Player BehaviourDraft

What Indian Players Expect from Mobile Games

What the data says about Indian mobile players, what remains unproven, and how studios can design for expectations around devices, genres, accessibility and retention.

Draft article. This piece is awaiting editorial review before final publication. Figures are taken from the sources listed at the end.

Studios entering India often arrive with assumptions borrowed from other markets: players will not pay, only cricket games work, graphics do not matter. Some of these are partly true, many are not, and few have been tested properly. This article separates what the data says about Indian mobile players from what is still a working hypothesis, so studios can design with clear eyes.

What the data says

These figures come from Lumikai's FY24 and CY25 reports, as published by GamesBeat and Outlook Respawn.

Who is playing

  • India had 591 million gamers in FY24. After the 2025 ban on real-money gaming, the gamer base fell from 609 million to 555 million, a 9% drop.
  • The female share of gamers rose from 41% to 44% in FY24.
  • About 66% of gamers are outside metros.
  • Weekly gaming time rose 30% to 13 hours.

What they play on

  • Android is about 90% of the market. PC and console account for a few percent.
  • Typical smartphones cost $200 to $400.
  • India is the world's second-largest mobile gaming market by downloads, with 15.2 billion game downloads in FY24.

How they pay

  • Payer conversion held steady at 25% in CY25.
  • Mid-core ARPPU was $15, compared with $3 for casual.
  • 83% prefer UPI or digital wallets for payment.
  • 47% of users are ad-tolerant. The aggregate ad eCPM was $1.1, and rewarded ads reached $2.43.

What changed in 2025

The Promotion and Regulation of Online Gaming Act, 2025, which received presidential assent on 22 August 2025, prohibits online money games. It recognises e-sports as a legitimate competitive sport and defines online social games as those played for entertainment or skill development without monetary stakes. Players who previously spent time on money games are now choosing among entertainment games, or leaving gaming altogether.

Reading the data: expectations it supports

The verified figures point to several expectations studios can design for with some confidence.

The game must run well on an ordinary phone. With Android at about 90% and typical devices costing $200 to $400, a game tuned for flagship hardware is tuned for a minority. Players expect quick loading, stable frame rates and reasonable battery use.

Paying should be easy and small. A 25% payer conversion rate shows willingness to pay. A $3 casual ARPPU shows that most of those payments are modest. With 83% preferring UPI or wallets, a card-first checkout works against the player.

Ads are acceptable if they are fair. Nearly half of users are ad-tolerant, and rewarded ads earn more than twice the aggregate eCPM. That suggests players accept ads that give them something in return.

The audience is broad. A rising female share and a majority outside metros mean the default player is more varied than many studios assume.

Depth gets rewarded. The gap between mid-core and casual ARPPU suggests that players who commit to deeper games are willing to invest in them.

Hypotheses to validate

The following are common observations in the industry. They are plausible, but we have not verified them with data, and studios should test them before relying on them.

Hypothesis to validate: Indian players have a strong preference for competitive multiplayer genres such as shooters and battle royale. Popularity is visible, but genre preferences beyond that are less well documented.

Hypothesis to validate: Smaller install sizes measurably improve install conversion and day-one retention in India because of storage limits on mid-range phones.

Hypothesis to validate: Short, interruptible sessions suit many Indian players, given commuting and shared-device use. Session data from your own game is the only reliable answer.

Hypothesis to validate: Regional language support improves retention more than revenue. The effect may differ by genre and region.

Hypothesis to validate: Festival and cricket-season events drive stronger engagement spikes than generic seasonal events.

Genres

There is no verified, recent genre breakdown in our source data, so genre choices should rest on testing rather than received wisdom. What the data does support is a distinction in value: mid-core players spend far more per payer than casual players, while casual games reach more people and lean on ads.

A reasonable planning approach is to treat casual and hybrid-casual games as reach plays with a rewarded-ad economy, and mid-core games as depth plays where fair in-app purchases do more of the work. Competitive titles may also benefit from the legal recognition of e-sports.

Device considerations

Designing for Indian devices is a product decision, not a porting task.

  • Performance tiers: offer graphics settings that scale down gracefully and default sensibly.
  • Download size: keep the initial download small and fetch optional assets later.
  • Storage: expect players to delete games to free space, and make returning painless.
  • Networks: handle drops and reconnection smoothly, especially in multiplayer.
  • Battery and heat: long sessions on mid-range phones can become uncomfortable quickly.

Accessibility

Accessibility in India overlaps heavily with localisation and device reality.

  • Language: interface and tutorials in the languages players actually read.
  • Legibility: larger text and high contrast help on smaller, lower-resolution screens, and matter more in complex scripts.
  • Icon-led navigation: clear icons support players who read the interface language less comfortably.
  • Simple onboarding: teach by doing rather than with long text.
  • Control options: adjustable sensitivity and button layouts help on a wide range of screen sizes.

Retention

Retention is where expectations become measurable. As a hypothetical example, a Canadian strategy studio could find strong installs in India but weak day-seven retention. The cause might be a heavy first download, a slow tutorial on mid-range phones, or a payment wall that appears before players feel invested. Each of these is testable.

Practical levers include fast first sessions, regular content tied to local moments, fair rewarded ads, small entry purchases, and community channels in local languages.

Player expectations checklist

  • Profile the game on $200 to $400 Android devices
  • Keep the initial download small and defer optional content
  • Offer UPI and wallets as the default payment options
  • Include low-entry purchases and a rewarded-ad path
  • Support languages beyond English in UI and tutorials
  • Use legible text, high contrast and icon-led navigation
  • Plan events around Indian festivals and cricket season
  • Segment retention by device tier, region and language
  • Test each hypothesis above with your own data before relying on it

Where GamerVault fits

GamerVault is an independent publisher and distributor based in Bengaluru and London. We aim to help studios understand Indian players through evidence rather than assumption, and to give each title in a small catalogue senior attention. If you are testing how a game lands with Indian players, we would be glad to talk.

Sources

  1. India's game market could grow from $3.8B to $9.2B by 2029: Lumikai, 11 Nov 2024, updated 18 Jun 2025
  2. Lumikai: India gaming market $1.5 billion after RMG ban, 23 Mar 2026
  3. Promotion and Regulation of Online Gaming Act 2025: Scope, Rules, and Penalties, 24 Aug 2025

Thinking about India, or beyond it?

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