Nazara Goes IPO way- 3.14 Digital Reviews the Next Five Rivals

Nazara Goes IPO way- 3.14 Digital Reviews the Next Five Rivals

 

Lately, more and more people seem to be yoked to their smartphones for hours, that’s most likely because they are playing digital cricket or Candy Crush or making seemingly impractical leaps at exotic locations. All this made within the bounds by a data pricing war triggered by Reliance Jio.

The mobile gaming market in India is expected to proliferate from $200 million in 2016 to $3 billion in 2019, according to a FICCI-KPMG report published last year. With snowballing of Jio and smartphone penetration, data consumption is increasing engendering rise in adoption of mobile games.

Nazara Technologies, a leading Mumbai-based mobile games publisher, has set forth to offer an initial public offering (IPO) towards the end of the fiscal year 2018, making it the foremost public listing in the Indian gaming space.

Currently, it employs 165 people and its estimated revenue is $4.4 million. According to sources, the public offering is most likely to raise a total sum of $156.5 million (INR 1,000 crore) at a valuation of somewhere between $469.7 million to $548 million (INR 3,000 crore to INR 3,500 crore).

Let’s take a look at how some of the other rivals are faring in the market.

1.Vuclip Games

An online premium gaming store proffering more than 2000 ad-free game titles across 10+ genres from 15 developers, it enables the user to watch and share on-demand videos. Currently, the average downloads range from 10,00,000 to 50,00,000.

One of the highlights is that there are no in-app purchases and ads, certainly a rare yet mighty privilege. It comes with special VR games enhancing your gaming experience with this nonpareil service.

Nickhil Jakatdar, VuClip’s chief executive, has a progressive proposition of taking the video-on-demand service provider to 100 million consumers and $500 million in revenue in the coming three years.

At present, they are in more than 20 countries, including India, Indonesia, Malaysia, a couple of countries in the Middle East, Thailand, the Philippines, Hong Kong and Singapore. They are constantly expanding into other markets in Africa, Latin America, and Russia.

Estimated Employees: 133

Estimated Revenue: $7M

Total funding: $27 million

2. Playizzon

PlayIzzOn, the gaming development and publishing company of JetSynthesys, amalgamates the best of two worlds: gaming rage and celebrity worship. It extends a celebrity-based gaming experience with eminent Bollywood and Hollywood stars.

Endeavouring to be the frontrunner in the global celebrity gaming space, it has exclusive global gaming rights of Sachin Tendulkar and Salman Khan with a number of other Bollywood and Hollywood big names.

Leveraging the digital persona of celebrities, they produce an avant-garde virtual celeb-city. Their technological adeptness in analytics and digital marketing are at par with the top-of-the-range gaming companies around the globe, thus, enhancing the value proposition to the end-consumer.

Customers get high-end mobile games developed exclusively for them. They get engrossed as there is a  one-on-one association with celebrities in virtual space seems like a real-life connection. The built-in reward and recognition programs enthrall earnest gamers shoring up their competitive spirit.

Jetsynthesys is a provider of big data analytics, eCommerce, personalized entertainment, mobile gaming, and software development services. Currently, they have 12 apps on Playstore with average downloads of 100,000-500,000.

Estimated employees: 51-100

3. Keeves

Keeves Technologies is one of the world’s rapidly growing IT consulting and service provider. It is the first Indian company to adopt the “Play” technology and is the among the few Indian Game development studios. It is one of the SME IT consulting and technology firms and currently spread across 4 cities in India.

Keeves is driven professional IT consulting and service provider with a splendid skillset and an adroit approach towards developing high-yield business process, effectual workflows and highly proficient systems and applications.

They do not restrict its service in providing solutions to personalised systems, they stand first in adopting state of the art technologies to build the best-in-class and cost-effective solutions towards the client requirement.

Estimated Employees: 22

Estimated Revenue: less than $1M

4. Altitude Games

Altitude Games, founded in 2014, is a leading mobile games studio founded by veterans of the Southeast Asian game industry. It was developed by connoisseurs of the Southeast Asian game industry.

Their aim is to proffer the best Asian mobile games to all corners of the world. They are composed of the best talent in the region with an able team of 30+ developers and counting.

Estimated Employees: 62

Estimated Revenue: $5M

Total funding: $61 million

5. Webaroo

Headquartered in California, USA, Webaroo offers a universal messaging platform for enterprises to communicate with customers via sms and data. It owns a group messaging app, Gupshup. It is set to launch a mobile chat app called TeamChat, catering particularly to businesses in India.

At present, Webaroo supports 4.2 billion application-to-person messages a month through Gupshup. It serves close to 27,000 cross-sector small businesses and 540 known brands including Flipkart, UTI Mutual Funds, Ford Motors, Dell, Pepsi, and Puma.

Estimated Employees: 65

Estimated Revenue: $4.6M

For other domestic companies like Games2win (Turbo Cricket), Moonfrog Labs (Teen Patti Gold) and Nazara Games (Chhota Bheem Jungle Run), and international ones such as Imangi Studios (Temple Run), the number of gamers from India is seen to be increased twofold since last December.

The monthly active users have shot up from 5 million in December to about 12 million in May. Within the next decade, everybody around the world will have access to the internet. And the world will be connected by mobiles, tablets and many more devices. Analysts believe that while in 2009 around one billion objects were connected, this figure will explode to more than 25 billion in 2020 and hence fostering the upsurge of the gaming industry.

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