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“At STAN we are building communities for everyone”: Parth Chadha

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Mumbai: STAN, headquartered in Bengaluru, is one of the fastest-growing gaming startups. The platform is having the largest gaming community in Asia with over 4M gamers onboarded. STAN’s goal is to create an ecosystem for gamers where every victory matters, where rewards are more than just tokens – they’re the embodiment of dedication and prowess, and these gamers find a sense of belongingness.

Recently, STAN reached a significant milestone in its journey, securing a remarkable $2.7 million in Pre-Series A round funding. This investment, spearheaded by their partner General Catalyst, along with esteemed new investors including Aptos Labs, Pix Capital, Maelstrom Fund, and GFR Fund, underscores the unwavering belief in their vision to redefine gaming experiences. India’s gaming ecosystem is undergoing a renaissance of unparalleled magnitude. With 500 million active gamers, 200 million enthusiasts, three million monthly transactions, 5500K MAU, and 650k+ DAU, ready to elevate their experiences, STAN has also been part of various leading events across the world – Abu Dhabi – Token 2049 – Premium Crypto event being the latest event. STAN has disbursed over 30 Lakhs worth of rewards to its engaged audience.

India has always been a mobile gaming first nation unlike other countries. Driven by the widespread embrace of smartphones and expanded internet access, India’s gaming sector has experienced rapid growth, drawing in a diverse audience. The accessibility of budget-friendly smartphones and affordable mobile data has been pivotal in propelling the popularity of mobile gaming across various demographics. India has surpassed the US and Brazil in terms of mobile downloads. India has 568 million online gamers. Despite the number being great, the gaming industry has always felt a void in terms of people not knowing the right career opportunities.

The rise of online gaming has not only captivated millions but also catalysed economic growth, employing over 100,000 skilled professionals in 2023 alone. As we gaze into the horizon, the sector is poised to generate over 250,000 more jobs in the coming decade, heralding a new era of prosperity and innovation.

With gaming influencers on the rise and various sources of income open to them, Indiantelevision.com caught up with STAN co-founder Parth Chadha where he explained how the Indian gaming industry has gone on a different trajectory.

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Edited excerpts

On elaborating STAN’s vision for creating an ecosystem where every victory carries profound significance, going beyond mere tokens to embody dedication and prowess

STAN aims to celebrate every win, ensuring it resonates beyond the game itself. Our brand works on this vision through key features such as interactive and social games where game enthusiasts can play, chat, and win in a dynamic environment that celebrates victories socially, fostering community engagement for game enthusiasts. By allowing users to interact with their favorite gaming creators and discover new groups, STAN guarantees each victory is shared. Playing with favorite creators amplifies enthusiasm and provides status, allowing gamers to have interaction and compete along famous gaming creators.

On planning to capitalize on this burgeoning market to redefine gaming experiences with India’s gaming sector experiencing unprecedented growth and boasting a massive user base

As the Indian gaming sector is witnessing phenomenal growth with a massive user base, STAN plans to capitalize on this emerging market by redefining gaming experiences through multiple platforms. There is a significant white space in the market where gamers seek life experiences and communities that facilitate meaningful connections with like-minded individuals in addition to seeking guidance from senior gamers from where they can learn from them and grow.

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STAN aims to meet this need by bringing together all stakeholders, and providing an environment that supports social networking, mentoring and skills development. By creating a platform where players can interact, compete, and collaborate with each other and their favorite gamers, we ensure a seamless and smooth gaming experience. This approach not only enhances the game journey for users, but also creates a win-win situation for all participants in the ecosystem, and ultimately redefines the game experience.

On sharing insights into the recent milestone of securing $2.7 million in Pre-Series A round funding

STAN recently reached a milestone by raising $2.7 million in Pre-Series A funding from major investors such as Aptos Labs, Pix Capital, Maelstrom Fund, GFR Fund, and General Catalyst. The recent funding from The New Capital, led by General Catalyst with participation from Better Capital and Eximius Ventures, will be strategically utilized to enhance our business. This investment will allow us to provide gamers with advanced tools to develop and monetize their content. These enhancements include digital collections, chat, social communities, and celebrity exclusives. This funding will allow STAN to continue to innovate and expand, ultimately providing a rich and enjoyable experience for our users.

On synergies you anticipate from General Catalyst

Having strong partners and investors like General Catalyst and Better Capital on board will further enhance STAN’s aspirations to create a superior fan experience and drive growth at various levels. As General Catalyst’s first Web3/Crypto investment in India, we expect valuable synergies, including strategic direction, improved reliability, and greater productivity, all of which will accelerate the development and expansion of our platform.

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On differentiating yourself in a crowded gaming market, particularly amidst the rise of mobile gaming and increased competition

STAN differentiates itself in the crowded gaming market by being a user-friendly platform akin to Discord, tailored specifically for India and emerging markets. Our mobile-first design ensures gamers can connect anywhere with cutting-edge technology. STAN facilitates friendships and gaming groups, helping players find like-minded individuals, and rewards them for their contributions, enhancing their experience. We empower creators with global reach, specialized tools, and insights for audience engagement. Additionally, STAN supports developers with effective go-to-market strategies and user testing for game refinement, while offering brands access to a global gaming community, tools for monetizable communities, and actionable insights for strategic decisions.

On collaborations with Chill gamers and participation in leading global events

STAN offers any creator to build his community on STAN where it’s not just a mere community for a creator but also offers PR, Branding, and any help that they might need to progress as a creator. For example, STAN helped Arun aka Achanak Bayanak Gaming and Chill Gamer to get into Bigg Boss and PlayGround respectively. Our branding in the gaming and entertainment space is well known, we leverage this to get brand deals, networks, and opportunities for our creators

On opportunities you offer for aspiring gamers in terms of early monetisation and community building

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For those who want to create, STAN offers opportunities to monetize quickly and build community. While our main focus has been on enhancing the user experience and maximizing integrated game design, we have also prioritized enabling monetization and rewards for both users and creators. Our efforts have resulted in a significant increase in gross collection by over 10x. Recognizing the challenges creators face in monetizing their content in the Indian market, we aim to tap into the creator supply, helping them grow their fanbase and monetize from Day 1.

On catering to the evolving preferences and needs of  audience

At STAN we are building communities for everyone. There are many female gamers on STAN and we see this number grow every day. Few dedicated communities on STAN cater to female audiences’ needs on the platform. There are several clubs and tournaments dedicated to females on STAN.  We are also expanding our creator program to focus on female audiences and creators as well

On STAN’s plans for further expansion, innovation, and enriching the gaming experience for its users

Looking ahead, STAN plans to further expand and innovate by building a comprehensive companion application for gamers in emerging markets. We aim to provide unprecedented experiences and solutions to their issues. By bringing all stakeholders in the gaming ecosystem together on one platform, we strive to create a win-win situation for everyone involved. Currently hosting 10,000 creators, we target to reach 100,000 in the next six months, enriching the gaming experience for our users.

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Gaming

Checkmate Goes Digital as Chess Joins Esports Nations Cup 2026

From boards to bytes, chess readies for a nation-first showdown in Riyadh.

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MUMBAI: When pawns meet power plays, the game changes. Chess, the world’s oldest mind sport, is officially stepping deeper into the digital arena after the Esports World Cup Foundation confirmed it as one of 16 titles at the inaugural Esports Nations Cup 2026, set to unfold in Riyadh from 2 to 29 November.

For a game synonymous with quiet halls and ticking clocks, this is a bold move. Chess at ENC 2026 promises scale, spectacle and serious competition, fielding an unprecedented 128 players and opening the board to fresh talent and underrepresented nations as the sport’s esports evolution gathers pace.

The chess competition will run from November 2 to November 8, culminating in a playoff final. The opening phase features 128 players split into 16 round-robin groups of eight, with the top four from each group advancing.

That leaves 64 players battling it out in a single-elimination playoff bracket. Early rounds will be best-of-two, while the quarterfinals onward step up to best-of-four encounters. Deadlocks will be settled via Armageddon tie-breakers, and all matches will be played in a Rapid 10+0 format, designed for speed, tension and drama.

National pride is front and centre. Of the 128 slots, 64 players will receive direct invitations based on Champions Chess Tour rankings, limited to one per nation. Another 56 players will qualify through regional online qualifiers, while eight wildcard spots round out the field.

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Qualifiers will be hosted by Chess.com across seven regions, including Middle East + India + Central Asia, with two qualifier windows in June 2026. Each country can field a maximum of two players, ensuring both depth and diversity across the draw.

Chess already tasted esports stardom at the 2025 Esports World Cup, where 20 nations were represented and the intensity surprised even purists. The event ended with Magnus Carlsen lifting the title for Team Liquid, sealing chess’s credentials as a natural fit for high-stakes digital competition.

India’s top-ranked player Arjun Erigaisi called the experience “unlike any chess tournament I’ve played before”, adding that the energy of the esports stage is drawing new audiences into the game.

For commentators and fans alike, the shift to a nation-based format raises the stakes. Chessbase India co-founder Sagar Shah likened the moment to the excitement of the Chess Olympiad, while grandmaster and broadcaster Tania Sachdev said the national format adds “pride, pressure and passion” that pulls viewers in deeper.

From silent calculation to roaring crowds, chess at the Esports Nations Cup 2026 is less about moving pieces and more about moving perceptions. Checkmate, it seems, has gone fully digital.

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Gaming

Road to EWC unites 230 tournaments worldwide ahead of Esports World Cup 2026

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RIYADH: The Esports World Cup Foundation has launched Road to EWC, a worldwide qualification programme for the Esports World Cup 2026, stitching together more than 230 tournaments across major esports regions into a single global competitive season.

Running from grassroots qualifiers to elite international leagues, the initiative creates a unified pathway for players and clubs to reach the Esports World Cup finals in Riyadh from 6 July to 23 August, 2026. The season integrates publisher-led ecosystems and major circuits into one calendar, offering year-round visibility for fans and structured progression for competitors.

“Road to EWC brings together the journeys that shape competitive esports,” said Esports World Cup Foundation chief product officer Faisal Bin Homran. “It gives players, clubs, publishers and fans a defined season to plan around, building a sustainable and global competitive ecosystem.”

The qualification network spans leading events including the Apex Legends Global Series, Capcom Cup, Chess.com Global Championship, EVO, Free Fire World Series, EA Sports FC Pro, Pubg Global Series, Rocket League Championship Series, Overwatch Champions Series, Tekken World Tour Finals, and official circuits for Call of Duty, League of Legends, Fortnite, Rainbow Six Siege, Trackmania and Valorant.

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Open online qualifiers will also run for titles such as Dota 2, Teamfight Tactics, Call of Duty: Warzone and Chess, widening access for emerging talent.

In 2025, more than 2,500 players from over 100 countries qualified through the Road to EWC programme. Highlights included 15-year-old Free Fire player Rasyah Rasyid becoming the youngest champion in event history, EA FC star Manuel Bachoore claiming gold, and Street Fighter icon Zeng “Xiao Hai” Zhuojun securing another major title. Team Falcons captured their second club championship following a dramatic Overwatch 2 victory.

A dedicated Road to EWC hub will track qualification events, schedules and viewing options throughout the season. Ticket sales for the Esports World Cup 2026 are now live, with international partners across the US, Europe, Middle East, India and China.

The Esports World Cup returns to Riyadh next summer, bringing together the world’s top clubs across multiple game titles to compete for the largest prize pool in esports history.

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Gaming

Nintendo shares slide 10 per cent despite profit jump, hit by chip shortages

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KYOTO: Nintendo shares slid more than 10 per cent on Wednesday, a day after the gaming giant missed market forecasts for quarterly revenue and warned of mounting pressure from a global memory chip shortage, as per media reports.

The company beat profit expectations, posting a 24 per cent year-on-year rise, driven by strong sales of the Nintendo Switch franchise. Revenue surged 86 per cent, with the original Switch now the firm’s best-selling console since its launch in 2017.

Yet rising component costs are weighing on investor sentiment. Nintendo relies heavily on dynamic random access memory (DRAM), a segment grappling with acute shortages as artificial intelligence and data centre demand soak up supply.

Ortus Advisors head of Japanese equity strategy Andrew Jackson, said markets remain uneasy about the impact of higher memory prices on Nintendo’s margins.

President Shuntaro Furukawa acknowledged that while soaring memory costs have not yet dented results for the current financial year, prolonged price pressures could squeeze profitability.

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TrendForce estimates that contract prices for conventional Dram chips in the first quarter could jump between 90 and 95 per cent from the previous quarter. A senior semiconductor industry executive recently told CNBC the shortage may last until 2027.

Kantan Games chief executive of consultancy Serkan Toto, said sustained cost inflation could force Nintendo to raise console prices: a risky move for its largely casual user base.

The company’s newest device, Switch 2, launched in June last year and already dominates its console sales mix. But analysts warn that momentum in the first year is critical for any new platform.

Concerns persist over whether Switch 2 can match the runaway success of its predecessor, despite Nintendo holding firm on its full-year sales forecast.

The outlook hinges on upcoming blockbuster releases, including Mario Tennis Fever in February and Pokémon Pokopia in March. Nintendo is also banking on The Super Mario Galaxy Movie, due in April, to replicate the sales boost sparked by its 2023 hit film.

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Omdia senior analyst James McWhirter, said 2026 would be a “make-or-break” year as Nintendo seeks broader mass-market appeal for Switch 2.

Nintendo shares are down more than 15 per cent so far this year.

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