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Home Gaming Nexus

India’s Gaming and Interactive Media Market to Triple, Hitting $7.7 Billion by FY2030: BITKRAFT–Redseer Report

by MN4U Bureau
November 1, 2025
in Gaming Nexus
Reading Time: 2 mins read
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India’s Gaming and Interactive Media Market to Triple, Hitting $7.7 Billion by FY2030: BITKRAFT–Redseer Report
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New Delhi: India’s gaming and interactive media sector is on track for explosive growth, projected to triple in value to nearly $7.7 billion by FY2030, according to a new report released by BITKRAFT Ventures in collaboration with Redseer Strategy Consultants.

The study — “The Gaming and Interactive Media Opportunity in India” — highlights that the country’s gaming and interactive segments are expanding 1.5 times faster than the broader digital entertainment market. This surge comes despite ongoing regulatory challenges around real-money gaming, underscoring the sector’s resilience and long-term potential.

Key Growth Drivers

The report attributes the growth momentum to India’s young demographic profile, widespread smartphone penetration, proliferation of nano-transactions, and consumers’ growing appetite for personalised and participatory content.

It also notes a structural shift within the digital ecosystem, with users increasingly gravitating towards casual and interactive formats following recent regulatory changes that have reshaped the gaming landscape.

Gaming Market Outlook

The digital gaming market alone is expected to nearly double to $4.5 billion by FY2030, while the esports segment is projected to triple to $120 million.
A key trend shaping the industry is the rise of hybrid casual games — titles that blend accessible gameplay with mid-core depth and progression systems, leading to longer engagement cycles.

The Battle Royale format continues to dominate monetisation, but the balance between advertising and in-app purchases (IAPs) is shifting sharply. The study forecasts a sixfold increase in IAP revenues over the next five years, driven by deeper player engagement and the maturing of payment infrastructures.

Interactive Media Boom

Beyond gaming, the interactive media segment — which includes astro and devotional tech, micro dramas, and audio streaming — is forecast to expand from $440 million in FY2025 to $3.2 billion by FY2030.

  • Astro and devotional platforms could grow eightfold to $1.3 billion
  • Micro dramas, a short-form, mobile-first video format, may reach $1.1 billion
  • Audio streaming, propelled by vernacular and niche content, is expected to quadruple to $300 million

‘Bharat’ Users to Drive the Next Wave

The report identifies Tier 2 and smaller city users — the so-called ‘Bharat’ audience — as the core growth engine for the coming decade. These users are shaping new forms of digital identity through vernacular content, social gaming, and community-driven interaction.

The adoption of AI tools is also poised to accelerate this growth, helping reduce production costs and enabling local developers to scale faster and compete globally.

Industry Perspectives

Jens Hilgers
Jens Hilgers

Commenting on the findings, Jens Hilgers, Founding General Partner at BITKRAFT Ventures, said, “India represents perhaps the most compelling greenfield opportunity globally. The confluence of a digitally native youth demographic, established mobile infrastructure, and massive scale is creating what we believe to be a hyper-growth environment. This is an inflection point, positioning India as a true global powerhouse for interactive entertainment.”

Anuj Tandon
Anuj Tandon

Anuj Tandon, Partner, India & UAE at BITKRAFT Ventures, added, “It’s exciting to see India’s gaming sector entering a phase of durable growth, with local developers creating innovative and monetizable experiences that resonate globally. We’re witnessing strong momentum across casual and hybrid-core titles, driven by rising engagement, new IP creation, and accessible payment systems — all defining the next chapter of India’s gaming and interactive media story.”

Tags: Anuj TandonBITKRAFTIndia’s GamingInteractive Media MarketRedSeer

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