Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Short Video Sharing India Market Size • Short video user base – content creators

and users
1.2Cr
20% 30%

70% 30%
• Market size - Indian user base in FY’21 &
7% 20% 20% 40%
90Cr 70%
projected till FY’24
23Cr 9.2Cr 2.7Cr Long Video (>2mins) Content
12.7Cr
Rural 10-15 15-24
Age
24-40
Interested Users
Mobile/Desktop Internet • Age Filter – User base concentrated in
50%
Affordability Connectivity
Short Video Sharing population below 40Yrs, with variation in
9.1Cr 70% usage & content creation across age
1.9Cr
brackets
1.9 + 3.6 = 5.6 Cr x 20% Share = 1.1 Cr
130 Cr FY’24 with 28% CAGR= 2.3 Cr • Affordability and Digital penetration
filters out users with no access to content
3.6Cr
0.8Cr
• Video creation and use can be split into
30%
30% long video and short video sharing
30%
70%
7% 20% 20% 60%
40Cr 70% 12Cr 7.5Cr 5.2Cr Long Video (>2mins) Content • Out of the total market we will be able to
5.4Cr
Urban 10-15 15-24 24-40 capture 20% of market share, given
Age Interested Users Internet
Mobile/Desktop
Affordability Connectivity limited skill alignment and capability to
Short Video Sharing
80%
6.2Cr 70% set up value chain in the segment
E-sports Fantasy League India market size • E-sports fantasy league – One app to
select, curate a team and win real cash
60%
for all Indian outdoor sports
55Cr 50%
70% 30%
10-50yrs
70% 40% 40% 90% • Market size - Indian user base in FY’21 &
90Cr 24.5Cr 10Cr 1.1Cr
40% 50% Interest in Sports 3Cr projected till FY’24
Rural
20% Internet Interest in
Mobile/Desktop
<10 & 50+yrs Affordability
Connectivity Fantasy League 0.9Cr • Age Filter – Population below 10 and
Age Gender
above 50 are excluded because of
interests and usage compatibility
0.9 + 2.3 = 3.2 Cr x 10% Share = 0.32 Cr
130 Cr • Affordability and Digital penetration
FY’24 with 100% CAGR= 3 Cr
filters out users with no access to
app/website
2.3Cr
60%
23.4Cr 50%
70%
• Interest in fantasy league is developing
30% 60%
10-50yrs
60% 60%
90% Urban faster than Rural
40Cr 10.5Cr 6.3Cr 4.4Cr
2.6Cr
40% 50% Interest in Sports
Urban
30% Internet Interest in
• Out of the total market we will be able to
Mobile/Desktop Legal
<10 & 50+yrs Affordability
Connectivity Fantasy League capture 10% of market share, given
Age Gender
limited skill alignment, capability to set
up value chain in the segment and brand
image connection to industry
• Knowledge centered documentary
OTT Documentary viewers in India focused OTT platform
1.2Cr
20% • Market size - Indian user base in FY’21
70% 7% 20% 20% 20% 30% 40% & projected till FY’24
90Cr 70% 23Cr 4.6Cr 1.3Cr

10-15 15-24 24-40


9.1Cr
• Age Filter – User base concentrated in
Rural Age Interested Users
Mobile Internet Market population below 40Yrs, with variation
Connectivity Share
Affordability
50%
0.5Cr
in usage & content creation across age
12.7Cr
brackets
2.5 Cr
0.5 + 2 =
• Affordability and Digital penetration
130 Cr FY’24 with 10% CAGR= 3.3 Cr
filters out users with no access to OTT

0.8Cr 2Cr • Competition - Other OTT with


30% documentaries;
08Cr capture market share
30% 40%
7% 20% 20% 40% 70%
using extensive global experience and
40Cr 70% 12Cr 7.5Cr 5.2Cr expertise in news broadcasting &
5.4Cr
Urban 10-15 15-24
Age
24-40 entertainment
Interested Users Internet Market
Mobile Connectivity Share • Out of the total market we will be able
80% Affordability
6.2Cr to capture 40% of market share by
leveraging relevant skillset, brand
image and existing collaborations
Enter into OTT market basis 3 strategic evaluation parameters
Ease of Setting Up

OTT
Industry Ease of Setting Brand Position
Short Video
Sharing Attractiveness Up
• Market Size • Entry barriers (Legal, • Brand image
• Potential Market Financial & Industry alignment
E Sports Growth advantage) • Existing capability
• Competition • Value chain set up and skill set
• Future Entrants
Industry Attractiveness
*Bubble size represents Brand position advantage in
respective industry

OTT advantage over other sectors in majority of sub-parameters


Market Size Growth Rate Sustainability Existing Competition Entry Barriers Competitive Advantage Brand Position Value chain set up

OTT

E-sports

Video Sharing
4 pillar game plan to enter into the OTT Market

How to Play?
(Offer, Target & How to Price? How to Win? How to Action?
Positioning)

• Offering: OTT for history, • Time based pricing • Leverage current • Phase1: Tie up with
science, business, literature, (monthly/ yearly/ infrastructure, skills, digitally enabled schools &
customized news student) in line with influencer & media corporates for knowledge
documentaries (episodes). competition collaborations and brand content & tours
• Position: Only next-gen • Unique one-time/tour position for content • Phase2: Roll out beta
knowledge centered & virtual specific pricing generation & advertisement version to targetted users
entertainment and museum • Continuous targeted • Phase3: Launch OTT
tour (VR enabled) centers on marketing through regular platform to the nation
OTT platform engagement event with
• Target: Age agnostic knowledge world renowned influencers
enthusiasts with access to OTT and AR experiential rooms
platforms

You might also like