

The other gaming platforms are PC (laptop and desktop), consoles (like Microsoft’s Xbox, Sony’s Playstation and Nintendo’s Switch) and cloud-based Internet gaming.


Mobile games are not the only category of personal and professional games. Those casual games have evolved at amazing speed, from those early TickTackToe and Prince of Persia knock-offs to a raft of visually stunning, aurally striking games that span multiple cultures and traditions: Teen Patti coexists happily alongside Angry Birds Pokemon with Balle Baaz. A handy device for basic communication and gradually for financial transactions, that also served as a cool ‘time-pass’ tool. When the number of handsets in use, crossed the magic number of a billion, some five years ago, it created in the hands of its Indian users an agni astra, a potent combo of empowerment and entertainment. Until five years ago, annual studies of India’s media and entertainment industry hardly mentioned gaming as they looked at the usual suspects - cinema, TV, print media, books, electronic media, advertising, etc. The commanding space that India now occupies in the global business of gaming - as consumer and as creator - is an exemplar of this phenomenon. Sometimes the people create their own success stories for the nation, uninvited and unappreciated, slipping under the radar of those trained and paid to watch for such things. Sometimes success comes from whence least expected.
