Archive · 30 Oct 2025
India's Gaming and Interactive Media Sector to Reach $7.8 Billion by FY30 Amid RMG Ban
Imagine India's video game and online media world is like a big party.
It was growing really fast and was expected to make a lot of money.
But, some of the party games, the ones where you could bet real money, were stopped.
Even though some games were taken away, the party is still going to get much bigger!
People are now spending money inside games to get cool stuff, like buying extra lives or special characters.
Also, more people are playing games now than ever before, and new kinds of online stories and music are becoming popular.
So, even without the money-betting games, the whole gaming and online media party in India is predicted to become three times larger by the year 2030.
India's gaming and interactive media sector is predicted to reach $7.8 billion by FY30, tripling from $2.4 billion in FY25.
A ban on real money gaming (RMG) has eliminated an estimated 40-50% of the market's potential size.
Growth is being driven by a shift to in-app purchases, a growing base of mobile gamers, and emerging interactive media like micro-drama and audio streaming.
Digital gaming is expected to grow at an 18% CAGR, while the interactive media segment, including micro-dramas and astro-devotional tech, is set for substantial expansion.
Despite the RMG ban's immediate impact, regulatory clarity has boosted investor confidence, with firms like BITKRAFT planning to increase investments in India.
- Who
- BITKRAFT Ventures and Redseer Strategy Consultants
- What
- India’s gaming and interactive media sector projected to grow significantly despite a ban on real money gaming (RMG).
- When
- Between FY25 and FY30 (projections), with RMG ban impacting current year figures.
- Where
- India
- Why
- Growth driven by shift to in-app purchases, a maturing user base, and the rise of local interactive media solutions.
- Projected Market Size FY30
- $7.8 billion
- Projected Market Size FY25
- $2.4 billion
- Impact of RMG Ban
- Eliminated 40-50% of potential market
- Key Growth Drivers
- In-app purchases, maturing user base, rise of local interactive media
- Digital Gaming Growth (FY25-FY30)
- 18% CAGR
- Interactive Media Growth (FY25-FY30)
- From $440 million to $3.2 billion
- Investor Confidence
- Strengthened by regulatory clarity