Stiff regulations, high taxes: Govt controls electronic sports joystick
Per capita gaming spends still very low in India
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India has approximately 14-15 per cent of the global gamer population, but the local market is estimated at only about 1 per cent at about $1.8 billion.
Electronic sports (eSports) is a nascent industry. While India has a huge potential user-base, this doesn’t necessarily translate into big revenue.
Nazara is the only listed player with Rs 621 crore of revenue in 2021-22 (FY22) - up 37 per cent year-on-year (YoY). The earnings before interest, tax, depreciation, and amortisation is Rs 95 crore – a margin of around 15 per cent. Adjusted profit after tax is Rs 28.8 crore - a growth of over 300 per cent YoY.
The company raised around Rs 580 crore in its initial public offering (IPO) at a price of Rs 1,101, and listed about a year ago at a handsome premium, closing Day One at Rs 1,558. It went ex-bonus at 1:1 ratio last week and was trading at Rs 674.9 (up 35 per cent from last Wednesday’s Rs 499). The valuations are very high, with price-to-earnings in excess of 100x. The earnings per share of the company was Rs 4.5.
India has approximately 14-15 per cent of the global gamer population, but the local market is estimated at only about 1 per cent at about $1.8 billion, although its high growth is at an estimated compound annual growth rate of 38 per cent in the past three years.
An optimist might see this as a potential upside, but it also points to issues with per capita monetisation. Most Indian gamers are mobile-only, young, low-income, and not into real-money games (RMG) – the per capita annual revenue is a maximum of $3 versus the US per capita of $73-75.
Fantasy sports – especially cricket – are very popular. RMG is not that popular. But these contribute to a lion’s share of the revenue. Around 86 per cent of revenue comes from mobile.
Nazara is the only listed player with Rs 621 crore of revenue in 2021-22 (FY22) - up 37 per cent year-on-year (YoY). The earnings before interest, tax, depreciation, and amortisation is Rs 95 crore – a margin of around 15 per cent. Adjusted profit after tax is Rs 28.8 crore - a growth of over 300 per cent YoY.
The company raised around Rs 580 crore in its initial public offering (IPO) at a price of Rs 1,101, and listed about a year ago at a handsome premium, closing Day One at Rs 1,558. It went ex-bonus at 1:1 ratio last week and was trading at Rs 674.9 (up 35 per cent from last Wednesday’s Rs 499). The valuations are very high, with price-to-earnings in excess of 100x. The earnings per share of the company was Rs 4.5.
India has approximately 14-15 per cent of the global gamer population, but the local market is estimated at only about 1 per cent at about $1.8 billion, although its high growth is at an estimated compound annual growth rate of 38 per cent in the past three years.
An optimist might see this as a potential upside, but it also points to issues with per capita monetisation. Most Indian gamers are mobile-only, young, low-income, and not into real-money games (RMG) – the per capita annual revenue is a maximum of $3 versus the US per capita of $73-75.
Fantasy sports – especially cricket – are very popular. RMG is not that popular. But these contribute to a lion’s share of the revenue. Around 86 per cent of revenue comes from mobile.