The operators were somehow not fully geared or did not expect the data services to get deep rooted in our culture. They preferred not to take any bold steps proactively. However, consumers, as they beelined over the mobile data 4G network, forced all of them to align. This has resulted in exponential growth in the consumption of data services. A few years back, what used to be data consumption of a heavy user per month is now daily consumption of average users. This has spiked our data consumption levels and we see a huge data appetite in the country, which is also contributed by the availability of decent to premium Smartphones at aggressive price points.<\/p>
If we have seen such an exponential data growth; why isn\u2019t then the operator earning? The answer is that the data or for that matter voice isn\u2019t priced at optimal levels. Due to the hyper-competitiveness in the market, the prices are far below than global benchmarks and operators are fast losing money in order to either acquire new or retain the existing subscribers. However, this is not a trend that will last long. Sooner or later the pricing correction has to take place. Looking at the current scenario, it should take place sometime towards the end of 2019.<\/p>
Interestingly, gaming is another data-heavy application which has progressed well among consumers so far. As per techARC\u2019s recent user insights, gaming stood at No 2 in terms of daily usage of various apps on a Smartphone. Around 70% of the users played a mobile game daily on their Smartphones.<\/p>
Smartphones are one of the main enablers of applications like gaming besides 4G data services. In the premium (Rs 25-50,000) and luxe (Rs 50,000 and above) segments, a number of brands have either designed gaming special Smartphones or else enhanced some features to enable smooth gaming experience. For instance, larger battery capacities, rich display of handsets, larger bezel-free screens, enhanced sound effects through Dolby Atmos, higher performance SoCs and a few more. Many such Smartphones are also VR enabled to give the immersive experience to the users.<\/p>
Going forward in 2019, it is expected to see more brands, even in the mid-range of Smartphones, launching devices which are specifically designed to enhance gaming experiences<\/p>
Another device which is also picking up fast is of Gaming Laptops. In fact, the Laptop market is seeing a reconnect with individual consumers after the introduction of gaming Laptops. For the past 3 years or so, Laptop brands were seeing the mobile first phenomena on the rise in India, which was making them a device for offices and very few would buy a one for their personal use. However, in 2018, there has been some pickup of Laptop purchases in the consumer market, primarily of gaming Laptops. A close to 10% of the total Laptops sold were gaming Laptops in 2018.<\/p>
Similarly, we have seen some online mobile games growing exponentially in the Indian market as well. User preferences have also changed. The users who were playing Candy Crush and Subway Surfer are now enjoying PUBG and other similar online games.<\/p>
As we move into 2019, operators have a golden opportunity to adopt the online gaming arena at an early stage and develop this market for the users. From the devices point of view, there is scope for bringing in affordable gaming devices in the entry to mid-tier of the market, while there is a huge gap in the gaming content from Indian user preferences. India is the land of epics and great stories. There is huge potential in the gamification of these stories that would attract the Indian users. Some of such games could be Mahabharata, Ramayana, Ashoka the Great, Akbar the Great, The Independence Struggle and many more. These games need to develop to give the growing Indian gaming community relevant content, which will also bring them closer to the history and legacy of the country.<\/p>
As operators look for what to do in 2019, gaming should be on the top of their priority list. This is one of the few data-heavy applications which they can exclusively offer through mobile networks and thus monetise. Contrary to the entertainment, there is no legacy system of delivery online games. In the entertainment industry, we still have DTH and Cable as the alternatives.<\/p>
If the telecom operators have to make money, which they have to, applications such as online gaming should be focused right from now. Even, this would enable their 5G orientation from individual user applications.<\/p>","blog_img":"","featured":0,"status":"Y","seo_title":"Operators must strategically pace up their capabilities in online gaming","seo_url":"operators-must-strategically-pace-up-their-capabilities-in-online-gaming","cms_link":"operators-must-strategically-pace-up-their-capabilities-in-online-gaming\/3467","updated_at":"2019-03-07 22:07:58","time":"2019-03-06 16:51:06","authors":[{"author_name":"Faisal Kawoosa","author_description":"Founder, Principal Analyst, techARC","author_designation":"Founder, Principal Analyst","author_company":"techARC","profile_pic":"retail_files\/author_1509706883_temp.jpg"}],"tags":[],"url_seo":"operators-must-strategically-pace-up-their-capabilities-in-online-gaming"}">
网络游戏运营商必须在战略上速度的功能
游戏将会是下一个快速增长的应用程序之间的数据服务消费者在印度。
现任电信运营商所采取的一个惊喜瑞来斯Jio重新定义电信服务的意义,特别是移动,为消费者。服务主要被视为一个通信媒介开始扩大其视野和集成几乎在每一个其他领域。这导致中断的遗留系统,迫使许多领域创新和升级他们的技术和商业前景。作为一个例子,所有主要电视频道,通过应用程序和内容提供商调整自己,这帮助他们联系观众正在寻找一切包括IP网络娱乐。
运营商在某种程度上不完全齿轮或不希望数据服务在我们的文化中根深蒂固。他们不愿采取任何积极大胆的步骤。然而,消费者,因为他们直线移动数据4 g网络,迫使他们所有人一致。这导致了指数级增长的消费数据服务。几年前,曾经每月数据消费的一个沉重的用户现在是普通用户的日常消费。这上升我们消费水平,我们看到一个巨大的数据需求,这也是由像样的高端智能手机的可用性在激进的价格点。
如果我们看到这样一个指数数据增长;为什么不是那么运营商收入?答案是,数据或者声音不是定价最优水平。由于hyper-competitiveness在市场上,价格远低于比全球基准和运营商迅速失去钱为了获得新的或保留现有的用户。然而,这不是一个趋势将持续很长时间。迟早的定价调整已经发生。查看当前场景中,它应该发生在2019年底的某个时候。
有趣的是,游戏是另一个包含应用程序到目前为止进展顺利消费者。根据techARC最近用户的见解,游戏站在2号的日常使用智能手机上的各种应用程序。大约有70%的智能手机用户每天玩手机游戏。
智能手机应用游戏的主要推动者之一,除了4 g的数据服务。保险费(Rs 25 - 50000)和奢侈(Rs 50000及以上)段,许多品牌设计游戏特殊的智能手机或其它增强的一些特性使流畅的游戏体验。例如,大电池容量,丰富的手机,显示大bezel-free屏幕,增强通过杜比音效大气压,更高的性能soc和更多。许多这样的智能手机也VR能给用户身临其境的体验。
展望未来2019年,预计将看到更多的品牌,甚至在中档智能手机,启动设备,而这些设备是专门设计来提高游戏体验
另一个设备也捡快的游戏笔记本电脑。事实上,笔记本电脑市场看到一个重新连接后与个人消费者的游戏笔记本电脑。在过去3年左右,笔记本电脑品牌首先看到移动现象在上升在印度,这是让他们办公室设备和很少会买一个供个人使用。然而,在2018年,有一些皮卡购买笔记本电脑的消费市场,主要的游戏笔记本电脑。笔记本电脑销售总额的近10%的游戏笔记本电脑在2018年。
同样,我们看到了一些在线手机游戏在印度市场也呈指数级增长。用户的偏好也发生了变化。用户在糖果粉碎和地铁冲浪者正在享受PUBG和其他类似的在线游戏。
当我们进入2019年,运营商一个黄金机会采取在线游戏领域处于初期阶段,为用户开发这个市场。从设备的角度来看,有余地在负担得起的游戏设备将进入市场的中间层,虽然是一个巨大的差距从印度用户喜好的游戏内容。印度史诗和伟大的故事。有巨大潜力的游戏化这些故事吸引印度用户。一些这样的游戏《摩诃婆罗多》,罗摩衍那,阿育王,Akbar伟大的独立斗争和许多更多。这些游戏需要开发给印度日益增长的游戏社区相关的内容,这也将使他们更接近历史和遗产的国家。
随着运营商寻找2019年要做什么,游戏应该优先级列表的顶部。这是为数不多的流线化的应用程序,他们可以通过移动网络,因此只提供货币化。与娱乐,没有遗留系统的交付网络游戏。在娱乐行业,我们还有潜孔和电缆的选择。
如果电信运营商必须赚钱,他们必须应用,如网络游戏现在应该集中。甚至,这将使他们的5 g取向从个人用户应用程序。