开,但窗口不会永远开放。
印度移动游戏市场并非又一个普通的机会,它很可能是当下全球移动领域最具潜力的市场之一——中产阶级规模持续扩大、消费能力显著提升,再加上移动支付普及与数字文化成熟,共同构成了支撑市场长期 变现 的坚实基础。
你准备好瞄准这个市场了吗?
Click for the full transcript
Joseph: You can see that almost half of the Indian gaming market is a single genre—a sub-genre, actually—Battle Royale. And so, that’s like 47% of the market. But I think the even more shocking thing is that the vast majority of this 47% is essentially two games.
Roman: Hi everyone, welcome to another episode of ROI101. I’m Roman from Tenjin, and today I’m joined by Joseph Kim from Gamemakers. Hi Joseph! Yeah, thanks for doing this with us. Joseph, maybe for those who don’t know who you are, can you do a quick intro?
Joseph: Sure, yeah. So currently I am working in mobile gaming. I started a mobile gaming studio based out of India about five years ago, and we had been working on a mobile extraction shooter. Basically—I know the topic is going to be India today—but essentially we have a studio that is based out of India building for the global market. But then we also have started to explore the local Indian gaming market as well. We’ll be hard launching a dating simulation game for India in January, as well as soft launching our mobile shooter game for the global market in January as well.
Roman: Exactly. And this is why we invited Joseph—because he has so many insights on India. We’ll talk about a lot of micro stuff. He prepared some slides, so without further ado, I’ll just ask Joseph to share the screen and we’ll just start a discussion based on it.
Joseph: Okay sure, yeah. I didn’t really prepare—it’s basically… the slides I’m going to share are really… It’s essentially some data that I pulled from a really great report on the Indian gaming market that was essentially published by Bitkraft and RedSeer that I would highly recommend folks to check out. But yeah, I did pull some of the graphs from that report if we want to talk about some of the metrics there. But it’s all very positive in terms of the overall growth of the Indian gaming market and what I believe to be a pretty significant opportunity there.
Roman: I think you made them pretty and you pulled out the most important stuff for us because the report was huge.
Joseph: Yeah, it’s a really good report for sure.
Roman: Yeah. But can you go one slide back? I want to ask you about the biggest opportunity in 2026. Why do you think the Indian gaming market is the biggest?
Joseph: Well, I think it’s the biggest opportunity because of two things. From a market perspective, it is the fastest growing market in the world from my perspective. And so we can see some of the data associated with that claim in this presentation. But what we are seeing is massive and dramatic growth in terms of the local Indian economy as well as the mobile apps landscape.
But also, I think that there seems to be an opportunity from a demand perspective. As we’ll kind of show in the presentation—well actually I don’t have the specific data—but kind of word on the street is that there are two games in India that are generating hundreds of millions of dollars. And so I think it speaks to the potential where if somebody were to develop a game or application for India, the potential revenue opportunity there is very significant.
So while India has historically and traditionally been viewed as a market where it’s hard to monetize—which has been the case—I think that there are data points that suggest that it’s very possible to make significant revenue out of India if you make the right product. So what we have is we have an ecosystem that is the fastest growing mobile ecosystem in the world, and we also have a demand gap where there are proof points that applications or games can make significant revenue in India if you can come up with the right product.
Roman: Gotcha. Yeah, I’ve seen that even on the indie scale. From time to time I’ll see some games that will like—I even see in the title that it’ll be something like “Indian Cab Driver”—so I can see that the product was made specifically for India.
Joseph: Right, yeah. So historically I think that India has been viewed as a market for downloads and for kind of cheap experimentation. But I think increasingly we’re going to see that because of some of the macro factors and because of some of the changes and the fast growth of the Indian market, that it’s going to be a much more vibrant and viable market. And to the point that I’m suggesting here—I believe it represents the biggest opportunity in 2026 when we see so many other market spaces that are extremely challenged right now.
Roman: Right, I agree. Like advertising games in the US now is ultra competitive.
Joseph: All right, so should we get into it? What do you want?
Roman: Yeah, yeah, yeah.
Joseph: Okay, so yeah, I can kind of speak to this slide here. Again, from this Bitkraft/RedSeer presentation. But what we see here is that when you look at the real GDP growth, India represents one of the fastest developing economies and advanced economies in terms of a major country that has very high GDP growth. When you look at the number of internet users in India, what we’re seeing is pretty massive growth there as well.
So I can just keep going, but we really have bonkers numbers when it comes to the growth. And, what we’re seeing is—in terms of digital gaming revenue, because I’m more in the gaming market, but I think this speaks to the overall application market in India as well—but just in terms of the digital gaming revenue, we’re seeing that there’s been significant growth at a 31% CAGR since 2023 over the last couple of years, and it’s expected to grow to $4.4 billion by 2030.
I think this is the chart that is especially shocking: we are seeing that in just a five-year span, the ARPPU growth from 2020 to 2025 has been 9X, starting at $3 in 2020 to $27 in 2025. And, so I think what we’re seeing is a market that actually— surprisingly—has a lot of dramatic growth that is not that well understood by people outside of India.
What we see here is what you would expect: a lot of this is driven by increase in discretionary spend. So as gamers or just consumers in India have more money to spend, a lot of that money is going to flow into digital and mobile applications. And what we’re seeing is that discretionary spend growth.
In addition to that, what we also see is that India is a country that spends a lot of time on their phones. And so one of the things—we could talk about the specifics of the Indian market more generally—but in India it is very much a mobile-first economy and a country where there are a lot of people. Well, the vast majority of the Indian market has mobile phones. Very few—I think the penetration of the PC market in India is significantly lower, something like 10 to 15% penetration, relative to phones which is the vast majority. I think 80%+ of the market has access to mobile phones. This is certainly a mobile-first country that also spends a ton of time on their smartphones per day and is one of the top countries in the world in that aspect.
And here you can see that one of the things that’s happening is that historically it’s been more of an ad-based economy, but what we’re also seeing is a projection where we’re going to see a significant shift in terms of the monetization mix from IAA to IAP in the future. We’ve already seen a bit of an increase of that mix over the last couple of years.
Here I think this is speaking to what I was talking about earlier with respect to the demand gap. You can see that almost half of the Indian gaming market is a single genre—a sub-genre actually—Battle Royale. And so that’s like 47% of the market. But I think the even more shocking thing is that the vast majority of this 47% is essentially two games. The first is BGMI—Battlegrounds Mobile India—which is essentially just an Indian version of PUBG, and Garena Free Fire and Garena Free Fire Max.
And so I think this is, to me, the most surprising aspect of the Indian gaming market, where you’re seeing two games represent a huge portion of the Indian gaming market. Which to me indicates that if you give Indian consumers or players a product that resonates with them in a way that Battle Royale has, they will spend.
We’ve seen that also—and we can talk about other aspects of the Indian mobile ecosystem—but RMG games, or real money games, were making significant amounts of money from India until the recent ban took place. And I think that the ban on RMG to some degree has been viewed negatively, but you can also take the opposite side of that and consider that what that does with the RMG ban is it frees up a lot of discretionary spend by Indian consumers to spend in other application areas. And so I think what we are going to see is the freeing up of discretionary spend and the opportunity for a new app or game developer to create a product that sucks up a lot of that spend.
Roman: Gotcha. And for BGMI, I’d like to clarify: was this game developed specifically for India? Was it like taking into account the culture…
Joseph: Yeah. So essentially what had happened is that PUBG was released in India and it was… there were, a few years ago, over a hundred Chinese apps that were kind of banned from India. And, because PUBG—so PUBG is a little bit of a unique case where the IP is owned by Krafton, but the game was developed by Tencent. Because of the—and it’s kind of not 100% clear why it was banned—but the clear part is it is associated with the relationship with China. So as part of that, PUBG was banned.
And in response, Krafton led a new development of essentially the same game, PUBG, but a more India-localized version of that game and kind of free of Chinese influence. And so BGMI was reintroduced into the market and it continues to be one of the top games in India.
Roman: Gotcha. Well, I’m wondering if I’m like developing games globally—I’m not targeting only India—is there still a market for me?
Joseph: Yeah, I don’t think… I think that as far as I know, India has not really banned any games outside of Chinese applications, right? Chinese games and applications for mobile. So if you are not a Chinese game company, then I think you’re safe.
Roman: Gotcha. And let’s make—I know this is the last slide, right? So maybe we can go a couple slides back to the ARPU slide. The ARPU slide, yeah yeah yeah, exactly. So it grew nine times. Is it, if I combine it to one of the next slides, is it probably based on IAA—in-app advertising—or…?
Joseph: Yeah, well I think there’s a few things at work here, right? So first of all, there’s probably a greater shift to IAP. Sure, I think that’s part of it. I think the other part is that there is a rise in discretionary income. But essentially what’s happened is that what we have seen with India is a dramatic rise in the middle class.
And so over the past, call it five to ten years—well actually especially in the last five years—and post-COVID, there was a shift. I think two things have happened since COVID. There was a shift of a lot of production from out of China into India that created a lot of jobs and increased production within India itself.
Also, another effect of COVID was that a lot of jobs, especially software engineering jobs, became more remote, right? And so what happened—you can look at the numbers, there’s a really interesting chart that shows the number of software engineering jobs in the US just since COVID is on a freefall. So does that mean software engineering jobs went away? No. What actually happened is that a lot of those jobs went to India. And so a lot of Indian developers were able to secure jobs with higher salaries, displacing US software engineering jobs because of the remote nature of work.
And on top of that, what has happened over the last five to ten years is that there’s a lot of local industries—and I’m just speaking to this anecdotally from some of the venture capital friends that I have in India—but certain industries in India, whether it’s agriculture and e-commerce and things of that nature, a lot of those industries have been booming. Which has also, again, led to this effect where the Indian middle class has been growing substantially. That growth leads to the ability for Indian consumers to be able to spend much more dramatically than in the past and leads to this dramatic growth that you’re seeing here in ARPU.
Roman: Gotcha, makes a lot of sense. And from your perspective, you’re developing two products. If I understood correctly, gaming and non-gaming—how does your approach change?
Joseph: Both gaming, yeah. We are currently focused only on gaming products, but I think you will see us expand into non-gaming applications next year (2026). So that will happen. But for now, our two main products will be a dating simulation game for India and that mobile extraction shooter game for the global market. And both of those games correspond to what I would describe as the two opportunity spheres with respect to India, right?
And so the way that you can think about the opportunity in India is: one, you’ve got a local talent base in India. So you’ve got a lot of talent in India that can work on products for the global market. So that’s one opportunity sphere. And the second is the local market itself, where you’re seeing this dramatic growth.
Now when I started Leela Games five years ago, we were banking on leveraging local game development talent for the global audience. But what we did not expect was the dramatic growth in the local market. And so this new dating simulation game is a response to what we’re seeing as this massive and unprecedented growth over the last five years.
Roman: Gotcha. What was the most challenging in this shift when you had to kind of change your focus? Specifically, I’m talking about the dating simulator for the Indian market.
Joseph: Yeah, I mean I wouldn’t say there’s anything specifically challenging about that. I think for us we viewed it more as a significant opportunity that we should at least spend a little bit of resources to try and go after, right? So currently the vast majority of our company is still oriented around the mobile extraction shooter game, and that has a lot of challenges associated with it—which depending on your interest I can go into or not.
But what we saw was this huge opportunity in terms of the local market, so we decided to just basically take a shot or two. And we’ll probably continue to evaluate the market and opportunistically try to see if there are specific opportunities that we can go after for the local market as well.
Roman: Gotcha. So you saw all those micro stats, the growth in India, you saw everything, and you were like, “Okay, why not make this bet?” Right?
Joseph: Right.
Roman: Gotcha, makes a lot of sense. Yeah, thanks a lot Joseph. We’ll ask our audience to leave the questions in the comments. And is this live?
Joseph: No, it’s not live, but afterwards we ask the guest to reply to the questions.
Roman: Yeah, so please leave us the comments. Joseph will try to answer. We’ll also leave the link to the report in the comments. Anything else, Joseph? For example, how can people find you?
Joseph: How can people find me? Well, I’m on—probably the best way is LinkedIn, probably. So you can look me up on LinkedIn. I’m not very active in social media these days, but yeah, LinkedIn is probably the best way. Also, I do have the Gamemakers newsletter and podcast, although I haven’t been quite active just because I’ve been getting my butt kicked in development. But if you go to gamemakers.com, I think that would be a good place to see some of my thoughts and philosophy, whether it’s related to the Indian market itself, especially with respect to gaming, or game development as well.
Roman: Super, we’ll leave all the links in the description of this video. Thanks a lot, Joseph. Give us a like if you liked this video, and until next time!
营销内容经理
塔拉-迈耶