
The three main gaming segment comprised the kid segment ranging from 10-14 year olds who played games but were under parental supervision. The second segment comprised college students who were glued to the latest developments globally in the gaming scenario and discussed gaming a lot, Bose said.
The early earner segement comprised those who should have played games 10 years earlier but could not as the industry in India had not been developed, he said.
Out of the three segments, the first two were growing rapidly with many new entrants to the field.
Talking about growth of the gaming market, he said the experiential gaming experience was one of the best ways to grow the market. There has to be a visible gaming experience.
This called for inviting peripheral players to come and experience the product through exhibitions, roadshows and other events. Peripheral gamers were those who continued to use the mobile or internet for the gaming experience and needed to be demonstrated the experience of console gaming. Core gamers segment could be expanded by holding of regular championship, racing events to help them interact and also participate in some of the best games offered. These gamers were looking for variations and higher levels of gaming The picking up of gaming market was evident from the feeback and the blogging spots on gaming, he said.
The console gaming market currently had witnessed an installation of 6.5 lakh consoles in the country with majority being individual consumers. Corporate sales were seen mainly in BPO and IT sector were gaming was being used as a 'stress buster.' However this segment constituted a very little of the entire market, and could be grown further, he said.
... contd.