₹100 a month and less than an hour a day on online gaming. On OTT platforms, the amount was far more, between ₹200 and ₹400 a month. The paper by Rajat Sharma and Vikash Gautam titled ‘New-Age Digital Consumption: A Survey of Social Media, OTT Content and Online Gaming’ also outlines that policy concerns around unwanted user actions, especially in online gaming, which are not supported by user time-spend or money-spend data.
Sharma is an associate professor at IIM-Ahmedabad and Gautam is an adjunct fellow at The Esya Centre. The report said it has gathered data gathered through a comprehensive survey conducted across ten major cities including Delhi NCR, Bengaluru, Chennai, Mumbai, Kolkata, Patna, and others with a survey of 2,000 respondents and analysis of in-app data of 20.6 lakh users on 143 mobile applications. It said nearly 80% of the survey respondents are graduates and 42% of respondents were of age group 25-35 years.
The number of male respondents was 58% while women respondents also represented a considerable proportion of the sample. Users felt that a 30% increase in participation fee for online games may lead to a 71% dip in engagement, indicating a high price sensitivity. This number would only be 17% for OTT.
While OTT is considered a significant stress buster, 28% of them consider online gaming important for their employment prospects. Amjad Ali Khan, director at the Esya Centre said “There is a lack of research examining both policy and user adoption trends in key digital markets. The findings of the report are very relevant.
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