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Some of the other revenue sources would include the MMOG format that would be available on a monthly subscription basis.
Zapak also planned to offer downloadable games that would have a price tag.
In addition to games, Zapak had developed an email feature and Zapak.tv that provided the latest information on the gaming industry along with celebrity chats, game reviews, special previews etc. |
The company expected its portal to evolve and gain traction with an increase in user generated content. It also intended to feature blogs in future. Zapak believed that people would visit the portal for gaming and soon get engaged in chatting, make friends, and become a part of the community, which would make them visit the portal regularly.
In addition to Zapak, there were examples of other gaming companies that planned to set up or had already established their own gaming portals. For example, gaminghungama.com was launched by Hungama.com, Dhruva Interactive planned to have two online gaming portals- kheltantra.com and gametantra.com, A3india.com, owned by Sify, and games2win.com, owned by contests2win.com.
Analysts opined that the high investments made by large corporate groups such as ADAG showed that the online gaming business had good potential for growth in India. As per industry estimates, the gaming market in India was expected to grow to US$200 million by 2009-2010.10
The main factor contributing to this growth was the increase in mobile phone users, higher penetration of personal computers, growth in broadband connections, and increasing number of Internet cafes such as Sify i-way and Reliance Web World.
According to a study by the IAMAI (Internet and Mobile Association of India) and IMRB (Indian Market Research Bureau), the Internet user base in India reached 37 million in September 2006 and was likely to cross the 40 million mark by March 2007.
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Industry experts said that India had the potential to command a larger share of the global online gaming market in future, mainly because of its predominantly young population, the high volume of online game development in the country, and the increase in Internet usage.
However, some analysts also pointed out that the industry had to deal with a few challenges. Many believe that the growth of online gaming in India could be constrained by the non-availability of infrastructure.
The availability of broadband connections, which are very crucial for the growth of online gaming/MMORPG, was still very low in India when compared to other developed markets like the US, China, and South Korea.
Moreover, some experts also cited the problem of addiction to online gaming witnessed among gamers in countries like South Korea and China.
Some of the symptoms of gaming addiction could include spending more time with the computer, neglect of family and friends, feeling empty and depressed when not with computer, problems with studies or job etc.
It can also lead to some physical symptoms like dry eyes, migraines, backaches, and sleep disturbances. In August 2005, there was a case of a 28-year-old South Korean man who died of heart failure after playing online battle simulation games for almost 50 hours non-stop.
A survey by the Chinese government in 2005, estimated that 2.6% of the country's seven million adolescents were at "high risk" of addiction to Internet or PC games.12 The Chinese government had opened a clinic for Internet addiction at the Beijing Military Region Central Hospital in March 2005.13
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10] "Zapak launches multiplayer cricket game," www.dnaindia.com, December 19, 2006.
11] Volker Hirsch, "Gaming in India," www.w2forum.com, February 02, 2007.
12] Moon Ihlwan, "Dangers of Online Games," www.businessweek.com, July 25, 2006.
13] "The DARK SIDE of Cyber World," www.dl.nlb.gov.sg, December 12, 2006.
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